local TXUI, F, E, I, V, P, G = unpack((select(2, ...)))
local DT = TXUI:NewModule("ThemesDarkTransparency", "AceHook-3.0")

-- Globals
local HOSTILE_REACTION = HOSTILE_REACTION
local pairs = pairs
local select = select
local UnitClass = UnitClass
local UnitIsCharmed = UnitIsCharmed
local UnitIsConnected = UnitIsConnected
local UnitIsDeadOrGhost = UnitIsDeadOrGhost
local UnitIsEnemy = UnitIsEnemy
local UnitIsPlayer = UnitIsPlayer
local UnitReaction = UnitReaction

-- Vars
local UF
local LSM

function DT:PostUpdateColor(health, unit, r, g, b)
  if not self.isTransparencyEnabled or not self.db or not self.db.enabled then return end

  -- Vars
  local frame = health:GetParent()
  local elvUIColors = E.db.unitframe.colors

  -- fallback for bg if custom settings arent used
  if not b then
    r, g, b = elvUIColors.health.r, elvUIColors.health.g, elvUIColors.health.b
  end

  -- Charmed player should have hostile color
  if unit then
    if (not UnitIsDeadOrGhost(unit)) and UnitIsConnected(unit) and UnitIsCharmed(unit) and UnitIsEnemy("player", unit) then
      local color = frame.colors.reaction[HOSTILE_REACTION]
      if color then health:SetStatusBarColor(color[1], color[2], color[3]) end
    end
  end

  -- Handle Health Background
  if health.bg then
    -- Hide bg completly
    health.bg:SetAlpha(0)

    -- Save ref
    if not self.healthBackgroundRefs[frame.Health.bg] then self.healthBackgroundRefs[frame.Health.bg] = true end
  end

  -- Handle Health Backdrop
  if health.backdrop then
    -- From ElvUI: Get how mutch the background should darken
    health.bg.multiplier = (elvUIColors.healthMultiplier > 0 and elvUIColors.healthMultiplier) or 0.35

    -- Custom Dead backdrop
    if elvUIColors.useDeadBackdrop and (unit and UnitIsDeadOrGhost(unit)) then
      health.backdrop:SetBackdropColor(elvUIColors.health_backdrop_dead.r, elvUIColors.health_backdrop_dead.g, elvUIColors.health_backdrop_dead.b, self.transparencyAlpha)
    elseif elvUIColors.customhealthbackdrop then -- Custom Health Backdrop if not dead
      health.backdrop:SetBackdropColor(elvUIColors.health_backdrop.r, elvUIColors.health_backdrop.g, elvUIColors.health_backdrop.b, self.transparencyAlpha)
    elseif elvUIColors.classbackdrop and unit then
      local classColor

      if UnitIsPlayer(unit) then
        local unitClass = select(2, UnitClass(unit))
        classColor = frame.colors.class[unitClass]
      else
        local reaction = UnitReaction(unit, "player")
        if reaction then classColor = frame.colors.reaction[reaction] end
      end

      if classColor then
        health.backdrop:SetBackdropColor(classColor.r * health.bg.multiplier, classColor.g * health.bg.multiplier, classColor.b * health.bg.multiplier, self.transparencyAlpha)
      end
    else
      health.backdrop:SetBackdropColor(r * health.bg.multiplier, g * health.bg.multiplier, b * health.bg.multiplier, self.transparencyAlpha)
    end
  end
end

local function updateCallbackWrapper(self, func)
  self:SettingsUpdate()
  func()
end

function DT:AddFrameToSettingsUpdate(frame, func)
  if self.settingsEvents[frame] ~= nil then return end

  self.settingsEvents[frame] = true
  F.Event.RegisterCallback("ThemesDarkTransparency.SettingsUpdate", F.Event.GenerateClosure(updateCallbackWrapper, self, func), frame)
end

function DT:UpdateStatusBarFrame(frame)
  if not self.isTransparencyEnabled or not self.db or not self.db.enabled then return end
  if not frame or not frame.Health then return end

  -- Handle Health Background
  if frame.Health.bg then
    -- Hide bg completly
    frame.Health.bg:SetAlpha(0)

    -- Save ref
    if not self.healthBackgroundRefs[frame.Health.bg] then self.healthBackgroundRefs[frame.Health.bg] = true end
  end

  -- Hook if needed
  if not self:IsHooked(frame.Health, "PostUpdateColor") then
    -- Set ElvUI vars
    frame.Health.isTransparent = true
    frame.Health.invertColors = nil
    frame.Health.backdropTex = frame.Health.bg

    -- Set transparent backdrop template instead of the default one
    if frame.Health.backdrop then
      frame.Health.backdrop:SetTemplate("Transparent", nil, nil, nil, true)
      frame.Health.backdrop:SetBackdropColor(0, 0, 0, self.transparencyAlpha)
    end

    -- Update StatusBar Texture
    frame.Health:SetStatusBarTexture(LSM:Fetch("statusbar", UF.db.statusbar))

    -- From ElvUI: This fixes Center Pixel offset problem
    local barTexture = frame.Health:GetStatusBarTexture()
    barTexture:SetInside(nil, 0, 0)

    -- Anchor correctly
    if frame.db ~= nil then
      UF:SetStatusBarBackdropPoints(frame.Health, barTexture, frame.Health.bg, frame.Health:GetOrientation(), frame.db.health and frame.db.health.reverseFill)
    end

    self:RawHook(frame.Health, "PostUpdateColor", F.Event.GenerateClosure(self.PostUpdateColor, self))
    self:AddFrameToSettingsUpdate(frame.Health, F.Event.GenerateClosure(self.PostUpdateColor, self, frame.Health, frame.unit))
  end
end

function DT:ConfigureStatusBarFrame(_, frame)
  self:UpdateStatusBarFrame(frame)
end

function DT:UpdateStatusBar(_, frame)
  if not self.isTransparencyEnabled or not self.db or not self.db.enabled then return end
  if not frame then return end

  local parentFrame = frame:GetParent()
  if not parentFrame then return end

  self:UpdateStatusBarFrame(parentFrame)
end

function DT:UpdateStatusBars()
  for frame in pairs(UF.statusbars) do
    if frame then self:UpdateStatusBar(nil, frame) end
  end
end

function DT:SetTextureHealComm(_, frame)
  if not self.isTransparencyEnabled or not self.db or not self.db.enabled then return end

  frame.healingPlayer:SetStatusBarTexture(E.media.blankTex)
  frame.healingOther:SetStatusBarTexture(E.media.blankTex)
  frame.damageAbsorb:SetStatusBarTexture(E.media.blankTex)
  frame.healAbsorb:SetStatusBarTexture(E.media.blankTex)
end

function DT:SettingsUpdate()
  -- Update Alpha settings
  self.transparencyAlpha = self.db.transparencyAlpha
end

function DT:Disable()
  if not self.Initialized then return end
  if not self:IsHooked(UF, "Configure_HealthBar") then return end

  -- Restore alpha values
  if self.healthBackgroundRefs then
    for frameBg, _ in pairs(self.healthBackgroundRefs) do
      frameBg:SetAlpha(1)
      self.healthBackgroundRefs[frameBg] = nil
    end
  end

  self:UnhookAll()
  UF:Update_AllFrames()
end

function DT:Enable()
  if not self.Initialized then return end
  if not self.isTransparencyEnabled or not self.db or not self.db.enabled then return end
  if self:IsHooked(UF, "Configure_HealthBar") then return end

  -- Apply settings
  self:SettingsUpdate()

  -- Hook functions
  self:SecureHook(UF, "Configure_HealthBar", "ConfigureStatusBarFrame")
  self:RawHook(UF, "SetTexture_HealComm", "SetTextureHealComm")

  -- Hook functions for update functions
  self:SecureHook(UF, "Update_StatusBars", "UpdateStatusBars")
  self:SecureHook(UF, "Update_StatusBar", "UpdateStatusBar")

  -- Update!
  UF:Update_AllFrames()
end

function DT:DatabaseUpdate()
  -- Set db
  self.db = F.GetDBFromPath("TXUI.themes.darkMode")

  -- Set enable state
  local isEnabled = TXUI:HasRequirements(I.Requirements.DarkModeTransparency) and (self.db and self.db.enabled)
  local isTransparencyEnabled = isEnabled and self.db.transparency
  self.isEnabled = isEnabled

  if self.isTransparencyEnabled == isTransparencyEnabled then return end
  self.isTransparencyEnabled = isTransparencyEnabled

  F.Event.ContinueOutOfCombat(function()
    F.Event.ContinueAfterElvUIUpdate(function()
      -- Disable only out of combat
      self:Disable()

      -- Enable only out of combat
      if self.isTransparencyEnabled then
        if UF.Initialized then
          self:Enable()
        else
          self:SecureHook(UF, "Initialize", F.Event.GenerateClosure(self.Enable, self))
        end
      end
    end)
  end)
end

function DT:Initialize()
  -- Don't init second time
  if self.Initialized then return end

  -- Get Framework
  UF = E:GetModule("UnitFrames")
  LSM = E.Libs.LSM

  -- Array to safe background references for the disable function
  self.healthBackgroundRefs = {}
  self.settingsEvents = {}

  -- Keep track if we have  transparency enabled
  self.isTransparencyEnabled = false

  -- Register for updates
  F.Event.RegisterOnceCallback("TXUI.InitializedSafe", F.Event.GenerateClosure(self.DatabaseUpdate, self))
  F.Event.RegisterCallback("TXUI.DatabaseUpdate", self.DatabaseUpdate, self)
  F.Event.RegisterCallback("ThemesDarkTransparency.DatabaseUpdate", self.DatabaseUpdate, self)

  -- Get Frameworks
  UF = E:GetModule("UnitFrames")

  -- We are done, hooray!
  self.Initialized = true
end

TXUI:RegisterModule(DT:GetName())
