local TXUI, F, E, I, V, P, G = unpack((select(2, ...)))

local pi = math.pi
local cos = math.cos
local sin = math.sin
local mod = math.fmod
local sqrt = math.sqrt
local ceil = math.ceil
local floor = math.floor
local tinsert = table.insert
local tremove = table.remove
local lower = string.lower
local Updater = CreateFrame("StatusBar")
local Texture = Updater:CreateTexture()
local FontString = Updater:CreateFontString()
local Initialize = {}
local Update = {}
local Easing = {}
local Callbacks = {
  ["onplay"] = {},
  ["onpause"] = {},
  ["onresume"] = {},
  ["onstop"] = {},
  ["onreset"] = {},
  ["onfinished"] = {},
}

-- Update all current animations
local OnUpdate = function(self, elapsed)
  for i = #self, 1, -1 do
    if self[i] then -- Double check that the index still exists, due to pauses/stops removing them on the fly
      self[i]:Update(elapsed, i)
    end
  end

  if #self == 0 then self:SetScript("OnUpdate", nil) end
end

local GetColor = function(p, r1, g1, b1, a1, r2, g2, b2, a2)
  return r1 + (r2 - r1) * p, g1 + (g2 - g1) * p, b1 + (b2 - b1) * p, a1 + (a2 - a1) * p
end

local Set = {
  ["backdrop"] = Updater.SetBackdropColor,
  ["border"] = Updater.SetBackdropBorderColor,
  ["statusbar"] = Updater.SetStatusBarColor,
  ["text"] = FontString.SetTextColor,
  ["texture"] = Texture.SetTexture,
  ["vertex"] = Texture.SetVertexColor,
  ["gradientAlpha"] = Texture.SetGradient,
}
TXUI.AnimationSetFunc = Set

local Get = {
  ["backdrop"] = Updater.GetBackdropColor,
  ["border"] = Updater.GetBackdropBorderColor,
  ["statusbar"] = Updater.GetStatusBarColor,
  ["text"] = FontString.GetTextColor,
  ["texture"] = Texture.GetVertexColor,
  ["vertex"] = Texture.GetVertexColor,
  ["gradientAlpha"] = Texture.GetVertexColor,
}
TXUI.AnimationGetFunc = Get

-- Linear easing
Easing["linear"] = function(t, b, c, d)
  return c * t / d + b
end

-- Quadratic easing
Easing["in-quadratic"] = function(t, b, c, d)
  t = t / d

  return c * (t ^ 2) + b
end

Easing["out-quadratic"] = function(t, b, c, d)
  t = t / d

  return -c * t * (t - 2) + b
end

Easing["inout-quadratic"] = function(t, b, c, d)
  t = t / d * 2

  if t < 1 then
    return c / 2 * (t ^ 2) + b
  else
    return -c / 2 * ((t - 1) * (t - 3) - 1) + b
  end
end

-- Cubic easing
Easing["in-cubic"] = function(t, b, c, d)
  t = t / d

  return c * (t ^ 3) + b
end

Easing["out-cubic"] = function(t, b, c, d)
  t = t / d - 1

  return c * (t ^ 3 + 1) + b
end

Easing["inout-cubic"] = function(t, b, c, d)
  t = t / d * 2

  if t < 1 then
    return c / 2 * (t ^ 3) + b
  else
    t = t - 2

    return c / 2 * (t ^ 3 + 2) + b
  end
end

-- Quartic easing
Easing["in-quartic"] = function(t, b, c, d)
  t = t / d

  return c * (t ^ 4) + b
end

Easing["out-quartic"] = function(t, b, c, d)
  t = t / d - 1

  return -c * (t ^ 4 - 1) + b
end

Easing["inout-quartic"] = function(t, b, c, d)
  t = t / d * 2

  if t < 1 then
    return c / 2 * t ^ 4 + b
  else
    t = t - 2

    return -c / 2 * (t ^ 4 - 2) + b
  end
end

-- Quintic easing
Easing["in-quintic"] = function(t, b, c, d)
  t = t / d

  return c * (t ^ 5) + b
end

Easing["out-quintic"] = function(t, b, c, d)
  t = t / d - 1

  return c * (t ^ 5 + 1) + b
end

Easing["inout-quintic"] = function(t, b, c, d)
  t = t / d * 2

  if t < 1 then
    return c / 2 * t ^ 5 + b
  else
    t = t - 2

    return c / 2 * (t ^ 5 + 2) + b
  end
end

-- Sinusoidal easing
Easing["in-sinusoidal"] = function(t, b, c, d)
  return -c * cos(t / d * (pi / 2)) + c + b
end

Easing["out-sinusoidal"] = function(t, b, c, d)
  return c * sin(t / d * (pi / 2)) + b
end

Easing["inout-sinusoidal"] = function(t, b, c, d)
  return -c / 2 * (cos(pi * t / d) - 1) + b
end

-- Exponential easing
Easing["in-exponential"] = function(t, b, c, d)
  if t == 0 then
    return b
  else
    return c * (2 ^ (10 * (t / d - 1))) + b - c * 0.001
  end
end

Easing["out-exponential"] = function(t, b, c, d)
  if t == d then
    return b + c
  else
    return c * 1.001 * (-(2 ^ (-10 * t / d)) + 1) + b
  end
end

Easing["inout-exponential"] = function(t, b, c, d)
  if t == 0 then return b end

  if t == d then return b + c end

  t = t / d * 2

  if t < 1 then
    return c / 2 * (2 ^ (10 * (t - 1))) + b - c * 0.0005
  else
    t = t - 1

    return c / 2 * 1.0005 * (-(2 ^ (-10 * t)) + 2) + b
  end
end

-- Circular easing
Easing["in-circular"] = function(t, b, c, d)
  t = t / d

  return (-c * (sqrt(1 - t * t) - 1) + b)
end

Easing["out-circular"] = function(t, b, c, d)
  t = t / d - 1

  return (c * sqrt(1 - t * t) + b)
end

Easing["inout-circular"] = function(t, b, c, d)
  t = t / d * 2

  if t < 1 then
    return -c / 2 * (sqrt(1 - t * t) - 1) + b
  else
    t = t - 2

    return c / 2 * (sqrt(1 - t * t) + 1) + b
  end
end

-- Bounce easing
Easing["out-bounce"] = function(t, b, c, d)
  t = t / d

  if t < (1 / 2.75) then
    return c * (7.5625 * t * t) + b
  elseif t < (2 / 2.75) then
    t = t - (1.5 / 2.75)

    return c * (7.5625 * t * t + 0.75) + b
  elseif t < (2.5 / 2.75) then
    t = t - (2.25 / 2.75)

    return c * (7.5625 * t * t + 0.9375) + b
  else
    t = t - (2.625 / 2.75)

    return c * (7.5625 * t * t + 0.984375) + b
  end
end

Easing["in-bounce"] = function(t, b, c, d)
  return c - Easing["out-bounce"](d - t, 0, c, d) + b
end

Easing["inout-bounce"] = function(t, b, c, d)
  if t < d / 2 then
    return Easing["in-bounce"](t * 2, 0, c, d) * 0.5 + b
  else
    return Easing["out-bounce"](t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b
  end
end

-- Elastic easing
Easing["in-elastic"] = function(t, b, c, d)
  if t == 0 then return b end

  t = t / d

  if t == 1 then return b + c end

  local a = c
  local p = d * 0.3
  local s = p / 4

  t = t - 1

  return -(a * 2 ^ (10 * t) * sin((t * d - s) * (2 * pi) / p)) + b
end

Easing["out-elastic"] = function(t, b, c, d)
  if t == 0 then return b end

  t = t / d

  if t == 1 then return b + c end

  local a = c
  local p = d * 0.3
  local s = p / 4

  return a * 2 ^ (-10 * t) * sin((t * d - s) * (2 * pi) / p) + c + b
end

Easing["inout-elastic"] = function(t, b, c, d)
  if t == 0 then return b end

  t = t / d * 2

  if t == 2 then return b + c end

  local a = c
  local p = d * (0.3 * 1.5)
  local s = p / 4

  if t < 1 then
    t = t - 1

    return -0.5 * (a * 2 ^ (10 * t) * sin((t * d - s) * (2 * pi) / p)) + b
  else
    t = t - 1

    return a * 2 ^ (-10 * t) * sin((t * d - s) * (2 * pi) / p) * 0.5 + c + b
  end
end

-- Simple options
Easing["in"] = Easing["in-quadratic"]
Easing["out"] = Easing["out-quadratic"]
Easing["inout"] = Easing["inout-quadratic"]

local AnimMethods = {
  All = {
    Play = function(self)
      if not self.Paused then
        Initialize[self.Type](self)
        self:Callback("OnPlay")
      else
        self:StartUpdating()
        self:Callback("OnResume")
      end

      self.Playing = true
      self.Paused = false
      self.Stopped = false
    end,

    IsPlaying = function(self)
      return self.Playing
    end,

    Pause = function(self)
      for i = 1, #Updater do
        if Updater[i] == self then
          tremove(Updater, i)

          break
        end
      end

      self.Playing = false
      self.Paused = true
      self.Stopped = false
      self:Callback("OnPause")
    end,

    IsPaused = function(self)
      return self.Paused
    end,

    Stop = function(self, reset)
      for i = 1, #Updater do
        if Updater[i] == self then
          tremove(Updater, i)

          break
        end
      end

      self.Playing = false
      self.Paused = false
      self.Stopped = true
      self.Timer = 0

      if reset then
        self:Reset()
        self:Callback("OnReset")
      else
        self:Callback("OnStop")
      end
    end,

    IsStopped = function(self)
      return self.Stopped
    end,

    SetEasing = function(self, easing)
      easing = lower(easing)

      self.Easing = Easing[easing] and easing or "linear"
    end,

    GetEasing = function(self)
      return self.Easing
    end,

    SetDuration = function(self, duration)
      self.Duration = duration or 0
    end,

    GetDuration = function(self)
      return self.Duration
    end,

    GetProgressByTimer = function(self)
      return self.Timer
    end,

    SetOrder = function(self, order)
      self.Order = order or 1

      if order > self.Group.MaxOrder then self.Group.MaxOrder = order end
    end,

    GetOrder = function(self)
      return self.Order
    end,

    GetParent = function(self)
      return self.Parent
    end,

    SetScript = function(self, handler, func)
      handler = lower(handler)

      if Callbacks[handler] then Callbacks[handler][self] = func end
    end,

    GetScript = function(self, handler)
      handler = lower(handler)

      if Callbacks[handler] and Callbacks[handler][self] then return Callbacks[handler][self] end
    end,

    Callback = function(self, handler)
      handler = lower(handler)

      if Callbacks[handler][self] then Callbacks[handler][self](self) end
    end,

    StartUpdating = function(self)
      tinsert(Updater, self)

      if not Updater:GetScript("OnUpdate") then Updater:SetScript("OnUpdate", OnUpdate) end
    end,
  },

  move = {
    SetOffset = function(self, x, y)
      self.XSetting = x or 0
      self.YSetting = y or 0
    end,

    GetOffset = function(self)
      return self.XSetting, self.YSetting
    end,

    SetRounded = function(self, flag)
      self.IsRounded = flag
    end,

    GetRounded = function(self)
      return self.IsRounded
    end,

    GetProgress = function(self)
      return self.XOffset, self.YOffset
    end,

    Reset = function(self)
      self.Timer = 0
      self.Parent:ClearAllPoints()
      self.Parent:SetPoint(self.A1, self.P, self.A2, self.StartX, self.StartY)

      if self.IsRounded then self.ModTimer = 0 end
    end,

    Finish = function(self)
      self:Stop()

      if self.IsRounded then self.ModTimer = 0 end

      self.Parent:ClearAllPoints()
      self.Parent:SetPoint(self.A1, self.P, self.A2, self.EndX, self.EndY)
    end,
  },

  fade = {
    SetChange = function(self, alpha)
      self.EndAlphaSetting = alpha or 0
    end,

    GetChange = function(self)
      return self.EndAlphaSetting
    end,

    GetProgress = function(self)
      return self.CurrentValue
    end,

    Reset = function(self)
      self.Timer = 0
      self.Parent:SetAlpha(self.StartAlpha)
    end,

    Finish = function(self)
      self:Stop()
      self.Parent:SetAlpha(self.EndAlpha)
    end,
  },

  height = {
    SetChange = function(self, height)
      self.EndHeightSetting = height or 0
    end,

    GetChange = function(self)
      return self.EndHeightSetting
    end,

    GetProgress = function(self)
      return self.CurrentValue
    end,

    Reset = function(self)
      self.Timer = 0
      self.Parent:SetHeight(self.StartHeight)
    end,

    Finish = function(self)
      self:Stop()
      self.Parent:SetHeight(self.EndHeight)
    end,
  },

  width = {
    SetChange = function(self, width)
      self.EndWidthSetting = width or 0
    end,

    GetChange = function(self)
      return self.EndWidthSetting
    end,

    GetProgress = function(self)
      return self.CurrentValue
    end,

    Reset = function(self)
      self.Timer = 0
      self.Parent:SetWidth(self.StartWidth)
    end,

    Finish = function(self)
      self:Stop()
      self.Parent:SetWidth(self.EndWidth)
    end,
  },

  color = {
    SetChange = function(self, r, g, b, a)
      self.EndRSetting = r or 1
      self.EndGSetting = g or 1
      self.EndBSetting = b or 1
      self.EndASetting = a or 1
    end,

    GetChange = function(self)
      return self.EndRSetting, self.EndGSetting, self.EndBSetting, self.EndASetting
    end,

    SetColorType = function(self, region)
      region = lower(region)

      self.ColorType = Set[region] and region or "border"
    end,

    GetColorType = function(self)
      return self.ColorType
    end,

    GetProgress = function(self)
      return self.CurrentValue
    end,

    Reset = function(self)
      self.Timer = 0
      Set[self.ColorType](self.Parent, self.StartR, self.StartG, self.StartB, self.StartA)
    end,

    Finish = function(self)
      self:Stop()
      Set[self.ColorType](self.Parent, self.EndR, self.EndG, self.EndB, self.EndA)
    end,
  },

  colorcycle = {
    SetChange = function(self, startA, endA)
      self.StartASetting = startA or 1
      self.EndASetting = endA or 1
    end,

    GetChange = function(self)
      return self.EndASetting
    end,

    SetColorType = function(self, region)
      region = lower(region)

      self.ColorType = Set[region] and region or "border"
    end,

    GetColorType = function(self)
      return self.ColorType
    end,

    GetProgress = function(self)
      return self.CurrentValue
    end,

    Reset = function(self)
      self.Timer = 0
      Set[self.ColorType](self.Parent, "VERTICAL", 1, 0, 0, self.StartA, 1, 0, 0, self.EndA)
    end,

    Finish = function(self)
      self:Stop()
      Set[self.ColorType](self.Parent, "VERTICAL", 1, 0, 0, self.StartA, 1, 0, 0, self.EndA)
    end,
  },

  progress = {
    SetChange = function(self, value)
      self.EndValueSetting = value or 0
    end,

    GetChange = function(self)
      return self.EndValueSetting
    end,

    GetProgress = function(self)
      return self.CurrentValue
    end,

    Reset = function(self)
      self.Timer = 0
      self.Parent:SetValue(self.StartValue)
    end,

    Finish = function(self)
      self:Stop()
      self.Parent:SetValue(self.EndValue)
    end,
  },

  number = {
    SetChange = function(self, value)
      self.EndNumberSetting = value or 0
    end,

    GetChange = function(self)
      return self.EndNumberSetting
    end,

    SetStart = function(self, value)
      self.StartNumber = value
    end,

    GetStart = function(self, _)
      return self.StartNumber
    end,

    SetPrefix = function(self, text)
      self.Prefix = text or ""
    end,

    GetPrefix = function(self)
      return self.Prefix
    end,

    SetPostfix = function(self, text)
      self.Postfix = text or ""
    end,

    GetPostfix = function(self)
      return self.Postfix
    end,

    GetProgress = function(self)
      return self.CurrentValue
    end,

    Reset = function(self)
      self.Timer = 0
      self.Parent:SetText(self.StartNumber)
    end,

    Finish = function(self)
      self:Stop()
      self.Parent:SetText(self.EndNumber)
    end,
  },

  sleep = {
    GetProgress = function(self)
      return self.Timer
    end,

    Reset = function(self)
      self.Timer = 0
    end,

    Finish = function(self)
      self:Stop()
    end,
  },

  scale = {
    SetChange = function(self, width)
      self.EndScaleSetting = width or 0
    end,

    GetChange = function(self)
      return self.EndScaleSetting
    end,

    GetProgress = function(self)
      return self.CurrentValue
    end,

    Reset = function(self)
      self.Timer = 0
    end,

    Finish = function(self)
      self:Stop()
      self.Parent:SetScale(self.EndScale)
    end,
  },

  frames = {
    SetTextureSize = function(self, width, height)
      self.TextureWidthSetting = width or 0
      self.TextureHeightSetting = height or width or 0
    end,

    GetTextureSize = function(self)
      return self.TextureWidthSetting, self.TextureHeightSetting
    end,

    SetFrameSize = function(self, size)
      self.FrameSizeSetting = size or 0
    end,

    GetFrameSize = function(self)
      return self.FrameSizeSetting
    end,

    SetNumFrames = function(self, frames)
      self.NumFramesSetting = frames or 0
    end,

    GetNumFrames = function(self)
      return self.NumFramesSetting
    end,

    SetFrameDelay = function(self, delay)
      self.DelaySetting = delay or 0
    end,

    GetFrameDelay = function(self)
      return self.DelaySetting
    end,

    GetProgress = function(self)
      return self.Frame
    end,

    Reset = function(self)
      self.Timer = 0
    end,

    Finish = function(self)
      self:Stop()
    end,
  },
}

local GroupMethods = {
  Play = function(self)
    for i = 1, #self.Animations do
      if self.Animations[i].Order == self.Order then self.Animations[i]:Play() end
    end

    self.Playing = true
    self.Paused = false
    self.Stopped = false

    self:Callback("OnPlay")
  end,

  IsPlaying = function(self)
    return self.Playing
  end,

  Pause = function(self)
    for i = 1, #self.Animations do
      if self.Animations[i].Order == self.Order then self.Animations[i]:Pause() end
    end

    self.Playing = false
    self.Paused = true
    self.Stopped = false

    self:Callback("OnPause")
  end,

  IsPaused = function(self)
    return self.Paused
  end,

  Stop = function(self)
    for i = 1, #self.Animations do
      self.Animations[i]:Stop()
    end

    self.Playing = false
    self.Paused = false
    self.Stopped = true
    self.Order = 1

    self:Callback("OnStop")
  end,

  Finish = function(self)
    for i = 1, #self.Animations do
      self.Animations[i]:Finish()
    end
    self:Stop()
  end,

  IsStopped = function(self)
    return self.Stopped
  end,

  SetLooping = function(self, shouldLoop)
    self.Looping = shouldLoop
  end,

  GetLooping = function(self)
    return self.Looping
  end,

  GetParent = function(self)
    return self.Parent
  end,

  SetScript = function(self, handler, func)
    handler = lower(handler)

    if Callbacks[handler] then Callbacks[handler][self] = func end
  end,

  GetScript = function(self, handler)
    handler = lower(handler)

    if Callbacks[handler] and Callbacks[handler][self] then return Callbacks[handler][self] end
  end,

  Callback = function(self, handler)
    handler = lower(handler)

    if Callbacks[handler][self] then Callbacks[handler][self](self) end
  end,

  CheckOrder = function(self)
    -- Check if we're done all animations at the current order, then proceed to the next order.
    local NumAtOrder = 0
    local NumDoneAtOrder = 0

    for i = 1, #self.Animations do
      if self.Animations[i].Order == self.Order then
        NumAtOrder = NumAtOrder + 1

        if not self.Animations[i].Playing then NumDoneAtOrder = NumDoneAtOrder + 1 end
      end
    end

    -- All the animations at x order finished, go to next order
    if NumAtOrder == NumDoneAtOrder then
      self.Order = self.Order + 1

      -- We exceeded max order, reset to 1 and bail the function, or restart if we're looping
      if self.Order > self.MaxOrder then
        self.Order = 1

        self:Callback("OnFinished")

        if self.Stopped or not self.Looping then
          self.Playing = false

          return
        end
      end

      -- Play!
      for i = 1, #self.Animations do
        if self.Animations[i].Order == self.Order then self.Animations[i]:Play() end
      end
    end
  end,

  CreateAnimation = function(self, style)
    style = lower(style)

    if not Initialize[style] then return end

    local Animation = {}

    F.Table.Crush(Animation, AnimMethods.All)
    if AnimMethods[style] then F.Table.Crush(Animation, AnimMethods[style]) end

    -- Set some attributes and defaults
    Animation.Paused = false
    Animation.Playing = false
    Animation.Stopped = false
    Animation.Looping = false
    Animation.Type = style
    Animation.Group = self
    Animation.Parent = self.Parent
    Animation.Order = 1
    Animation.Duration = 0.3
    Animation.Easing = "linear"
    Animation.Update = Update[style]

    tinsert(self.Animations, Animation)

    return Animation
  end,
}

function TXUI:CreateAnimationGroup(parent)
  local Group = {
    Animations = {},
  }

  F.Table.Crush(Group, GroupMethods)

  Group.Parent = parent
  Group.Playing = false
  Group.Paused = false
  Group.Stopped = false
  Group.Order = 1
  Group.MaxOrder = 1

  return Group
end

-- Movement
Initialize["move"] = function(self)
  if self.Playing then return end

  local A1, P1, A2, X, Y = self.Parent:GetPoint()

  self.Timer = 0
  self.A1 = A1
  self.P = P1
  self.A2 = A2
  self.StartX = X
  self.EndX = X + (self.XSetting or 0)
  self.StartY = Y
  self.EndY = Y + (self.YSetting or 0)
  self.XChange = self.EndX - self.StartX
  self.YChange = self.EndY - self.StartY

  if self.IsRounded then
    if self.XChange == 0 or self.YChange == 0 then -- Double check if we're valid to be rounded
      self.IsRounded = false
    else
      self.ModTimer = 0
    end
  end

  self:StartUpdating()
end

Update["move"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    self.Parent:SetPoint(self.A1, self.P, self.A2, self.EndX, self.EndY)
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  else
    if self.IsRounded then
      self.ModTimer = Easing[self.Easing](self.Timer, 0, self.Duration, self.Duration)
      self.XOffset = self.StartX - -1 * (self.XChange * (1 - cos(90 * self.ModTimer / self.Duration)))
      self.YOffset = self.StartY + self.YChange * sin(90 * self.ModTimer / self.Duration)
    else
      self.XOffset = Easing[self.Easing](self.Timer, self.StartX, self.XChange, self.Duration)
      self.YOffset = Easing[self.Easing](self.Timer, self.StartY, self.YChange, self.Duration)
    end

    self.Parent:SetPoint(self.A1, self.P, self.A2, (self.EndX ~= 0 and self.XOffset or self.StartX), (self.EndY ~= 0 and self.YOffset or self.StartY))
  end
end

-- Fade
Initialize["fade"] = function(self)
  if self.Playing then return end

  self.Timer = 0
  self.StartAlpha = self.Parent:GetAlpha() or 1
  self.EndAlpha = self.EndAlphaSetting or 0
  self.Change = self.EndAlpha - self.StartAlpha

  self:StartUpdating()
end

Update["fade"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    self.Parent:SetAlpha(self.EndAlpha)
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  else
    self.CurrentValue = Easing[self.Easing](self.Timer, self.StartAlpha, self.Change, self.Duration)
    self.Parent:SetAlpha(self.CurrentValue)
  end
end

-- Height
Initialize["height"] = function(self)
  if self.Playing then return end

  self.Timer = 0
  self.StartHeight = self.Parent:GetHeight() or 0
  self.EndHeight = self.EndHeightSetting or 0
  self.HeightChange = self.EndHeight - self.StartHeight

  self:StartUpdating()
end

Update["height"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    self.Parent:SetHeight(self.EndHeight)
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  else
    self.CurrentValue = Easing[self.Easing](self.Timer, self.StartHeight, self.HeightChange, self.Duration)
    self.Parent:SetHeight(self.CurrentValue)
  end
end

-- Width
Initialize["width"] = function(self)
  if self.Playing then return end

  self.Timer = 0
  self.StartWidth = self.Parent:GetWidth() or 0
  self.EndWidth = self.EndWidthSetting or 0
  self.WidthChange = self.EndWidth - self.StartWidth

  self:StartUpdating()
end

Update["width"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    self.Parent:SetWidth(self.EndWidth)
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  else
    self.CurrentValue = Easing[self.Easing](self.Timer, self.StartWidth, self.WidthChange, self.Duration)
    self.Parent:SetWidth(self.CurrentValue)
  end
end

-- Color
Initialize["color"] = function(self)
  self.Timer = 0
  self.ColorType = self.ColorType or "backdrop"
  self.StartR, self.StartG, self.StartB, self.StartA = Get[self.ColorType](self.Parent)
  self.StartA = self.StartA or 1
  self.EndR = self.EndRSetting or 1
  self.EndG = self.EndGSetting or 1
  self.EndB = self.EndBSetting or 1
  self.EndA = self.EndASetting or 1

  self:StartUpdating()
end

Update["color"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    Set[self.ColorType](self.Parent, self.EndR, self.EndG, self.EndB, self.EndA)
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  else
    self.CurrentValue = Easing[self.Easing](self.Timer, 0, self.Duration, self.Duration)
    Set[self.ColorType](self.Parent, GetColor(self.Timer / self.Duration, self.StartR, self.StartG, self.StartB, self.StartA, self.EndR, self.EndG, self.EndB, self.EndA))
  end
end

-- Color Cycle
Initialize["colorcycle"] = function(self)
  self.Timer = 0
  self.TimerUntilUpdate = 0

  self.ColorType = self.ColorType or "gradientAlpha"
  self.CurrentR = 255
  self.CurrentG = 1
  self.CurrentB = 1

  self.StartA = self.StartASetting or 1
  self.EndA = self.EndASetting or 1

  self.StepsWait = (1000 / (759 / self.Duration)) / 1000

  self:StartUpdating()
end

Update["colorcycle"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    Set[self.ColorType](self.Parent, "VERTICAL", CreateColor(1, 0, 0, self.StartA), CreateColor(1, 0, 0, self.EndA))
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  else
    local runUpdate = false
    self.TimerUntilUpdate = self.TimerUntilUpdate + elapsed

    while self.TimerUntilUpdate > self.StepsWait do
      self.TimerUntilUpdate = self.TimerUntilUpdate - self.StepsWait
      runUpdate = true

      -- Don't let
      if self.CurrentR > 1 and self.CurrentB == 1 then
        self.CurrentR = self.CurrentR - 1
        self.CurrentG = self.CurrentG + 1
      end

      -- your memes, be dreams
      if self.CurrentG > 1 and self.CurrentR == 1 then
        self.CurrentG = self.CurrentG - 1
        self.CurrentB = self.CurrentB + 1
      end

      -- make them a reality
      if self.CurrentB > 1 and self.CurrentG == 1 then
        self.CurrentR = self.CurrentR + 1
        self.CurrentB = self.CurrentB - 1
      end
    end

    if runUpdate then
      local r, g, b = self.CurrentR / 255, self.CurrentG / 255, self.CurrentB / 255
      Set[self.ColorType](self.Parent, "VERTICAL", CreateColor(r, g, b, self.StartA), CreateColor(r, g, b, self.EndA))
    end
  end
end

-- Progress
Initialize["progress"] = function(self)
  self.Timer = 0
  self.StartValue = self.Parent:GetValue() or 0
  self.EndValue = self.EndValueSetting or 0
  self.ProgressChange = self.EndValue - self.StartValue

  self:StartUpdating()
end

Update["progress"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    self.Parent:SetValue(self.EndValue)
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  else
    self.CurrentValue = Easing[self.Easing](self.Timer, self.StartValue, self.ProgressChange, self.Duration)
    self.Parent:SetValue(self.CurrentValue)
  end
end

-- Sleep
Initialize["sleep"] = function(self)
  self.Timer = 0

  self:StartUpdating()
end

Update["sleep"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  end
end

-- Number
Initialize["number"] = function(self)
  self.Timer = 0

  if not self.StartNumber then self.StartNumber = tonumber(self.Parent:GetText()) or 0 end

  self.EndNumber = self.EndNumberSetting or 0
  self.NumberChange = self.EndNumberSetting - self.StartNumber
  self.Prefix = self.Prefix or ""
  self.Postfix = self.Postfix or ""

  self:StartUpdating()
end

Update["number"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    self.Parent:SetText(self.Prefix .. floor(self.EndNumber) .. self.Postfix)
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  else
    self.CurrentValue = Easing[self.Easing](self.Timer, self.StartNumber, self.NumberChange, self.Duration)
    self.Parent:SetText(self.Prefix .. floor(self.CurrentValue) .. self.Postfix)
  end
end

-- Scale
Initialize["scale"] = function(self)
  if self.Playing then return end

  self.Timer = 0
  self.StartScale = self.Parent:GetScale() or 1
  self.EndScale = self.EndScaleSetting or 1
  self.ScaleChange = self.EndScale - self.StartScale

  self:StartUpdating()
end

Update["scale"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    self.Parent:SetScale(self.EndScale)
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  else
    self.CurrentValue = Easing[self.Easing](self.Timer, self.StartScale, self.ScaleChange, self.Duration)
    self.Parent:SetScale(self.CurrentValue)
  end
end

-- Frames
Initialize["frames"] = function(self)
  if self.Playing then return end

  self.Timer = 0
  self.Frame = 1
  self.Delay = self.DelaySetting or 0
  self.Throttle = self.Delay
  self.NumFrames = self.NumFramesSetting or 0
  self.TextureWidth = self.TextureWidthSetting or self.Parent:GetWidth()
  self.TextureHeight = self.TextureHeightSetting or self.Parent:GetHeight()
  self.FrameSize = self.FrameSizeSetting or 0
  self.NumColumns = floor(self.TextureWidth / self.FrameSize)
  self.ColumnWidth = self.FrameSize / self.TextureWidth
  self.NumRows = floor(self.TextureHeight / self.FrameSize)
  self.RowHeight = self.FrameSize / self.TextureHeight

  self:StartUpdating()
end

Update["frames"] = function(self, elapsed, i)
  self.Timer = self.Timer + elapsed

  if self.Timer >= self.Duration then
    tremove(Updater, i)
    self.Playing = false
    self:Callback("OnFinished")
    self.Group:CheckOrder()
  else
    if self.Throttle > self.Delay then
      local Advance = floor(self.Throttle / self.Delay)

      while self.Frame + Advance > self.NumFrames do
        self.Frame = self.Frame - self.NumFrames
      end

      self.Frame = self.Frame + Advance

      local Left = mod(self.Frame - 1, self.NumColumns) * self.ColumnWidth
      local Bottom = ceil(self.Frame / self.NumColumns) * self.RowHeight

      self.Parent:SetTexCoord(Left, Left + self.ColumnWidth, Bottom - self.RowHeight, Bottom)
      self.Throttle = 0
    end

    self.Throttle = self.Throttle + elapsed
  end
end
