local _, MSUF = ...

MSUF = MSUF or _G.MSUF_NS or {}

local C = MSUF.UFBarTextCommon
local UF = C and C.UF or MSUF.UF
if not UF then return end

local CreateFrame = C and C.CreateFrame or CreateFrame
local UnitPower = C and C.UnitPower or UnitPower
local UnitPowerMax = C and C.UnitPowerMax or UnitPowerMax
local UnitPowerType = C and C.UnitPowerType or UnitPowerType
local UnitPowerPercent = C and C.UnitPowerPercent or UnitPowerPercent
local PowerBarColor = C and C.PowerBarColor or PowerBarColor
local ResolvePowerColor = C and C.PowerColor
local WHITE = C and C.WHITE or "Interface\\Buttons\\WHITE8X8"
local SCALE_100 = C and C.SCALE_100
local SetBarSmoothing = C and C.SetBarSmoothing
local SnapBarInterpolation = C and C.SnapBarInterpolation
local ApplyBackgrounds = C and C.ApplyBackgrounds
local ApplyBarGradient = C and C.ApplyBarGradient
local HideBarGradient = C and C.HideBarGradient
local tonumber = tonumber
local tostring = tostring
local type = type
local math_floor = math.floor
local math_max = math.max
local issecretvalue = _G.issecretvalue or function(_) return false end

local Power = {}
local POWER_EVENTS = C and C.POWER_EVENTS
  or { "UNIT_POWER_UPDATE", "UNIT_MAXPOWER", "UNIT_DISPLAYPOWER", "UNIT_POWER_BAR_SHOW", "UNIT_POWER_BAR_HIDE" }
local POWER_EVENTS_FAST = {
  "UNIT_POWER_FREQUENT", "UNIT_MAXPOWER", "UNIT_DISPLAYPOWER", "UNIT_POWER_BAR_SHOW", "UNIT_POWER_BAR_HIDE",
}
local POWER_SHAPE_MEDIA = "Interface\\AddOns\\MidnightSimpleUnitFrames\\Media\\ClassPower\\"
local DETACHED_SHAPE_TEXTURES = {
  ROUND = {
    fill = POWER_SHAPE_MEDIA .. "power_round_fill.tga",
    bg = POWER_SHAPE_MEDIA .. "power_round_bg.tga",
    edge = POWER_SHAPE_MEDIA .. "power_round_edge.tga",
  },
  CRYSTAL = {
    fill = POWER_SHAPE_MEDIA .. "power_crystal_fill.tga",
    bg = POWER_SHAPE_MEDIA .. "power_crystal_bg.tga",
    edge = POWER_SHAPE_MEDIA .. "power_crystal_edge.tga",
  },
  ORB = {
    fill = POWER_SHAPE_MEDIA .. "pip_circle_fill.tga",
    bg = POWER_SHAPE_MEDIA .. "pip_circle_bg.tga",
    edge = POWER_SHAPE_MEDIA .. "pip_circle_edge.tga",
    vertical = true,
  },
}
local function IsFiniteNumber(value)
  return type(value) == "number" and value == value and (value - value) == 0
end

local function IsSecret(value)
  return issecretvalue(value) == true
end

local function SetPowerBarValue(bar, value, animate)
  -- 12.x StatusBar:SetValue accepts restricted/secret values together with a
  -- NeverSecret interpolation enum. Keep the payload entirely C-side so smooth
  -- fill works in combat without inspecting or copying the protected number.
  local interp = animate == true and bar._msufSmoothInterp or nil
  if interp then
    bar:SetValue(value, interp)
    bar._msufInterpolating = true
  else
    bar:SetValue(value)
    bar._msufInterpolating = nil
  end
end

local function SpecPower(frame)
  return frame and frame.MSUFSpec and frame.MSUFSpec.power or nil
end

local function ResolveDynamicPowerColor(frame, unit, powerType, token, metaKnown)
  if ResolvePowerColor then
    local r, g, b = ResolvePowerColor(frame, unit, powerType, token, metaKnown)
    if IsFiniteNumber(r) and IsFiniteNumber(g) and IsFiniteNumber(b) then
      return r, g, b
    end
  end
  local power = SpecPower(frame)
  local override = power and power.colors and token ~= nil and power.colors[token] or nil
  if override then
    return override.r, override.g, override.b
  end
  local c = token ~= nil and PowerBarColor and PowerBarColor[token]
  if not c and powerType ~= nil then
    c = PowerBarColor and PowerBarColor[powerType]
  end
  if not c then
    c = PowerBarColor and PowerBarColor.MANA
  end
  return c and c.r or 0.2, c and c.g or 0.45, c and c.b or 1
end

local function ReadPowerTypeCached(bar, unit, force)
  if not UnitPowerType then return nil, nil end
  if force ~= true and bar and bar._msufPowerTypeKnown == true and bar._msufPowerTypeUnit == unit then
    return bar._msufPowerType, bar._msufPowerToken
  end
  local powerType, token = UnitPowerType(unit)
  local typeSecret = issecretvalue(powerType) == true
  local tokenSecret = issecretvalue(token) == true
  if typeSecret then powerType = nil end
  if tokenSecret then token = nil end
  if typeSecret or tokenSecret then
    if bar then
      bar._msufPowerType = nil
      bar._msufPowerToken = nil
      bar._msufPowerTypeKnown = nil
      bar._msufPowerTypeUnit = nil
    end
    return nil, nil
  end
  if bar then
    bar._msufPowerType = powerType
    bar._msufPowerToken = token
    bar._msufPowerTypeKnown = true
    bar._msufPowerTypeUnit = unit
  end
  return powerType, token
end

local function BarShown(bar)
  if not bar then return false end
  if bar._msufShown == false then return false end
  if bar.IsShown and not bar:IsShown() then return false end
  return true
end

local function PowerEventMatchesToken(bar, event, eventPowerToken)
  if event ~= "UNIT_POWER_UPDATE" and event ~= "UNIT_POWER_FREQUENT" then return true end
  if type(eventPowerToken) ~= "string" or eventPowerToken == "" then return true end
  if bar._msufPowerTypeKnown ~= true or bar._msufPowerToken == nil then return true end
  return bar._msufPowerToken == eventPowerToken
end

local function SetShown(frame, shown)
  local bar = frame and frame.targetPowerBar
  if not bar then return end
  if bar._msufShown ~= shown then
    bar._msufShown = shown
    if shown then bar:Show() else bar:Hide() end
  end
  local bg = frame.powerBarBG
  if bg then if shown then bg:Show() else bg:Hide() end end
end

local function SetRegionShown(region, shown)
  if not region or region._msufShown == shown then return end
  region._msufShown = shown
  if shown then region:Show() else region:Hide() end
end

local function HidePowerBorderEdges(bar)
  local edges = bar and bar.MSUFPowerBorderEdges
  if edges then
    for i = 1, 4 do SetRegionShown(edges[i], false) end
  end
  if bar and bar.MSUFPowerBorderHost then
    SetRegionShown(bar.MSUFPowerBorderHost, false)
  end
end

local function HidePowerBorder(bar)
  HidePowerBorderEdges(bar)
  if bar and bar._msufDetachedShapeEdge then
    SetRegionShown(bar._msufDetachedShapeEdge, false)
  end
end

local function EnsurePowerBorder(bar)
  if not bar then return nil end
  local parent = bar.GetParent and bar:GetParent()
  if not parent then return nil end
  local host = bar.MSUFPowerBorderHost
  if not host then
    host = CreateFrame("Frame", nil, parent)
    if host.EnableMouse then host:EnableMouse(false) end
    bar.MSUFPowerBorderHost = host
  elseif host.GetParent and host:GetParent() ~= parent then
    host:SetParent(parent)
  end
  local edges = bar.MSUFPowerBorderEdges
  if edges and edges._host == host then return edges, host end
  edges = {}
  for i = 1, 4 do
    local edge = host:CreateTexture(nil, "OVERLAY", nil, 6)
    edge:SetColorTexture(0, 0, 0, 1)
    edges[i] = edge
  end
  edges._host = host
  bar.MSUFPowerBorderEdges = edges
  bar._msufPowerBorderThickness = nil
  bar._msufPowerBorderR, bar._msufPowerBorderG, bar._msufPowerBorderB, bar._msufPowerBorderA = nil, nil, nil, nil
  return edges, host
end

local function ApplyPowerBorder(bar, power)
  if not bar then return end
  if bar._msufPowerShapeActive == true then
    HidePowerBorderEdges(bar)
    return
  end
  if bar._msufDetachedShapeEdge then SetRegionShown(bar._msufDetachedShapeEdge, false) end
  local detached = power and power.detached == true
  local rawThickness = detached and power.detachedOutline or power and power.borderThickness
  local thickness = math_floor((tonumber(rawThickness) or 0) + 0.5)
  if thickness <= 0 or (not detached and not (power and power.borderEnabled == true)) then
    HidePowerBorderEdges(bar)
    return
  end
  if thickness > 8 then thickness = 8 end

  local edges, host = EnsurePowerBorder(bar)
  if not edges then return end
  if host.SetFrameLevel and bar.GetFrameLevel then
    local level = (bar:GetFrameLevel() or 1) + 2
    if host._msufPowerBorderLevel ~= level then
      host:SetFrameLevel(level)
      host._msufPowerBorderLevel = level
    end
  end
  SetRegionShown(host, true)

  local top, bottom, left, right = edges[1], edges[2], edges[3], edges[4]
  if bar._msufPowerBorderThickness ~= thickness then
    host:ClearAllPoints()
    host:SetPoint("TOPLEFT", bar, "TOPLEFT", -thickness, thickness)
    host:SetPoint("BOTTOMRIGHT", bar, "BOTTOMRIGHT", thickness, -thickness)
    top:ClearAllPoints()
    top:SetPoint("TOPLEFT", host, "TOPLEFT", 0, 0)
    top:SetPoint("TOPRIGHT", host, "TOPRIGHT", 0, 0)
    top:SetHeight(thickness)
    bottom:ClearAllPoints()
    bottom:SetPoint("BOTTOMLEFT", host, "BOTTOMLEFT", 0, 0)
    bottom:SetPoint("BOTTOMRIGHT", host, "BOTTOMRIGHT", 0, 0)
    bottom:SetHeight(thickness)
    left:ClearAllPoints()
    left:SetPoint("TOPLEFT", host, "TOPLEFT", 0, 0)
    left:SetPoint("BOTTOMLEFT", host, "BOTTOMLEFT", 0, 0)
    left:SetWidth(thickness)
    right:ClearAllPoints()
    right:SetPoint("TOPRIGHT", host, "TOPRIGHT", 0, 0)
    right:SetPoint("BOTTOMRIGHT", host, "BOTTOMRIGHT", 0, 0)
    right:SetWidth(thickness)
    bar._msufPowerBorderThickness = thickness
  end

  local r, g, b, a = power.borderR or 0, power.borderG or 0, power.borderB or 0, power.borderA or 1
  if bar._msufPowerBorderR ~= r or bar._msufPowerBorderG ~= g
    or bar._msufPowerBorderB ~= b or bar._msufPowerBorderA ~= a then
    for i = 1, 4 do edges[i]:SetColorTexture(r, g, b, a) end
    bar._msufPowerBorderR, bar._msufPowerBorderG, bar._msufPowerBorderB, bar._msufPowerBorderA = r, g, b, a
  end
  for i = 1, 4 do SetRegionShown(edges[i], true) end
end

local function ShapeOutlineAlpha(value)
  value = tonumber(value) or 0
  if value <= 0 then return 0 end
  if value >= 8 then return 1 end
  return 0.49 + (value * 0.065)
end

local function NormalizeShape(shape)
  shape = tostring(shape or "BAR"):upper()
  if shape == "ROUND" or shape == "CRYSTAL" or shape == "ORB" then return shape end
  return "BAR"
end

local function Number(value, fallback)
  value = tonumber(value)
  if value ~= nil and value == value and (value - value) == 0 then return value end
  return fallback
end

local function RoundPositive(value, fallback)
  value = Number(value, fallback)
  if value < 1 then value = 1 end
  return math_floor(value + 0.5)
end

local function RoundNonNegative(value, fallback)
  value = Number(value, fallback)
  if value < 0 then value = 0 end
  return math_floor(value + 0.5)
end

local function FrameWidth(frame)
  if not (frame and frame.GetWidth) then return nil end
  if frame._msufLegacyCooldownAnchor == true then return nil end
  if frame.IsShown and not frame:IsShown() then return nil end
  local width = frame:GetWidth()
  if type(width) == "number" and width > 1 then return width end
  return nil
end

local function ResolveCooldownWidthFrame(name)
  if type(name) ~= "string" or name == "" then return nil end
  local resolver = _G.MSUF_GetEffectiveCooldownFrame
  local frame = type(resolver) == "function" and resolver(name) or nil
  return frame or _G[name]
end

local function ResolveDetachedWidth(frame, power)
  local width
  if power.detachedSyncClass == true then
    width = FrameWidth(_G.MSUF_ClassPowerContainer) or Number(power.detachedClassWidth, nil)
  end
  width = width or FrameWidth(ResolveCooldownWidthFrame(power.detachedWidthFrameName))
  width = width or Number(power.detachedWidth, nil)
  width = width or FrameWidth(frame)
  return RoundPositive(width, 1)
end

local function ResolveDetachedAnchor(power)
  local anchor = _G.MSUF_ClassPowerContainer
  if power.detachedAnchorClass == true and anchor and anchor.GetWidth and anchor:GetWidth() > 1
    and (not anchor.IsShown or anchor:IsShown()) then
    return anchor, "TOP", "BOTTOM"
  end
  return nil, "TOP", "BOTTOM"
end

local function ApplyShapeMedia(frame, power, texture)
  local bar = frame and frame.targetPowerBar
  if not bar then return texture or WHITE end
  local shape = NormalizeShape(power and power.shape)
  local media = DETACHED_SHAPE_TEXTURES[shape]
  if media then
    bar._msufPowerShapeActive = true
    if bar.SetOrientation then
      local orientation = media.vertical and "VERTICAL" or "HORIZONTAL"
      if bar._msufPowerOrientation ~= orientation then
        bar:SetOrientation(orientation)
        bar._msufPowerOrientation = orientation
      end
    end
    local edge = bar._msufDetachedShapeEdge
    if not edge then
      edge = bar:CreateTexture(nil, "OVERLAY", nil, 1)
      bar._msufDetachedShapeEdge = edge
    end
    if edge._msufPowerShapeAnchor ~= bar then
      edge:ClearAllPoints()
      edge:SetAllPoints(bar)
      edge._msufPowerShapeAnchor = bar
    end
    if edge._msufTexture ~= media.edge then
      edge:SetTexture(media.edge)
      edge._msufTexture = media.edge
    end
    local alpha = ShapeOutlineAlpha(power.detachedOutline)
    local r, g, b, a = power.borderR or 0, power.borderG or 0, power.borderB or 0, power.borderA or 1
    if edge._msufR ~= r or edge._msufG ~= g or edge._msufB ~= b or edge._msufA ~= a then
      edge:SetVertexColor(r, g, b, a)
      edge._msufR, edge._msufG, edge._msufB, edge._msufA = r, g, b, a
    end
    if edge._msufAlpha ~= alpha then
      edge:SetAlpha(alpha)
      edge._msufAlpha = alpha
    end
    SetRegionShown(edge, alpha > 0)
    return media.fill
  end

  bar._msufPowerShapeActive = nil
  if bar.SetOrientation and bar._msufPowerOrientation ~= "HORIZONTAL" then
    bar:SetOrientation("HORIZONTAL")
    bar._msufPowerOrientation = "HORIZONTAL"
  end
  local edge = bar._msufDetachedShapeEdge
  if edge then SetRegionShown(edge, false) end
  return texture or WHITE
end

local function ApplyBackgroundMedia(frame, power)
  local bg = frame and frame.powerBarBG
  if not bg then return end
  local texture = power and power.backgroundTexture
  local background = power and power.background or nil
  local r = background and background.r or 0
  local g = background and background.g or 0
  local b = background and background.b or 0
  local ba = background and background.a or power and power.backgroundAlpha
    or frame.MSUFSpec and frame.MSUFSpec.backgroundAlpha or 0.72
  local media = power and power.detached == true and DETACHED_SHAPE_TEXTURES[NormalizeShape(power.shape)]
  if media then
    if bg._msufTexture ~= media.bg then
      bg:SetTexture(media.bg)
      bg._msufTexture = media.bg
    end
    if bg._msufMode ~= "shape" or bg._msufR ~= r or bg._msufG ~= g or bg._msufB ~= b or bg._msufA ~= ba then
      bg:SetVertexColor(r, g, b, ba)
      bg._msufMode = "shape"
      bg._msufR, bg._msufG, bg._msufB = r, g, b
      bg._msufA = ba
    end
    bg._msufBgTexture = media.bg
    bg._msufBgColorTexture = nil
    bg._msufBgR, bg._msufBgG, bg._msufBgB, bg._msufBgA = r, g, b, ba
    return
  end
  if type(texture) == "string" and texture ~= "" then
    if bg._msufTexture ~= texture then
      bg:SetTexture(texture)
      bg._msufTexture = texture
    end
    if bg._msufMode ~= "texture" or bg._msufR ~= r or bg._msufG ~= g or bg._msufB ~= b or bg._msufA ~= ba then
      bg:SetVertexColor(r, g, b, ba)
      bg._msufMode = "texture"
      bg._msufR, bg._msufG, bg._msufB = r, g, b
      bg._msufA = ba
    end
    bg._msufBgTexture = texture
    bg._msufBgColorTexture = nil
    bg._msufBgR, bg._msufBgG, bg._msufBgB, bg._msufBgA = r, g, b, ba
  elseif bg._msufMode ~= "solid" or bg._msufR ~= r or bg._msufG ~= g or bg._msufB ~= b or bg._msufA ~= ba then
    bg:SetColorTexture(r, g, b, ba)
    bg._msufTexture = nil
    bg._msufMode = "solid"
    bg._msufR, bg._msufG, bg._msufB = r, g, b
    bg._msufA = ba
    bg._msufBgTexture = nil
    bg._msufBgColorTexture = true
    bg._msufBgR, bg._msufBgG, bg._msufBgB, bg._msufBgA = r, g, b, ba
  end
end

local function SetPowerFrameLevel(bar, level)
  if not (bar and bar.SetFrameLevel) or bar._msufPowerFrameLevel == level then return end
  bar:SetFrameLevel(level)
  bar._msufPowerFrameLevel = level
end

local function LayoutDetached(frame, bar, power, defaultHeight)
  local shape = NormalizeShape(power.shape)
  local size = shape == "ORB" and RoundPositive(power.orbSize, power.detachedHeight or defaultHeight or 6) or nil
  local width = size or ResolveDetachedWidth(frame, power)
  local height = size or RoundPositive(power.detachedHeight, defaultHeight or 6)
  local x = math_floor(Number(power.detachedX, 0) + 0.5)
  local y = math_floor(Number(power.detachedY, -4) + 0.5)
  local anchor, point, relativePoint = ResolveDetachedAnchor(power)

  bar:ClearAllPoints()
  bar:SetSize(math_max(1, width), math_max(1, height))
  if anchor then
    bar:SetPoint(point, anchor, relativePoint, x, y)
  else
    bar:SetPoint(point, frame, relativePoint, x, y)
  end
  if bar.SetFrameLevel and frame.GetFrameLevel then
    local level = (frame:GetFrameLevel() or 1) + RoundNonNegative(power.detachedLevel, 6)
    SetPowerFrameLevel(bar, level)
  end
  bar._msufDetached = true
end

local function SetColor(frame, force)
  local bar = frame and frame.targetPowerBar
  if not bar then return end
  local power = SpecPower(frame) or {}
  local mode = power.mode
  local r, g, b
  if mode == "dark" or mode == "unified" or mode == "static" then
    r, g, b = power.r, power.g, power.b
  end
  if not (IsFiniteNumber(r) and IsFiniteNumber(g) and IsFiniteNumber(b)) then
    local powerType, token
    local metaKnown = false
    if mode ~= "class" and UnitPowerType then
      powerType, token = ReadPowerTypeCached(bar, frame.unit, true)
      metaKnown = powerType ~= nil or token ~= nil
    end
    r, g, b = ResolveDynamicPowerColor(frame, frame.unit, powerType, token, metaKnown)
  end
  local a = power.alpha or 1
  if force or bar._msufR ~= r or bar._msufG ~= g or bar._msufB ~= b or bar._msufA ~= a then
    bar:SetStatusBarColor(r, g, b, a)
    bar._msufR, bar._msufG, bar._msufB, bar._msufA = r, g, b, a
  end
end

function Power.IsEnabled(frame, spec)
  local power = spec and spec.power
  return power and power.enabled == true
end

function Power.GetEvents(frame, spec)
  local power = spec and spec.power
  -- Player power is driven by Blizzard's high-frequency event instead of also
  -- subscribing the bar to UNIT_POWER_UPDATE and doing duplicate value work.
  if (frame and frame.unit == "player") or (power and power.frequent == true) then
    return POWER_EVENTS_FAST
  end
  return POWER_EVENTS
end

function Power.Disable(frame)
  SetShown(frame, false)
  HidePowerBorder(frame and frame.targetPowerBar)
  if HideBarGradient and frame then HideBarGradient(frame.powerGradients) end
  if frame then frame._msufPowerBarDetached = nil end
end

function Power.Create(frame, spec)
  if frame.targetPowerBar then return end
  local bar = CreateFrame("StatusBar", nil, frame)
  bar:SetMinMaxValues(0, 100)
  bar:SetValue(0)
  bar:SetStatusBarTexture((spec and spec.texture) or WHITE)
  frame.targetPowerBar = bar
  frame.powerBar = bar
  frame.Power = bar
  frame.power = bar

  local bg = bar:CreateTexture(nil, "BACKGROUND", nil, -1)
  bg:SetAllPoints(bar)
  bg:SetColorTexture(0, 0, 0, spec and spec.backgroundAlpha or 0.72)
  frame.powerBarBG = bg
  frame.powerBg = bg
end

function Power.Apply(frame, spec)
  if not frame.targetPowerBar then Power.Create(frame, spec) end
  local bar = frame.targetPowerBar
  frame.Power = bar
  frame.powerBar = bar
  frame.power = bar

  local power = spec and spec.power or {}
  local h = tonumber(power.height) or 3
  frame._msufPowerBarDetached = power.detached == true and true or nil
  if power.detached == true then
    LayoutDetached(frame, bar, power, h)
  else
    bar._msufDetached = nil
    local inlineLevel = frame.GetFrameLevel and ((frame:GetFrameLevel() or 1) + 1) or nil
    if inlineLevel then SetPowerFrameLevel(bar, inlineLevel) end
    bar:ClearAllPoints()
    if power.embed == false then
      bar:SetPoint("TOPLEFT", frame, "BOTTOMLEFT", 0, -1)
      bar:SetPoint("TOPRIGHT", frame, "BOTTOMRIGHT", 0, -1)
      bar:SetHeight(h)
    else
      bar:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 0, 0)
      bar:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0)
      bar:SetHeight(h)
    end
  end
  if frame.powerBarBG then
    frame.powerBarBG:ClearAllPoints()
    frame.powerBarBG:SetAllPoints(bar)
  end
  local texture = power.texture or spec and spec.texture or WHITE
  if power.detached == true then
    texture = ApplyShapeMedia(frame, power, texture)
  else
    ApplyShapeMedia(frame, nil, texture)
  end
  if bar._msufTexture ~= texture then
    bar:SetStatusBarTexture(texture)
    bar._msufTexture = texture
  end
  if bar._msufPowerShapeActive == true then
    ApplyBackgroundMedia(frame, power)
    if HideBarGradient then HideBarGradient(frame.powerGradients) end
  else
    if ApplyBackgrounds then
      ApplyBackgrounds(frame, false, true)
    else
      ApplyBackgroundMedia(frame, power)
    end
    if ApplyBarGradient then ApplyBarGradient(frame, bar, power.barGradient, "powerGradients") end
  end
  if bar.SetReverseFill then
    local reverse = power.reverse == true
    if bar._msufReverseFill ~= reverse then
      bar:SetReverseFill(reverse)
      bar._msufReverseFill = reverse
    end
  end
  bar._msufMinMax = nil
  bar._msufPowerValue = nil
  bar._msufPowerMax = nil
  bar._msufPowerValueUnit = nil
  bar._msufPowerMaxUnit = nil
  bar._msufPowerMaxReady = nil
  bar._msufPowerPercentValue = nil
  bar._msufPowerType = nil
  bar._msufPowerToken = nil
  bar._msufPowerTypeKnown = nil
  bar._msufPowerTypeUnit = nil
  if SetBarSmoothing then SetBarSmoothing(bar, power.smooth == true) end
  SetColor(frame, true)
  local enabled = power.enabled == true
  SetShown(frame, enabled)
  if enabled then
    ApplyPowerBorder(bar, power)
  else
    HidePowerBorder(bar)
    if HideBarGradient then HideBarGradient(frame.powerGradients) end
  end
end

local function UpdatePercent(frame, event, unit, animate)
  if not (UnitPowerPercent and UnitPowerType and SCALE_100) then return false end
  local bar = frame.targetPowerBar
  local forceType = false
  if event ~= "UNIT_POWER_UPDATE" and event ~= "UNIT_POWER_FREQUENT" then
    local power = SpecPower(frame)
    forceType = not power or power.mode ~= "power"
  end
  local powerType, token = ReadPowerTypeCached(bar, unit, forceType)
  local pct = UnitPowerPercent(unit, powerType or 0, true, SCALE_100)
  local secret = IsSecret(pct)
  if not secret and pct == nil then pct = 0 end
  if not secret and not IsFiniteNumber(pct) then pct = 0 end
  if bar._msufMinMax ~= 100 then
    bar:SetMinMaxValues(0, 100)
    bar._msufMinMax = 100
  end
  local cachedPct = bar._msufPowerPercentValue
  if secret or cachedPct ~= pct then
    SetPowerBarValue(bar, pct, animate)
    if secret then
      bar._msufPowerPercentValue = nil
    else
      bar._msufPowerPercentValue = pct
    end
  end
  local rt = frame._msufTextRuntime
  if rt and rt.powerNeedsPercent == true then
    rt._dispatchPowerPercent = pct
    rt._dispatchPowerPercentReady = true
  elseif rt then
    rt._dispatchPowerPercent = nil
    rt._dispatchPowerPercentReady = nil
  end
  return true, pct, powerType, token
end

local function UpdateAbsolute(frame, unit, animate)
  local powerType, token
  local bar = frame.targetPowerBar
  powerType, token = ReadPowerTypeCached(bar, unit, true)
  local value = powerType ~= nil and UnitPower(unit, powerType) or UnitPower(unit)
  local valueSecret = IsSecret(value)
  local maxValue = powerType ~= nil and UnitPowerMax(unit, powerType) or UnitPowerMax(unit)
  local maxSecret = IsSecret(maxValue)
  if not valueSecret then
    value = value or 0
    if not IsFiniteNumber(value) then value = 0 end
  end
  if not maxSecret then
    maxValue = maxValue or 1
    if not IsFiniteNumber(maxValue) or maxValue <= 0 then maxValue = 1 end
  end
  local cachedMinMax = bar._msufMinMax
  if maxSecret or cachedMinMax ~= maxValue then
    bar:SetMinMaxValues(0, maxValue)
    if maxSecret then
      bar._msufMinMax = nil
    else
      bar._msufMinMax = maxValue
    end
  end
  local cachedValue = bar._msufPowerValue
  if valueSecret or cachedValue ~= value or bar._msufPowerValueUnit ~= unit then
    SetPowerBarValue(bar, value, animate)
  end
  if valueSecret then
    bar._msufPowerValue = nil
    bar._msufPowerValueUnit = nil
  else
    bar._msufPowerValue = value
    bar._msufPowerValueUnit = unit
  end
  if maxSecret then
    bar._msufPowerMax = nil
    bar._msufPowerMaxUnit = nil
    bar._msufPowerMaxReady = nil
  else
    bar._msufPowerMax = maxValue
    bar._msufPowerMaxUnit = unit
    bar._msufPowerMaxReady = true
  end
  bar._msufPowerPercentValue = nil
  return value, maxValue, powerType, token
end

function Power.Update(frame, event, unit, eventPowerToken)
  unit = unit or frame.unit
  local rt = frame and frame._msufTextRuntime
  if rt then
    rt._dispatchPowerPercent = nil
    rt._dispatchPowerPercentReady = nil
  end
  local bar = frame and frame.targetPowerBar
  if not (bar and unit and BarShown(bar)) then return end
  if not PowerEventMatchesToken(bar, event, eventPowerToken) then return end
  local animate = event == "UNIT_POWER_UPDATE" or event == "UNIT_POWER_FREQUENT"
  if not animate then
    if SnapBarInterpolation then SnapBarInterpolation(bar) end
    SetColor(frame)
  end
  local ok, _, powerType, token = UpdatePercent(frame, event, unit, animate)
  if ok then return nil, nil, powerType, token, event == "UNIT_DISPLAYPOWER" end
  local value, maxValue, absoluteType, absoluteToken = UpdateAbsolute(frame, unit, animate)
  return value, maxValue, absoluteType, absoluteToken, event == "UNIT_DISPLAYPOWER"
end

Power.UpdateValue = Power.Update
Power.UpdateValuePlain = Power.Update
Power.UpdateValueStatic = Power.Update
Power.UpdateValueStaticPlain = Power.Update
Power.UpdateValueGroupPercent = Power.Update
function Power.SelectGroupPowerUpdater() return nil end

UF.RegisterElement("Power", Power)
