local _, GW = ...
local COLOR_FRIENDLY = GW.COLOR_FRIENDLY
local DebuffColors = GW.Libs.Dispel:GetDebuffTypeColor()
local BadDispels = GW.Libs.Dispel:GetBadList()

if GW.Retail then return end

local function UpdateTooltip(self)
    if GameTooltip:IsForbidden() then return end

    if self.index then
        GameTooltip:SetUnitAura(self:GetParent().__owner.unit, self.index, self.isHarmful and "HARMFUL" or "HELPFUL")
    end
end

local function auraFrame_OnEnter(self)
    if GameTooltip:IsForbidden() or not self:IsVisible() then return end
    GameTooltip:SetOwner(self, "ANCHOR_BOTTOMLEFT")
    self:UpdateTooltip()
end
GW.AddForProfiling("auras", "auraFrame_OnEnter", auraFrame_OnEnter)

local function auraFrame_OnUpdate(self, elapsed)
    if not self.hideDuration then
        if self.nextUpdate > 0 then
            self.nextUpdate = self.nextUpdate - elapsed
        elseif self:IsShown() and self.expirationTime ~= nil then
            local text, nextUpdate = GW.GetTimeInfo(self.expirationTime - GetTime())
            self.nextUpdate = nextUpdate
            self.duration:SetText(text)
        end
    end

    if self.elapsed and self.elapsed > 0.1 then
        if GameTooltip:IsOwned(self) then
            auraFrame_OnEnter(self)
        end

        self.elapsed = 0
    else
        self.elapsed = (self.elapsed or 0) + elapsed
    end
end
GW.AddForProfiling("auras", "auraFrame_OnUpdate", auraFrame_OnUpdate)

local function CreateAuraFrame(name, parent)
    local f = CreateFrame("Button", name, parent, "GwAuraFrame")

    f.typeAura = "smallbuff"
    f.Cooldown:SetDrawEdge(0)
    f.Cooldown:SetDrawSwipe(1)
    f.Cooldown:SetReverse(false)
    f.Cooldown:SetHideCountdownNumbers(true)
    f.nextUpdate = 0

    f.status.stacks:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.SMALL, "OUTLINE", -1)
    f.status.duration:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.SMALL, nil, -2)
    f.status.duration:SetShadowOffset(1, -1)

    f.duration = f.status.duration
    f.stacks = f.status.stacks
    f.icon = f.status.icon

    f.UpdateTooltip = UpdateTooltip
    f.OnUpdatefunction = auraFrame_OnUpdate
    f:SetScript("OnEnter", auraFrame_OnEnter)
    f:SetScript("OnLeave", GameTooltip_Hide)

    return f
end

local function GetDebuffScaleBasedOnPrio()
    local scale = 1

    if GW.settings.RAIDDEBUFFS_DISPELLDEBUFF_SCALE_PRIO == "DISPELL" then
        return tonumber(GW.settings.DISPELL_DEBUFFS_Scale)
    elseif GW.settings.RAIDDEBUFFS_DISPELLDEBUFF_SCALE_PRIO == "IMPORTANT" then
        return tonumber(GW.settings.RAIDDEBUFFS_Scale)
    end

    return scale
end
GW.GetDebuffScaleBasedOnPrio = GetDebuffScaleBasedOnPrio

local function sortAuras(a, b)
    if a.sourceUnit and b.sourceUnit and a.sourceUnit == b.sourceUnit then
        return tonumber(a.timeRemaining) < tonumber(b.timeRemaining)
    end

    return (b.sourceUnit ~= "player" and a.sourceUnit == "player")
end
GW.AddForProfiling("auras", "sortAuras", sortAuras)

local function sortAurasRevert(a, b)
    if a.sourceUnit and b.sourceUnit and a.sourceUnit == b.sourceUnit then
        return tonumber(a.timeRemaining) > tonumber(b.timeRemaining)
    end

    return (a.sourceUnit ~= "player" and b.sourceUnit == "player")
end
GW.AddForProfiling("auras", "sortAuras", sortAuras)


local function sortAuraList(auraList, revert)
    if revert then
        table.sort(auraList, sortAurasRevert)
    else
        table.sort(auraList, sortAuras)
    end

    return auraList
end
GW.AddForProfiling("auras", "sortAuraList", sortAuraList)

local function setAuraType(self, typeAura)
    if self.typeAura == typeAura then
        return
    end

    if typeAura == "smallbuff" then
        self.icon:SetPoint("TOPLEFT", self, "TOPLEFT", 1, -1)
        self.icon:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", -1, 1)
        self.duration:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.SMALL, nil, -1)
        self.stacks:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.SMALL, "OUTLINE", -1)
    elseif typeAura == "bigBuff" then
        self.icon:SetPoint("TOPLEFT", self, "TOPLEFT", 3, -3)
        self.icon:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", -3, 3)
        self.duration:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL)
        self.stacks:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL, "OUTLINE")
    end

    self.typeAura = typeAura
end
GW.AddForProfiling("auras", "setAuraType", setAuraType)

local function auraAnimateIn(self)
    local endWidth = self:GetWidth()

    GW.AddToAnimation(
        self:GetDebugName(),
        endWidth * 2,
        endWidth,
        GetTime(),
        0.2,
        function(step)
            self:SetSize(step, step)
        end
    )
end
GW.AddForProfiling("auras", "auraAnimateIn", auraAnimateIn)

local function SetPosition(element, from, to, unit, isInvert, auraPositon)
    local anchorTo = unit == "pet" and "TOPRIGHT" or isInvert and "TOPRIGHT" or "TOPLEFT"
    local growthx = isInvert and -1 or (unit == "pet" and -1) or 1
    local growthy = (auraPositon == 'DOWN' and -1) or 1
    local marginY = 20
    local marginX = 3
    local smallSize = 20
    local maxWidth = element:GetWidth()
    local usedWidth = 0
    local usedWidth2 = 0
    local maxHeightInRow = smallSize
    local usedHeight = 0
    local lineSize = smallSize
    local firstDebuff = false
    local handledBuff = false

    for i = from, to do
        local button = element[i]
        if(not button) then break end

        if button.isHarmful and not firstDebuff then
            firstDebuff = true
            -- new line for debuffs
            usedWidth = 0
            usedHeight = handledBuff and (usedHeight + lineSize + marginY) or 0
            lineSize = smallSize
        else
            handledBuff = true
        end

        usedWidth = usedWidth + button.neededSize + marginX
        if maxWidth < usedWidth then
            usedWidth = 0
            maxHeightInRow = button.neededSize
            usedHeight = usedHeight + lineSize + marginY
            lineSize = smallSize
        elseif button.neededSize > maxHeightInRow then
            maxHeightInRow = button.neededSize
        end
        if usedWidth > 0 then
            usedWidth2 = usedWidth - button.neededSize - marginX
        else
            usedWidth2 = usedWidth
        end
        local px = usedWidth2 + (button.neededSize / 2)
        local py = usedHeight + (maxHeightInRow / 2)

        button:ClearAllPoints()
        button:SetPoint("CENTER", element, anchorTo, px * growthx, py * growthy)

        if usedWidth == 0 then
            usedWidth = usedWidth + button.neededSize + marginX
        end
    end
end

local function updateAura(element, unit, data, position, isBuff)
    if not data.name then return end

    local button = element[position]
    if not button then
        button = CreateAuraFrame(element:GetDebugName() .. 'Button' .. position, element)

        table.insert(element, button)
        element.createdButtons = element.createdButtons + 1
    end

    button.smallSize = element.smallSize
    button.bigSize = element.bigSize
    local size = button.smallSize

    -- for tooltips
    button.auraInstanceID = data.auraInstanceID
    button.hideDuration = element.hideDuration
    button.isHarmful = data.isHarmful
    button.index = nil -- reset

    --loop to get the index
    for i = 1, 40 do
        local auraData = C_UnitAuras.GetAuraDataByIndex(unit, i, data.isHelpful and "HELPFUL" or "HARMFUL")
        if auraData then
            if auraData.auraInstanceID == data.auraInstanceID then
                button.index = i
                break
            end
        else
            break
        end
    end

    if data.sourceUnit == "player" and (data.duration > 0 and data.duration < 120) then
        setAuraType(button, "bigBuff")
        size = button.bigSize
        button.Cooldown:SetCooldown(data.expirationTime - data.duration, data.duration)
        button.Cooldown:Show()
    else
        setAuraType(button, "smallbuff")
        button.Cooldown:Hide()
        data.newBuffAnimation = false
    end

    if data.expirationTime < 1 or data.timeRemaining > 500000 then
        button.expirationTime = nil
    else
        button.expirationTime = data.expirationTime
    end

    if not isBuff then
        if data.dispelName and BadDispels[data.spellId] and GW.Libs.Dispel:IsDispellableByMe(data.dispelName) then
            data.dispelName = "BadDispel"
        end

        if data.dispelName then
            button.background:SetVertexColor(DebuffColors[data.dispelName].r, DebuffColors[data.dispelName].g, DebuffColors[data.dispelName].b)
        else
            button.background:SetVertexColor(COLOR_FRIENDLY[2].r, COLOR_FRIENDLY[2].g, COLOR_FRIENDLY[2].b)
        end
    else
        if data.isStealable then
            button.background:SetVertexColor(DebuffColors.Stealable.r, DebuffColors.Stealable.g, DebuffColors.Stealable.b)
        else
            button.background:SetVertexColor(0, 0, 0)
        end
    end
    button.background:Show()

    if button.typeAura == "bigBuff" then

    elseif UnitIsFriend(unit, "player") and not isBuff and button.typeAura == "smallbuff" then
        -- debuffs
        if GW.ImportantRaidDebuff[data.spellId] and data.dispelName and GW.Libs.Dispel:IsDispellableByMe(data.dispelName) then
            size = size * GetDebuffScaleBasedOnPrio()
        elseif GW.ImportantRaidDebuff[data.spellId] then
            size = size * tonumber(GW.settings.RAIDDEBUFFS_Scale)
        elseif data.dispelName and GW.Libs.Dispel:IsDispellableByMe(data.dispelName) then
            size = size * tonumber(GW.settings.DISPELL_DEBUFFS_Scale)
        end
    end

    button.icon:SetTexture(data.icon)
    button.stacks:SetText(data.applications > 1 and data.applications or "")
    button.nextUpdate = 0
    button.duration:SetText("")

    button:SetSize(size, size)
    if data.newBuffAnimation == true then
        auraAnimateIn(button)
        data.newBuffAnimation = false
    end
    button:EnableMouse(true)
    button:Show()
    button:SetScript("OnUpdate", button.OnUpdatefunction)

    button.neededSize = size
end

local function FilterAura(element, unit, data, isBuff)
    if isBuff then
        if data.name then
            return true
        end
    else
        if data.name and (data.showImportant and (data.sourceUnit == "player" or GW.ImportantRaidDebuff[data.spellId]) or not data.showImportant) then
            return true
        end
    end
end

local function processData(data, showImportant, newBuffAnimation)
    if not data then return end

    data.isPlayerAura = data.sourceUnit and (UnitIsUnit('player', data.sourceUnit) or UnitIsOwnerOrControllerOfUnit('player', data.sourceUnit))
    data.showImportant = showImportant
    data.timeRemaining = data.duration <= 0 and 500000 or data.expirationTime - GetTime()
    data.newBuffAnimation = newBuffAnimation

    return data
end

local function UpdateBuffLayout(self, event, unit, updateInfo)
    if self.unit ~= unit then return end

    local isFullUpdate = not updateInfo or updateInfo.isFullUpdate

    local auras = self.auras

    local buffsChanged = false
    local numBuffs = self.displayBuffs or 32
    local buffFilter = "HELPFUL"

    local debuffsChanged = false
    local numDebuffs = self.displayDebuffs or 40
    local debuffFilter = self.debuffFilter or "HARMFUL"
    local showImportant = self.debuffFilterShowImportant

    local numTotal = auras.numTotal or numBuffs + numDebuffs

    if isFullUpdate then
        auras.allBuffs = table.wipe(auras.allBuffs or {})
        auras.activeBuffs = table.wipe(auras.activeBuffs or {})
        buffsChanged = true

        local slots = {C_UnitAuras.GetAuraSlots(unit, buffFilter)}
        for i = 2, #slots do -- #1 return is continuationToken, we don't care about it
            local data = processData(C_UnitAuras.GetAuraDataBySlot(unit, slots[i]), false, false)
            if data then
                auras.allBuffs[data.auraInstanceID] = data

                if ((auras.FilterAura or FilterAura)(auras, unit, data, true)) then
                    auras.activeBuffs[data.auraInstanceID] = true
                end
            end
        end

        auras.allDebuffs = table.wipe(auras.allDebuffs or {})
        auras.activeDebuffs = table.wipe(auras.activeDebuffs or {})
        debuffsChanged = true

        slots = {C_UnitAuras.GetAuraSlots(unit, debuffFilter)}
        for i = 2, #slots do
            local data = processData(C_UnitAuras.GetAuraDataBySlot(unit, slots[i]), showImportant, false)
            if data then
                auras.allDebuffs[data.auraInstanceID] = data

                if ((auras.FilterAura or FilterAura)(auras, unit, data, false)) then
                    auras.activeDebuffs[data.auraInstanceID] = true
                end
            end
        end
    else
        auras.allBuffs = auras.allBuffs or {}
        auras.activeBuffs = auras.activeBuffs or {}
        auras.allDebuffs = auras.allDebuffs or {}
        auras.activeDebuffs = auras.activeDebuffs or {}

        if updateInfo.addedAuras then
            for _, data in next, updateInfo.addedAuras do
                if(data.isHelpful and not C_UnitAuras.IsAuraFilteredOutByInstanceID(unit, data.auraInstanceID, buffFilter)) then
                    data = processData(data, false, true)
                    if data then
                        auras.allBuffs[data.auraInstanceID] = data

                        if ((auras.FilterAura or FilterAura)(auras, unit, data, true)) then
                            auras.activeBuffs[data.auraInstanceID] = true
                            buffsChanged = true
                        end
                    end
                elseif(data.isHarmful and not C_UnitAuras.IsAuraFilteredOutByInstanceID(unit, data.auraInstanceID, debuffFilter)) then
                    data = processData(data, showImportant, false)
                    if data then
                        auras.allDebuffs[data.auraInstanceID] = data

                        if ((auras.FilterAura or FilterAura)(auras, unit, data, false)) then
                            auras.activeDebuffs[data.auraInstanceID] = true
                            debuffsChanged = true
                        end
                    end
                end
            end
        end

        if updateInfo.updatedAuraInstanceIDs then
            for _, auraInstanceID in next, updateInfo.updatedAuraInstanceIDs do
                if(auras.allBuffs[auraInstanceID]) then
                    auras.allBuffs[auraInstanceID] = processData(C_UnitAuras.GetAuraDataByAuraInstanceID(unit, auraInstanceID), false, false)

                    -- only update if it's actually active
                    if(auras.activeBuffs[auraInstanceID]) then
                        auras.activeBuffs[auraInstanceID] = true
                        buffsChanged = true
                    end
                elseif(auras.allDebuffs[auraInstanceID]) then
                    auras.allDebuffs[auraInstanceID] = processData(C_UnitAuras.GetAuraDataByAuraInstanceID(unit, auraInstanceID), showImportant, false)

                    if(auras.activeDebuffs[auraInstanceID]) then
                        auras.activeDebuffs[auraInstanceID] = true
                        debuffsChanged = true
                    end
                end
            end
        end

        if updateInfo.removedAuraInstanceIDs then
            for _, auraInstanceID in next, updateInfo.removedAuraInstanceIDs do
                if(auras.allBuffs[auraInstanceID]) then
                    auras.allBuffs[auraInstanceID] = nil

                    if(auras.activeBuffs[auraInstanceID]) then
                        auras.activeBuffs[auraInstanceID] = nil
                        buffsChanged = true
                    end
                elseif(auras.allDebuffs[auraInstanceID]) then
                    auras.allDebuffs[auraInstanceID] = nil

                    if(auras.activeDebuffs[auraInstanceID]) then
                        auras.activeDebuffs[auraInstanceID] = nil
                        debuffsChanged = true
                    end
                end
            end
        end
    end

    if buffsChanged or debuffsChanged then
        local numVisible

        if buffsChanged then
            -- instead of removing auras one by one, just wipe the tables entirely
            -- and repopulate them, multiple table.remove calls are insanely slow
            auras.sortedBuffs = table.wipe(auras.sortedBuffs or {})

            for auraInstanceID in next, auras.activeBuffs do
                table.insert(auras.sortedBuffs, auras.allBuffs[auraInstanceID])
            end

            auras.sortedBuffs = sortAuraList(auras.sortedBuffs, self.frameInvert)

            numVisible = math.min(numBuffs, numTotal, #auras.sortedBuffs)

            for i = 1, numVisible do
                updateAura(auras, unit, auras.sortedBuffs[i], i, true)
            end
        else
            numVisible = math.min(numBuffs, numTotal, #auras.sortedBuffs)
        end

        -- do it before adding the gap because numDebuffs could end up being 0
        if debuffsChanged then
            auras.sortedDebuffs = table.wipe(auras.sortedDebuffs or {})

            for auraInstanceID in next, auras.activeDebuffs do
                table.insert(auras.sortedDebuffs, auras.allDebuffs[auraInstanceID])
            end

            auras.sortedDebuffs = sortAuraList(auras.sortedDebuffs, self.frameInvert)
        end

        numDebuffs = math.min(numDebuffs, numTotal - numVisible, #auras.sortedDebuffs)

        -- any changes to buffs will affect debuffs, so just redraw them even if nothing changed
        for i = 1, numDebuffs do
            updateAura(auras, unit, auras.sortedDebuffs[i], numVisible + i, false)
        end

        numVisible = numVisible + numDebuffs
        local visibleChanged = false

        if numVisible ~= auras.visibleButtons then
            auras.visibleButtons = numVisible
            visibleChanged = true
        end

        for i = numVisible + 1, #auras do
            auras[i]:Hide()
            auras[i]:SetScript("OnUpdate", nil)
        end

        if event == "ForceUpdate" or visibleChanged or auras.createdButtons > auras.anchoredButtons then
            local auraPositon = "TOP"
            if unit == "pet" then
                if self.auraPositionUnder == true then
                    auraPositon = "DOWN"
                end
            else
                if not self.auraPositionTop then
                    auraPositon = "DOWN"
                end
            end
            (auras.SetPosition or SetPosition) (auras, 1, numVisible, unit, self.frameInvert, auraPositon)
        end
    end
end
GW.UpdateBuffLayout = UpdateBuffLayout

local function ForceUpdate(element)
    local parent = element:GetParent()
    UpdateBuffLayout(parent, "ForceUpdate", parent.unit)
end

-- No use for player (not secure)
local function LoadAuras(self)
    self.auras.visibleButtons = 0
    self.auras.createdButtons = 0
    self.auras.anchoredButtons = 0
    self.auras.ForceUpdate = ForceUpdate
    self.auras.__owner = self
end
GW.LoadAuras = LoadAuras
