local ElvUI_EltreumUI, E, L, V, P, G = unpack(select(2, ...))
local UF = E:GetModule('UnitFrames')
local _G = _G
local hooksecurefunc = _G.hooksecurefunc
local UnitExists = _G.UnitExists
local UnitClass = _G.UnitClass
local UnitReaction = _G.UnitReaction
local UnitIsPlayer = _G.UnitIsPlayer
local select = _G.select
local UnitIsTapDenied = _G.UnitIsTapDenied
local UnitPlayerControlled = _G.UnitPlayerControlled
local _, unit1class, buttonclass, classunit, unitframe, namebar, reaction,groupbar
local headergroup = nil
local headertank = nil
local headerassist = nil
local headerraidpet = nil
local group, groupbutton, tankbutton, assistbutton, raidpetbutton,partypetbutton
local IsInGroup = _G.IsInGroup
local UnitIsCharmed = _G.UnitIsCharmed

--set the textures for single units
function ElvUI_EltreumUI:ApplyUnitCustomTexture(unit,name)
	_, classunit = UnitClass(unit)
	reaction = UnitReaction(unit, "player")
	if UnitExists(unit) then
		if UnitIsPlayer(unit) then
			if classunit then
				namebar = ElvUI_EltreumUI:UnitframeClassTexture(classunit)
			end
		else
			if UnitIsTapDenied(unit) and not UnitPlayerControlled(unit) then
				namebar = ElvUI_EltreumUI:UnitframeClassTexture("TAPPED")
			else
				if reaction then
					if reaction >= 5 then
						namebar = ElvUI_EltreumUI:UnitframeClassTexture("NPCFRIENDLY")
					elseif reaction == 4 then
						namebar = ElvUI_EltreumUI:UnitframeClassTexture("NPCNEUTRAL")
					elseif reaction == 3 then
						namebar = ElvUI_EltreumUI:UnitframeClassTexture("NPCUNFRIENDLY")
					elseif reaction <= 2 then
						namebar = ElvUI_EltreumUI:UnitframeClassTexture("NPCHOSTILE")
					end
				end
			end
		end
		unitframe = _G["ElvUF_"..name]
		if unitframe and unitframe.Health then
			unitframe.Health:SetOrientation(E.db.ElvUI_EltreumUI.unitframes.UForientation)
			if E.db.ElvUI_EltreumUI.unitframes.lightmode then
				--unitframe.Health.backdrop:SetBackdropColor(0,0,0,E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.backdropalpha)
				unitframe.Health:SetAlpha(E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.backdropalpha)
				unitframe.Health.backdrop:SetAlpha(E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.backdropalpha)
			end
			if UnitIsPlayer(unit) and not UnitIsCharmed(unit) then
				if E.db.ElvUI_EltreumUI.unitframes.lightmode then
					if E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.enable then
						if E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.classdetect then
							unitframe.Health:SetStatusBarTexture(ElvUI_EltreumUI:UnitframeClassTextureCustom(classunit))
						else
							unitframe.Health:SetStatusBarTexture(E.LSM:Fetch("statusbar", E.db["ElvUI_EltreumUI"]["unitframes"]["ufcustomtexture"][unit.."texture"]))
						end
					end
					if E.db.ElvUI_EltreumUI.unitframes.gradientmode.enable and E.db["ElvUI_EltreumUI"]["unitframes"]["gradientmode"]["enable"..unit] then
						if not E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.enable then
							if not E.db.ElvUI_EltreumUI.unitframes.gradientmode.useUFtexture then
								unitframe.Health:SetStatusBarTexture(E.LSM:Fetch("statusbar", E.db.ElvUI_EltreumUI.unitframes.gradientmode.texture))
							end
						end
					end
				end
			else
				if E.db.ElvUI_EltreumUI.unitframes.lightmode then
					if E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.enable then
						if E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.classdetect then
							if UnitIsTapDenied(unit) and not UnitPlayerControlled(unit) then
								unitframe.Health:SetStatusBarTexture(ElvUI_EltreumUI:UnitframeClassTextureCustom("TAPPED"))
							else
								if reaction then
									if reaction >= 5 then
										unitframe.Health:SetStatusBarTexture(ElvUI_EltreumUI:UnitframeClassTextureCustom("NPCFRIENDLY"))
									elseif reaction == 4 then
										unitframe.Health:SetStatusBarTexture(ElvUI_EltreumUI:UnitframeClassTextureCustom("NPCNEUTRAL"))
									elseif reaction == 3 then
										unitframe.Health:SetStatusBarTexture(ElvUI_EltreumUI:UnitframeClassTextureCustom("NPCUNFRIENDLY"))
									elseif reaction <= 2 then
										unitframe.Health:SetStatusBarTexture(ElvUI_EltreumUI:UnitframeClassTextureCustom("NPCHOSTILE"))
									end
								end
							end
						else
							unitframe.Health:SetStatusBarTexture(E.LSM:Fetch("statusbar", E.db["ElvUI_EltreumUI"]["unitframes"]["ufcustomtexture"][unit.."texture"]))
						end
					end
					if E.db.ElvUI_EltreumUI.unitframes.gradientmode.enable and E.db["ElvUI_EltreumUI"]["unitframes"]["gradientmode"]["enable"..unit] then
						if not E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.enable then
							if not E.db.ElvUI_EltreumUI.unitframes.gradientmode.useUFtexture then
								unitframe.Health:SetStatusBarTexture(E.LSM:Fetch("statusbar", E.db.ElvUI_EltreumUI.unitframes.gradientmode.texture))
							end
						end
					end
				end
			end
			if not E.db.ElvUI_EltreumUI.unitframes.gradientmode.enable and not E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.enable then
				if E.db.ElvUI_EltreumUI.unitframes.lightmode then
					if E.db.ElvUI_EltreumUI.unitframes.uftextureversion ~= "NONE" then
						unitframe.Health:SetStatusBarTexture(namebar)
					end
				end
			end
		end
	end
end

--set the textures for group units
function ElvUI_EltreumUI:ApplyGroupCustomTexture(button)
	if E.db.ElvUI_EltreumUI.unitframes.lightmode then
		--button.Health.backdrop:SetBackdropColor(0,0,0,E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.backdropalpha)
		button.Health:SetAlpha(E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.backdropalpha)
		button.Health.backdrop:SetAlpha(E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.backdropalpha)
	end

	--due to raid pet, check if is player
	if UnitIsPlayer(button.unit) then
		_, buttonclass = UnitClass(button.unit)
	else
		buttonclass = "NPCFRIENDLY"
	end

	if buttonclass and button.Health then
		button.Health:SetOrientation(E.db.ElvUI_EltreumUI.unitframes.UForientation)
		groupbar = ElvUI_EltreumUI:UnitframeClassTexture(buttonclass)
		if E.db.ElvUI_EltreumUI.unitframes.lightmode then
			if E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.enable then
				button.Health:SetStatusBarTexture(ElvUI_EltreumUI:UnitframeClassTextureCustom(buttonclass))
			end
			if E.db.ElvUI_EltreumUI.unitframes.gradientmode.enable and E.db.ElvUI_EltreumUI.unitframes.gradientmode.enablegroupunits then
				if not E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.enable then
					if not E.db.ElvUI_EltreumUI.unitframes.gradientmode.useUFtexture then
						button.Health:SetStatusBarTexture(E.LSM:Fetch("statusbar", E.db.ElvUI_EltreumUI.unitframes.gradientmode.texture))
					end
				end
			end
		end
		if not E.db.ElvUI_EltreumUI.unitframes.gradientmode.enable and not E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.enable then
			if E.db.ElvUI_EltreumUI.unitframes.lightmode then
				if E.db.ElvUI_EltreumUI.unitframes.uftextureversion ~= "NONE" then
					button.Health:SetStatusBarTexture(groupbar)
				end
			end
		end
	end
end

function ElvUI_EltreumUI:CustomTexture(unit)
	if E.private.unitframe.enable and E.db.ElvUI_EltreumUI.unitframes.UFmodifications then

		--main issue = the toggle for some units like boss and arena wont work bc it checks for boss1,boss2... instead of just boss
		ElvUI_EltreumUI:ApplyUnitCustomTexture("player", "Player")
		ElvUI_EltreumUI:ApplyUnitCustomTexture("target", "Target")
		ElvUI_EltreumUI:ApplyUnitCustomTexture("targettarget", "TargetTarget")
		ElvUI_EltreumUI:ApplyUnitCustomTexture("targettargettarget", "TargetTargetTarget")
		ElvUI_EltreumUI:ApplyUnitCustomTexture("pet", "Pet")

		if E.Retail or E.Wrath then
			ElvUI_EltreumUI:ApplyUnitCustomTexture("boss1", "Boss1", "boss")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("boss2", "Boss2", "boss")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("boss3", "Boss3", "boss")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("boss4", "Boss4", "boss")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("boss5", "Boss5", "boss")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("boss6", "Boss6", "boss")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("boss7", "Boss7", "boss")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("boss8", "Boss8", "boss")
		end
		if not E.Classic then
			ElvUI_EltreumUI:ApplyUnitCustomTexture("focus", "Focus", "focus")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("focustarget", "FocusTarget", "focustarget")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("arena1", "Arena1", "arena")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("arena2", "Arena2", "arena")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("arena3", "Arena3", "arena")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("arena4", "Arena4", "arena")
			ElvUI_EltreumUI:ApplyUnitCustomTexture("arena5", "Arena5", "arena")
		end

		--group/raid unitframes
		if IsInGroup() and UnitExists(unit) and (E.db.ElvUI_EltreumUI.unitframes.lightmode or E.db.ElvUI_EltreumUI.unitframes.darkmode) then
			headergroup = nil
			if _G["ElvUF_Raid1"] and _G["ElvUF_Raid1"]:IsShown() then
				headergroup = _G["ElvUF_Raid1"]
			elseif _G["ElvUF_Raid2"] and _G["ElvUF_Raid2"]:IsShown() then
				headergroup = _G["ElvUF_Raid2"]
			elseif _G["ElvUF_Raid3"] and _G["ElvUF_Raid3"]:IsShown() then
				headergroup = _G["ElvUF_Raid3"]
			elseif _G["ElvUF_Party"] and _G["ElvUF_Party"]:IsShown() then
				headergroup = _G["ElvUF_Party"]
			end

			headertank = nil
			if _G["ElvUF_Tank"] and _G["ElvUF_Tank"]:IsShown() then
				headertank = _G["ElvUF_Tank"]
			end

			headerassist = nil
			if _G["ElvUF_Assist"] and _G["ElvUF_Assist"]:IsShown() then
				headerassist = _G["ElvUF_Assist"]
			end

			headerraidpet = nil
			if _G["ElvUF_RaidpetGroup1"] and _G["ElvUF_RaidpetGroup1"]:IsShown() and E.db.unitframe.units.raidpet.enable then
				headerraidpet = _G["ElvUF_RaidpetGroup1"]
			end

			_, unit1class = UnitClass(unit)
			if not unit1class then
				return
			end

			if headergroup ~= nil then
				for i = 1, headergroup:GetNumChildren() do
					group = select(i, headergroup:GetChildren())
					for j = 1, group:GetNumChildren() do
						groupbutton = select(j, group:GetChildren())
						if groupbutton and groupbutton.Health then
							ElvUI_EltreumUI:ApplyGroupCustomTexture(groupbutton)
						end
					end
				end
			end

			if headergroup == _G["ElvUF_Party"] and E.db.unitframe.units.party.petsGroup.enable then
				for i = 1, 5 do
					partypetbutton = _G["ElvUF_PartyGroup1UnitButton"..i.."Pet"]
					if partypetbutton and partypetbutton.Health then
						ElvUI_EltreumUI:ApplyGroupCustomTexture(partypetbutton)
					end
				end
			end

			if headertank ~= nil then
				for i = 1, headertank:GetNumChildren() do
					tankbutton = select(i, headertank:GetChildren())
					if tankbutton and tankbutton.Health then
						ElvUI_EltreumUI:ApplyGroupCustomTexture(tankbutton)
					end
				end
			end

			--tank targets
			if _G["ElvUF_TankUnitButton1Target"] and _G["ElvUF_TankUnitButton1Target"]:IsShown() then
				for i = 1, 8 do
					local tanktargetmembers = {_G["ElvUF_TankUnitButton"..i.."Target"]}
					for _, frame in pairs(tanktargetmembers) do
						if frame and frame.Health then
							ElvUI_EltreumUI:ApplyGroupCustomTexture(frame)
						end
					end
				end
			end

			if headerassist ~= nil then
				for i = 1, headerassist:GetNumChildren() do
					assistbutton = select(i, headerassist:GetChildren())
					if assistbutton and assistbutton.Health then
						ElvUI_EltreumUI:ApplyGroupCustomTexture(assistbutton)
					end
				end
			end

			if headerraidpet ~= nil then
				for i = 1, headerraidpet:GetNumChildren() do
					raidpetbutton = select(i, headerraidpet:GetChildren())
					if raidpetbutton and raidpetbutton.Health then
						ElvUI_EltreumUI:ApplyGroupCustomTexture(raidpetbutton)
					end
				end
			end
		end
	end
end

--[[
	hooksecurefunc(UF, "Update_StatusBars", ElvUI_EltreumUI.CustomTexture)
	hooksecurefunc(UF, "Construct_HealthBar", ElvUI_EltreumUI.CustomTexture)
	hooksecurefunc(UF, 'Update_PartyFrames', ElvUI_EltreumUI.CustomTexture)
	hooksecurefunc(UF, 'Update_RaidFrames', ElvUI_EltreumUI.CustomTexture)
	hooksecurefunc(UF, "Configure_HealthBar", ElvUI_EltreumUI.CustomTexture)
	hooksecurefunc(UF, "LoadUnits", ElvUI_EltreumUI.CustomTexture)
	hooksecurefunc(UF, "Construct_UF", ElvUI_EltreumUI.CustomTexture)]]
	--hooksecurefunc(UF, "PostUpdateHealthColor", ElvUI_EltreumUI.CustomTexture) --is causing "blinking"/"flashing" issues in 10.0

	--workaround the flashing texture bug
	--[[function UF:Update_StatusBar(statusbar, texture)
		if not statusbar then return end
		if not texture then texture = E.LSM:Fetch('statusbar', UF.db.statusbar) end

		if statusbar and statusbar:GetParent() and statusbar:GetParent():GetParent() and statusbar:GetParent():GetParent().unit then
			ElvUI_EltreumUI:CustomTexture(statusbar:GetParent():GetParent().unit)
		end

		if statusbar:IsObjectType('StatusBar') then
			statusbar:SetStatusBarTexture(texture)
		elseif statusbar:IsObjectType('Texture') then
			statusbar:SetTexture(texture)
		end
	end
]]

if E.Retail then
	if not E.private.ElvUI_EltreumUI then return end
	if not E.private.ElvUI_EltreumUI.install_version then return end
	if not E.db.ElvUI_EltreumUI then return end
	if not E.db.ElvUI_EltreumUI.unitframes then return end
	if E.db.ElvUI_EltreumUI.unitframes.darkmode then
		hooksecurefunc(UF, "PostUpdateHealthColor", ElvUI_EltreumUI.CustomTexture) --is causing "blinking"/"flashing" issues in 10.0
	else
		local test = CreateFrame("FRAME")
		test:RegisterEvent("PLAYER_TARGET_CHANGED")
		test:RegisterEvent("GROUP_ROSTER_UPDATE")
		test:RegisterEvent("PLAYER_ENTERING_WORLD")
		test:RegisterEvent("PLAYER_ROLES_ASSIGNED")
		test:RegisterEvent("LOADING_SCREEN_DISABLED")
		test:RegisterEvent("CINEMATIC_STOP")
		test:RegisterEvent("INSTANCE_GROUP_SIZE_CHANGED")
		test:RegisterEvent("ZONE_CHANGED_NEW_AREA")
		--test:RegisterEvent("UNIT_HEALTH")
		test:RegisterUnitEvent("UNIT_TARGET", "target")
		test:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", "player")
		test:RegisterUnitEvent("UNIT_MODEL_CHANGED", "player")
		test:RegisterUnitEvent("UNIT_PORTRAIT_UPDATE", "player")
		test:RegisterUnitEvent("UNIT_MODEL_CHANGED", "target")
		test:RegisterUnitEvent("UNIT_PET", "player")
		test:RegisterUnitEvent("UNIT_FLAGS", "player")
		test:SetScript("OnEvent", function()
			if E.private.unitframe.enable and E.db.ElvUI_EltreumUI.unitframes.UFmodifications and (E.db.ElvUI_EltreumUI.unitframes.ufcustomtexture.enable or (not E.db.ElvUI_EltreumUI.unitframes.gradientmode.enable and E.db.ElvUI_EltreumUI.unitframes.uftextureversion ~= "NONE") or (E.db.ElvUI_EltreumUI.unitframes.gradientmode.enable and not E.db.ElvUI_EltreumUI.unitframes.gradientmode.useUFtexture)) then
				ElvUI_EltreumUI:CustomTexture("player")
			else
				test:UnregisterAllEvents()
			end
		end)
	end
else
	hooksecurefunc(UF, "PostUpdateHealthColor", ElvUI_EltreumUI.CustomTexture) --is causing "blinking"/"flashing" issues in 10.0
end

-- replace absorb texture with unitframe texture
function UF:SetTexture_HealComm(obj, texture)
	if E.db.ElvUI_EltreumUI.unitframes.UFmodifications then
		obj.myBar:SetStatusBarTexture(E.LSM:Fetch("statusbar", E.db.unitframe.statusbar))
		obj.otherBar:SetStatusBarTexture(E.LSM:Fetch("statusbar", E.db.unitframe.statusbar))
		obj.absorbBar:SetStatusBarTexture(E.LSM:Fetch("statusbar", E.db.unitframe.statusbar))
		obj.healAbsorbBar:SetStatusBarTexture(E.LSM:Fetch("statusbar", E.db.unitframe.statusbar))
	else
		obj.myBar:SetStatusBarTexture(texture)
		obj.otherBar:SetStatusBarTexture(texture)
		obj.absorbBar:SetStatusBarTexture(texture)
		obj.healAbsorbBar:SetStatusBarTexture(texture)
	end
end
