local _, GW = ...
local GW_CLASS_COLORS = GW.Colors.ClassColors

local afterCombatQueue = {}
local maxUpdatesPerCircle = 5
local EMPTY = {}
local NIL = {}

local function SetDeadIcon(self)
    local tex = GW.CLASS_ICONS.dead
    self:SetTexCoord(tex.l, tex.r, tex.t, tex.b)
end
GW.SetDeadIcon = SetDeadIcon

local function SetClassIcon(self, class)
    if class == nil then
        class = 0
    end
    local tex = GW.CLASS_ICONS[class]

    self:SetTexCoord(tex.l, tex.r, tex.t, tex.b)
end
GW.SetClassIcon = SetClassIcon

--[[
    Basic helper function for spritemaps
    mapExample = {
    width = 100,
    height = 10,
    colums = 5,
    rows = 3
}
]]--
local function getSprite(map, x, y)
    local pw = 1 / map.colums
    local ph = 1 / map.rows

    local left = pw * (x - 1)
    local right = pw * x

    local top = ph * (y - 1)
    local bottom = ph * y

    return left, right, top, bottom
end
GW.getSprite = getSprite

local function getSpriteByIndex(map, index)
    if not map then
        return 0, 0, 0, 0
    end

    local w, h = map.width, map.height
    local cols, rows = map.colums, map.rows

    local tileWidth = w / cols
    local tileHeight = h / rows

    local col = index % cols
    local row = math.floor(index / cols)

    local left = tileWidth * col
    local top = tileHeight * row
    local right = left + tileWidth
    local bottom = top + tileHeight

    return left / w, right / w, top / h, bottom / h
end
GW.getSpriteByIndex = getSpriteByIndex

local function MapTable(T, fn, withKey, fnKeyValue)
    local t = {}
    for k,v in pairs(T) do
        if withKey then
            t[k] = fn(v, k)
        else
            t[k] = fn(v)
        end
        t[k] = fnKeyValue ~= nil and t[k][fnKeyValue] or t[k]
    end
    return t
end
GW.MapTable = MapTable

local function StringWithRGB(string, color)
    if not color then
        return string
    end
    return format("|cFF%02x%02x%02x%s|r", color.r * 255, color.g * 255, color.b * 255, string)
end
GW.StringWithRGB = StringWithRGB

local function CombatQueue_Initialize()
    C_Timer.NewTicker(0.1, function()
        if InCombatLockdown() then
            return
        end

        local func = tremove(afterCombatQueue, 1)
        local count = 0
        while func do
            if func.obj then
                func.func(unpack(func.obj))
            else
                func.func()
            end
            if InCombatLockdown() or count >= maxUpdatesPerCircle then
                break
            end
            func = tremove(afterCombatQueue, 1)
            count = count + 1
        end
    end)
end
GW.CombatQueue_Initialize = CombatQueue_Initialize

local function CombatQueue_Queue(key, func, obj)
    local alreadyIn = false
    for _, v in pairs(afterCombatQueue) do
        if v.key == key and v.func == func and v.obj == obj then
            alreadyIn = true
        end
    end
    if not alreadyIn or key == nil then
        tinsert(afterCombatQueue, {key = key, func = func, obj = obj})
    end
end
GW.CombatQueue_Queue = CombatQueue_Queue

local function StoreGameMenuButton()
    GameMenuFrame.GwMenuButtons = {}
    hooksecurefunc(GameMenuFrame, "Layout", function()
        for button in GameMenuFrame.buttonPool:EnumerateActive() do
            local text = button:GetText()
            GameMenuFrame.GwMenuButtons[text] = button
        end
    end)
end
GW.StoreGameMenuButton = StoreGameMenuButton

if UnitIsTapDenied == nil then
    function UnitIsTapDenied()
        if (UnitIsTapped("target")) and (not UnitIsTappedByPlayer("target")) then
            return true
        end
        return false
    end
end

local function IsIn(val, ...)
    for i = 1, select("#", ...) do
        if val == select(i, ...) then return true end
    end
    return false
end
GW.IsIn = IsIn

local function CountTable(T)
    local c = 0
    if T ~= nil and type(T) == "table" then
        for _ in pairs(T) do
            c = c + 1
        end
    end
    return c
end
GW.CountTable = CountTable

local function Clamp(v, min, max)
    if v < min then return min end
    if v > max then return max end
    return v
end
GW.Clamp = Clamp

GW.ShortPrefixValues = {}
local function BuildPrefixValues()
    if next(GW.ShortPrefixValues) then wipe(GW.ShortPrefixValues) end

    GW.ShortPrefixValues = GW.CopyTable(GW.ShortPrefixStyles[GW.settings.ShortHealthValuePrefixStyle])
    local shortValueDec = format("%%.%df", GW.settings.ShortHealthValuesDecimalLength or 1)

    for _, style in ipairs(GW.ShortPrefixValues) do
        style[3] = shortValueDec
    end
end
GW.BuildPrefixValues = BuildPrefixValues

local function ShortValue(value)
    local abs_value = value<0 and -value or value
    local values = GW.ShortPrefixValues

    for i = 1, #values do
        local arg1, arg2, arg3 = unpack(values[i])
        if abs_value >= arg1 then
            return GW.GetLocalizedNumber(format(arg3, value / arg1)) .. arg2
        end
    end

    return GW.GetLocalizedNumber(format("%.0f", value))
end
GW.ShortValue = ShortValue

local function SetPointsRestricted(frame)
    if frame and not pcall(frame.GetPoint, frame) then
        return true
    end
end
GW.SetPointsRestricted = SetPointsRestricted

local function FormatMoneyForChat(amount)
    local str, coppercolor, silvercolor, goldcolor = "", "|cffb16022", "|cffaaaaaa", "|cffddbc44"

    local value = abs(amount)
    local gold = math.floor(value / (COPPER_PER_SILVER * SILVER_PER_GOLD))
    local silver = math.floor((value - (gold * COPPER_PER_SILVER * SILVER_PER_GOLD)) / COPPER_PER_SILVER)
    local copper = mod(value, COPPER_PER_SILVER)

    if gold > 0 then
        str = format("%s%s |r|TInterface/AddOns/GW2_UI/textures/icons/coins.png:12:12:0:0:64:32:22:42:1:20|t%s", goldcolor, GW.GetLocalizedNumber(gold), " ")
    end
    if silver > 0 or gold > 0 then
        str = format("%s%s%d |r|TInterface/AddOns/GW2_UI/textures/icons/coins.png:12:12:0:0:64:32:43:64:1:20|t%s", str, silvercolor, silver, (copper > 0 or gold > 0) and " " or "")
    end
    if copper > 0 or value == 0 or value > 0 then
        str = format("%s%s%d |r|TInterface/AddOns/GW2_UI/textures/icons/coins.png:12:12:0:0:64:32:0:21:1:20|t", str, coppercolor, copper)
    end

    return str
end
GW.FormatMoneyForChat = FormatMoneyForChat

local function GetDefaultClassColor(class)
    local color
    if GW.settings.BLIZZARDCLASSCOLOR_ENABLED then
        color = RAID_CLASS_COLORS[class]
    else
        color = GW.privateDefaults.profile.Gw2ClassColor[class]
    end
    if type(color) ~= "table" then return end
    if not color.colorStr then
        color.colorStr = GW.RGBToHex(color.r, color.g, color.b, "ff")
    elseif strlen(color.colorStr) == 6 then
        color.colorStr = "ff" .. color.colorStr
    end

    return color
end
GW.GetDefaultClassColor = GetDefaultClassColor

do
    function GW.GWGetClassColor(class, useClassColor, forNameString, alwaysUseBlizzardColors)
        if not class or not useClassColor then
            return RAID_CLASS_COLORS.PRIEST
        end

        local useBlizzardClassColor = alwaysUseBlizzardColors or GW.settings.BLIZZARDCLASSCOLOR_ENABLED
        local color = useBlizzardClassColor and RAID_CLASS_COLORS[class] or GW_CLASS_COLORS[class]
        local colorForNameString

        if type(color) ~= "table" or not color.r or not color.g or not color.b then
            return RAID_CLASS_COLORS.PRIEST
        end

        if not color.colorStr then
            color.colorStr = GW.RGBToHex(color.r, color.g, color.b, "ff")
        elseif strlen(color.colorStr) == 6 then
            color.colorStr = "ff" .. color.colorStr
        end

        if forNameString and not useBlizzardClassColor then
            color.forNameString = color.forNameString or CreateColor(
                min(1, color.r + 0.3),
                min(1, color.g + 0.3),
                min(1, color.b + 0.3)
            )
            colorForNameString = color.forNameString
        end

        return forNameString and colorForNameString or color
    end
end


--RGB to Hex
local function RGBToHex(r, g, b, header, ending)
    r = r <= 1 and r >= 0 and r or 1
    g = g <= 1 and g >= 0 and g or 1
    b = b <= 1 and b >= 0 and b or 1
    return format("%s%02x%02x%02x%s", header or "|cff", r * 255, g * 255, b * 255, ending or "")
end
GW.RGBToHex = RGBToHex

local function HexToRGB(hex)
    local rhex, ghex, bhex = strsub(hex, 1, 2), strsub(hex, 3, 4), strsub(hex, 5, 6)
    return tonumber(rhex, 16) / 255, tonumber(ghex, 16) / 255, tonumber(bhex, 16) / 255
end
GW.HexToRGB = HexToRGB


local function GetUnitBattlefieldFaction(unit)
    local englishFaction, localizedFaction = UnitFactionGroup(unit)

    -- this might be a rated BG or wargame and if so the player's faction might be altered
    -- should also apply if `player` is a mercenary.
    if unit == "player" and GW.Retail then
        if C_PvP.IsRatedBattleground() or IsWargame() then
            englishFaction = PLAYER_FACTION_GROUP[GetBattlefieldArenaFaction()]
            localizedFaction = (englishFaction == "Alliance" and FACTION_ALLIANCE) or FACTION_HORDE
        elseif UnitIsMercenary(unit) then
            if englishFaction == "Alliance" then
                englishFaction, localizedFaction = "Horde", FACTION_HORDE
            else
                englishFaction, localizedFaction = "Alliance", FACTION_ALLIANCE
            end
        end
    end

    return englishFaction, localizedFaction
end
GW.GetUnitBattlefieldFaction = GetUnitBattlefieldFaction

local function FillTable(T, map, ...)
    wipe(T)
    for i=1,select("#", ...) do
        local v = select(i, ...)
        if map then
            T[v] = true
        else
            tinsert(T, v)
        end
    end
    return T
end
GW.FillTable = FillTable

local function TimeParts(ms)
    local nMS = tonumber(ms)
    local nSec, nMin, nHr
    if nMS == nil then
        nMS = 0
    end

    nHr = math.floor(nMS / 1440000)
    nMS = nMS - (nHr * 1440000)

    nMin = math.floor(nMS / 60000)
    nMS = nMS - (nMin * 60000)

    nSec = math.floor(nMS / 1000)
    nMS = nMS - (nSec * 1000)

    return nHr, nMin, nSec, nMS
end
GW.TimeParts = TimeParts

local function GetCIDFromGUID(guid)
    local type, _, playerdbID, _, _, cid = strsplit("-", guid or "")
    if type and (type == "Creature" or type == "Vehicle" or type == "Pet") then
        return tonumber(cid)
    elseif type and (type == "Player" or type == "Item") then
        return tonumber(playerdbID)
    end
    return 0
end

local function GetUnitCreatureId(uId)
    local guid = UnitGUID(uId)
    return GetCIDFromGUID(guid)
end
GW.GetUnitCreatureId = GetUnitCreatureId

local fstr = "%.0fs"
local function TimeCount(numSec, com)
    local nSeconds = tonumber(numSec)
    if nSeconds == nil then
        nSeconds = 0
    end
    if nSeconds == 0 then
        return "0s"
    end
    if nSeconds >= 86400 then
        return ceil(nSeconds / 86400) .. "d"
    end
    if nSeconds >= 3600 then
        return ceil(nSeconds / 3600) .. "h"
    end
    if nSeconds >= 60 then
        return ceil(nSeconds / 60) .. "m"
    end
    if com ~= nil then
        local nMilsecs = math.max(math.floor((nSeconds * 10 ^ 1) + 0.5) / (10 ^ 1), 0)
        return nMilsecs .. "s"
    end
    -- inline this because we do it a lot
    return fstr:format(nSeconds)
end
GW.TimeCount = TimeCount

local function RoundDec(number, decimals)
    if type(number) ~= "number" then
        number = tonumber(number)
    end

    if decimals and decimals > 0 then
        local mult = 10 ^ decimals
        return floor(number * mult + 0.5) / mult
    end

    return floor(number + 0.5)
end
GW.RoundDec = RoundDec

local function GetLocalizedNumber(number, numberDecimal)
    local DECIMAL_DELIMITER = GW.settings.NumberFormat == "POINT" and "." or ","
    local LARGE_NUMBER_DELIMITER = GW.settings.NumberFormat == "POINT" and "," or "."
    local formattedNumber, integerPart, decimalPart

    -- Wandelt die Zahl in einen String um
    local zahlStr = tostring(number)

    -- Bestimme die Position des Dezimaltrennzeichens
    local decimalPos = string.find(zahlStr, "%.")

    if decimalPos then
        -- Teile die Zahl in Ganzzahl und Dezimalteil
        integerPart = string.sub(zahlStr, 1, decimalPos - 1)
        decimalPart = string.sub(zahlStr, decimalPos + 1)
    else
        -- Falls kein Dezimaltrennzeichen vorhanden ist, setze den Dezimalteil auf leer
        integerPart = zahlStr
        decimalPart = ""
    end

    -- Tausendertrennzeichen in der Ganzzahl hinzufügen
    local formattedInteger = {}
    local len = #integerPart

    -- Von rechts nach links durch die Ganzzahl laufen und in eine Tabelle speichern
    local count = 0  -- Zähler für Gruppen von 3 Ziffern
    for i = len, 1, -1 do
        local currentChar = integerPart:sub(i, i)

        -- Tausendertrennzeichen hinzufügen, wenn nötig
        if count > 0 and count % 3 == 0 then
            table.insert(formattedInteger, 1, LARGE_NUMBER_DELIMITER)
        end

        -- Füge das aktuelle Zeichen zur formatierten Ganzzahl hinzu
        table.insert(formattedInteger, 1, currentChar)
        count = count + 1
    end

    -- Wenn Dezimalteil vorhanden ist, füge ihn hinzu
    if numberDecimal then
        decimalPart = string.sub(decimalPart, 1, numberDecimal)
    end
    if #decimalPart > 0 then
        formattedNumber = table.concat(formattedInteger) .. DECIMAL_DELIMITER .. decimalPart
    else
        formattedNumber = table.concat(formattedInteger)
    end

    return formattedNumber
end
GW.GetLocalizedNumber = GetLocalizedNumber
-- /dump GetLocalizedNumber2(5600000.345, 3)

local function CommaValue(n)
    n = RoundDec(n)
    local left, num, right = string.match(n, "^([^%d]*%d)(%d*)(.-)$")
    return left .. (num:reverse():gsub("(%d%d%d)", "%1,"):reverse()) .. right
end
GW.CommaValue = CommaValue

local function RoundInt(v)
    if v == nil then
        return 0
    end
    local vf = math.floor(v)
    if (v - vf) > 0.5 then
        return vf + 1
    end
    return vf
end
GW.RoundInt = RoundInt

local function Diff(a, b)
    if a == nil then
        a = 0
    end
    if b == nil then
        b = 0
    end

    if a > b then
        return a - b
    else
        return b - a
    end
end
GW.Diff = Diff

local function lerp(v0, v1, t)
    t = max(0,min(1,t))
    if v0 == nil then
        v0 = 0
    end
    return (1 - t) * v0 + t * v1;
end
GW.lerp = lerp

local function lerpEaseOut(v0,v1,t)
    t = min(1,t)
    t = math.sin(t * math.pi * 0.5);

    return lerp(v0,v1,t)
end
GW.lerpEaseOut = lerpEaseOut

local function signum(number)
    if number > 0 then
        return 1
    elseif number < 0 then
        return -1
    else
        return 0
    end
end

local function MoveTowards( current,  target,  maxDelta)
    if math.abs(target - current) <= maxDelta then
        return target;
    end
    return current + signum(target - current) * maxDelta;
end
GW.MoveTowards = MoveTowards
local function Length(T)
    local count = 0
    for _ in pairs(T) do
        count = count + 1
    end
    return count
end
GW.Length = Length

do
    local splitTable = {}
    local function splitString(str, delim, returnTable)
        local start = 1
        wipe(splitTable)

        while true do
            local pos = strfind(str, delim, start, true)
            if not pos then
                break
            end
            tinsert(splitTable, strsub(str, start, pos -1))
            start = pos + strlen(delim)
        end

        tinsert(splitTable, strsub(str, start))

        if returnTable then
            return splitTable
        else
            return unpack(splitTable)
        end
    end
    GW.splitString = splitString
end

local function FindInList(list, str, i, del)
    local dl = "([^%s" .. (del or ",;") .. ")]?)"
    local st = dl .. "(%s*)(" .. str .. ")(%s*)" .. dl
    i = i or 1
    while i do
        local s, e, a, b, m, c, d = list:find(st, i)
        if s and a == "" and d == "" then
            return s + #b, e - #c, m
        end
        i = e and e + 1
    end
end
GW.FindInList = FindInList

-- String upper and lower that are noops for locales without letter case
local function StrUpper(str, i, j)
    if not str or IsIn(GW.mylocal, "koKR", "zhCN", "zhTW") then
        return str
    else
        return (i and str:sub(1, i - 1) or "") .. str:sub(i or 1, j):upper() .. (j and str:sub(j + 1) or "")
    end
end
GW.StrUpper = StrUpper

local function StrLower(str, i, j)
    if not str or IsIn(GW.mylocal, "koKR", "zhCN", "zhTW") then
        return str
    else
        return (i and str:sub(1, i - 1) or "") .. str:sub(i or 1, j):lower() .. (j and str:sub(j + 1) or "")
    end
end
GW.StrLower = StrLower

local function StartsWith(str, str2)
    return type(str) == "string" and str:sub(1, str2:len()) == str2
end
GW.StartsWith = StartsWith

local function IsFrameModified(f_name)
    if not MovAny then
        return false
    end
    return MovAny:IsModified(f_name)
end
GW.IsFrameModified = IsFrameModified

local function Notice(...)
    local msg_tab = _G["ChatFrame1"]
    if not msg_tab then
        return
    end
    local msg = ""
    for i = 1, select("#", ...) do
        local arg = select(i, ...)
        msg = msg .. tostring(arg) .. " "
    end
    msg_tab:AddMessage(GW.Gw2Color .. "GW2 UI|r: " .. msg)
end
GW.Notice = Notice

local function securePetAndOverride(f, stateType)
    if InCombatLockdown() then
        return false
    end
    f:SetAttribute("gw_WasShowing", f:IsShown())
    f:SetAttribute(
        "_onstate-petoverride",
        [=[
        if newstate == "show" then
            if self:GetAttribute("gw_WasShowing") then
                self:Show()
            end
        elseif newstate == "hide" then
            self:SetAttribute("gw_WasShowing", self:IsShown())
            self:Hide()
        end
    ]=]
    )
    if stateType == "petbattle" then
        RegisterStateDriver(f, "petoverride", "[petbattle] hide; show")
    elseif stateType == "override" then
        RegisterStateDriver(f, "petoverride", "[overridebar] hide; [vehicleui] hide; show")
    else
        RegisterStateDriver(f, "petoverride", "[overridebar] hide; [vehicleui] hide; [petbattle] hide; [possessbar,@vehicle,exists] hide; show")
    end
    return true
end

local function secureHideDurinPetAndMountedgMounted(f)
    if InCombatLockdown() then
        return false
    end
    f:SetAttribute("gw_WasShowing", f:IsShown())
    f:SetAttribute(
        "_onstate-petoverride",
        [=[
        if newstate == "show" then
            if self:GetAttribute("gw_WasShowing") then
                self:Show()
            end
        elseif newstate == "hide" then
            self:SetAttribute("gw_WasShowing", self:IsShown())
            self:Hide()
        end
    ]=]
    )

    RegisterStateDriver(f, "petoverride", "[bonusbar:5] hide; [overridebar] hide; [vehicleui] hide; [petbattle] hide; [possessbar,@vehicle,exists] hide; show")
    return true
end

local function normPetAndOverride(f, stateType)
    local f_OnShow = function()
        f.gw_WasShowing = f:IsShown()
        f:Hide()
    end
    local f_OnHide = function()
        if f.gw_WasShowing then
            f:Show()
        end
    end

    if stateType ~= "petbattle" then
        OverrideActionBar:HookScript("OnShow", f_OnShow)
        OverrideActionBar:HookScript("OnHide", f_OnHide)
    end
    if stateType ~= "override" and PetBattleFrame then
        PetBattleFrame:HookScript("OnShow", f_OnShow)
        PetBattleFrame:HookScript("OnHide", f_OnHide)
    end

    return true
end

local function MixinHideDuringPet(f)
    if not f then return end
    -- TODO: figure out how to do real mixins
    if f:IsProtected() then
        return securePetAndOverride(f, "petbattle")
    else
        return normPetAndOverride(f, "petbattle")
    end
end
GW.MixinHideDuringPet = MixinHideDuringPet

local function MixinHideDuringOverride(f)
    if not f then return end
    if f:IsProtected() then
        return securePetAndOverride(f, "override")
    else
        return normPetAndOverride(f, "override")
    end
end
GW.MixinHideDuringOverride = MixinHideDuringOverride

local function MixinHideDuringPetAndOverride(f)
    if not f then return end
    if f:IsProtected() then
        return securePetAndOverride(f)
    else
        return normPetAndOverride(f)
    end
end
GW.MixinHideDuringPetAndOverride = MixinHideDuringPetAndOverride
local function MixinHideDuringPetAndMountedOverride(f)
    if not f then return end
    if f:IsProtected() then
        return secureHideDurinPetAndMountedgMounted(f)
    else
        return normPetAndOverride(f)
    end
end
GW.MixinHideDuringPetAndMountedOverride = MixinHideDuringPetAndMountedOverride

local function frame_OnEnter(self)
    GameTooltip:SetOwner(self, self.tooltipDir, 0, self.tooltipYoff)
    GameTooltip:SetText(self.tooltipText, 1, 1, 1)
    if self.tooltipAddLine then
        GameTooltip:AddLine(self.tooltipAddLine)
    end
    GameTooltip:Show()
end
local function EnableTooltip(self, text, dir, y_off)
    self.tooltipText = text
    if not dir then
        dir = "ANCHOR_LEFT"
    end
    if not y_off then
        y_off = -40
    end
    self.tooltipDir = dir
    self.tooltipYoff = y_off
    self:HookScript("OnEnter", frame_OnEnter)
    self:HookScript("OnLeave", GameTooltip_Hide)
end
GW.EnableTooltip = EnableTooltip

-- create custom UIFrameFlash animation
local function SetUpFrameFlash(frame, loop)
    frame.flasher = frame:CreateAnimationGroup("Flash")
    frame.flasher.fadein = frame.flasher:CreateAnimation("Alpha", "FadeIn")
    frame.flasher.fadein:SetOrder(1)

    frame.flasher.fadeout = frame.flasher:CreateAnimation("Alpha", "FadeOut")
    frame.flasher.fadeout:SetOrder(2)

    if loop then
        frame.flasher:SetScript("OnFinished", function(self)
            self:Play()
        end)
    end
end

local function StopFlash(frame)
    if frame.flasher and frame.flasher:IsPlaying() then
        frame.flasher:Stop()
    end
end
GW.StopFlash = StopFlash

local function FrameFlash(frame, duration, fadeOutAlpha, fadeInAlpha, loop)
    if not frame.flasher then
        SetUpFrameFlash(frame, loop)
    end

    if not frame.flasher:IsPlaying() then
        frame.flasher.fadein:SetDuration(duration)
        frame.flasher.fadein:SetFromAlpha(fadeOutAlpha or 0)
        frame.flasher.fadein:SetToAlpha(fadeInAlpha or 1)
        frame.flasher.fadeout:SetDuration(duration)
        frame.flasher.fadeout:SetFromAlpha(fadeInAlpha or 1)
        frame.flasher.fadeout:SetToAlpha(fadeOutAlpha or 0)
        frame.flasher:Play()
    end
end
GW.FrameFlash = FrameFlash

local function LoadItemAsync(itemInput, callback)
    if type(itemInput) == "string" and itemInput:find("^|c.+|Hitem:") then
        callback(itemInput)
        return
    end

    local _, link = C_Item.GetItemInfo(itemInput)
    if link then
        callback(link)
        return
    end

    local itemID = tonumber(itemInput)
    if not itemID then return end

    local item = Item:CreateFromItemID(itemID)
    item:ContinueOnItemLoad(function()
        local _, resolvedLink = C_Item.GetItemInfo(itemID)
        if resolvedLink then
            callback(resolvedLink)
        end
    end)
end

local function IsItemEligibleForItemLevelDisplay(itemInput)
    local classID = select(6, C_Item.GetItemInfoInstant(itemInput))
    return
        -- Regular equipment
        classID == Enum.ItemClass.Armor or classID == Enum.ItemClass.Weapon
        -- Profession equipment (retail only)
        or classID == Enum.ItemClass.Profession
        -- Legion Artifact relics (retail only)
        or (classID == Enum.ItemClass.Gem and IsArtifactRelicItem and IsArtifactRelicItem(itemInput))
end
GW.IsItemEligibleForItemLevelDisplay = IsItemEligibleForItemLevelDisplay

local function SetItemLevel(button, quality, itemInput, slot)
    if not itemInput or itemInput == "" then
        button.itemlevel:SetText("")
        button.__gwLastItemLink = nil
        return
    end

    if button.__gwLastItemLink == itemInput then return end

    local function applyItemLevel(ilvl, color, usedLink)
        if not ilvl or ilvl <= 0 then
            button.itemlevel:SetText("")
            button.__gwLastItemLink = nil
            return
        end

        button.itemlevel:SetText(ilvl)
        if color then
            button.itemlevel:SetTextColor(color.r, color.g, color.b, 1)
        end

        button.__gwLastItemLink = usedLink
    end

    LoadItemAsync(itemInput, function(itemLink)
        local color = GW.GetQualityColor(quality or 0)
        local item = Item:CreateFromItemLink(itemLink)

        item:ContinueOnItemLoad(function()
            if button.bagID and button:GetID() or button.itemLocation then
                local itemLoc = button.itemLocation or ItemLocation:CreateFromBagAndSlot(button.bagID, button:GetID())
                if itemLoc and itemLoc:IsValid() then
                    local ilvl = C_Item.GetCurrentItemLevel(itemLoc)
                    if ilvl and ilvl > 0 then
                        applyItemLevel(ilvl, color, itemLink)
                        return
                    end
                end
            end
            -- Fallback for items without location
            local ilvl = C_Item.GetDetailedItemLevelInfo(itemLink)
            if ilvl and ilvl > 0 then
                applyItemLevel(ilvl, color, itemLink)
                return
            end

            -- Fallback: Tooltipscan
            local slotInfo = GW.GetGearSlotInfo("player", slot, itemLink, false)
            if slotInfo and slotInfo.iLvl then
                applyItemLevel(slotInfo.iLvl, color, itemLink)
            else
                button.itemlevel:SetText("")
                button.__gwLastItemLink = nil
            end
        end)
    end)
end
GW.SetItemLevel = SetItemLevel

local function GetQualityColor(quality)
    if ColorManager then
        if quality == -1 then
            return {r = 0, g = 0, b = 0}
        end
        return ColorManager.GetColorDataForItemQuality(quality)
    else
        local r, g, b = C_Item.GetItemQualityColor(quality)
        return {r = r, g = g, b = b}
    end
end
GW.GetQualityColor = GetQualityColor

local function GetBagItemQualityColor(quality)
    if ColorManager then
        if quality == -1 then
            return {r = 0, g = 0, b = 0}
        end
        return ColorManager.GetColorDataForBagItemQuality(quality)
    else
        local r, g, b = C_Item.GetItemQualityColor(quality)
        return {r = r, g = g, b = b}
    end
end
GW.GetBagItemQualityColor = GetBagItemQualityColor

local function GetScreenQuadrant(frame)
    local x, y = frame:GetCenter()
    local screenWidth = GetScreenWidth()
    local screenHeight = GetScreenHeight()

    if not (x and y) then
        return "UNKNOWN"
    end

    local point
    if (x > (screenWidth / 3) and x < (screenWidth / 3) * 2) and y > (screenHeight / 3) * 2 then
        point = "TOP"
    elseif x < (screenWidth / 3) and y > (screenHeight / 3) * 2 then
        point = "TOPLEFT"
    elseif x > (screenWidth / 3) * 2 and y > (screenHeight / 3) * 2 then
        point = "TOPRIGHT"
    elseif (x > (screenWidth / 3) and x < (screenWidth / 3) * 2) and y < (screenHeight / 3) then
        point = "BOTTOM"
    elseif x < (screenWidth / 3) and y < (screenHeight / 3) then
        point = "BOTTOMLEFT"
    elseif x > (screenWidth / 3) * 2 and y < (screenHeight / 3) then
        point = "BOTTOMRIGHT"
    elseif x < (screenWidth / 3) and (y > (screenHeight / 3) and y < (screenHeight / 3) * 2) then
        point = "LEFT"
    elseif x > (screenWidth / 3) * 2 and y < (screenHeight / 3) * 2 and y > (screenHeight / 3) then
        point = "RIGHT"
    else
        point = "CENTER"
    end

    return point
end
GW.GetScreenQuadrant = GetScreenQuadrant

do
    local a, d = "", {"|c[fF][fF]%x%x%x%x%x%x","|r","^%s+","%s+$","|[TA].-|[ta]"}
    local function StripString(s, ignoreTextures)
        for i = 1, #d - (ignoreTextures and 1 or 0) do s = gsub(s, d[i], a) end
        return s
    end
    GW.StripString = StripString
end

local function ColorGradient(perc, ...)
    if perc >= 1 then
        return select(select("#", ...) - 2, ...)
    elseif perc <= 0 then
        return ...
    end

    local num = select("#", ...) / 3
    local segment, relperc = math.modf(perc * (num - 1))
    local r1, g1, b1, r2, g2, b2 = select((segment * 3) + 1, ...)

    return r1 + (r2 - r1) * relperc, g1 + (g2 - g1) * relperc, b1 + (b2 - b1) * relperc
end
GW.ColorGradient = ColorGradient

local function TextGradient(text, ...)
    local msg, total = "", string.utf8len(text)
    local idx, num = 0, select("#", ...) / 3

    for i = 1, total do
        local x = string.utf8sub(text, i, i)
        if strmatch(x, "%s") then
            msg = msg .. x
            idx = idx + 1
        else
            local segment, relperc = math.modf((idx / total) * num)
            local r1, g1, b1, r2, g2, b2 = select((segment * 3) + 1, ...)

            if not r2 then
                msg = msg .. GW.RGBToHex(r1, g1, b1, nil, x .. '|r')
            else
                msg = msg .. GW.RGBToHex(r1 + (r2 - r1) * relperc, g1 + (g2 - g1) * relperc, b1 + (b2 - b1) * relperc, nil, x ..'|r')
                idx = idx + 1
            end
        end
    end

    return msg
end
GW.TextGradient = TextGradient

local function StatusBarColorGradient(bar, value, max, backdrop)
    if not (bar and value) then return end

    local current = (not max and value) or (value and max and max ~= 0 and value / max)
    if not current then return end

    local r, g, b = ColorGradient(current, 0.8, 0, 0, 0.8, 0.8, 0, 0, 0.8,  0)
    bar:SetStatusBarColor(r, g, b)

    if not backdrop then
        backdrop = bar.backdrop
    end

    if backdrop then
        backdrop:SetBackdropColor(r * 0.25, g * 0.25, b * 0.25)
    end
end
GW.StatusBarColorGradient = StatusBarColorGradient


local Fn = function (...) return not GW.Matches(...) end

local function Tmp(...)
    local t = {}
    for i=1, select("#", ...) do
        local v = select(i, ...)
        t[i] = v == nil and NIL or v
    end
    return setmetatable(t, EMPTY)
end

local function Each(...)
    if ... and type(...) == "table" then
        return next, ...
    elseif select("#", ...) == 0 then
        return GW.NoOp
    else
        return Fn, Tmp(...)
    end
end

local function Contains(t, u, deep)
    if t == u then
        return true
    elseif (t == nil) ~= (u == nil) then
        return false
    end

    for i,v in pairs(u) do
        if deep and type(t[i]) == "table" and type(v) == "table" then
            if not Contains(t[i], v, true) then
                return false
            end
        elseif t[i] ~= v then
            return false
        end
    end
    return true
end

local function IEach(...)
    if ... and type(...) == "table" then
        return Fn, ...
    else
        return Each(...)
    end
end

local function Get(t, ...)
    local n, path = select("#", ...), ...

    if n == 1 and type(path) == "string" and path:find("%.") then
        path = Tmp(("."):split((...)))
    elseif type(path) ~= "table" then
        path = Tmp(...)
    end

    for _, k in IEach(path) do
        if k == nil then
            break
        elseif t ~= nil then
            t = t[k]
        end
    end

    return t
end

local function Matches(t, ...)
    if type(...) == "table" then
        return Contains(t, ...)
    else
        for i=1, select("#", ...), 2 do
            local key, val = select(i, ...)
            local v = Get(t, key)
            if v == nil or val ~= nil and v ~= val then
                return false
            end
        end

        return true
    end
end
GW.Matches = Matches

local function Join(del, ...)
    local s = ""
    for _, v in Each(...) do
        if not not (type(v) == "string" and v:trim() ~= "") then
            s = s .. (s == "" and "" or del or " ") .. v
        end
    end
    return s
end
GW.Join = Join

local function EscapeString(s)
    return gsub(s, "([%(%)%.%%%+%-%*%?%[%^%$])", "%%%1")
end
GW.EscapeString = EscapeString

do
    local cuttedIconTemplate = "|T%s:%d:%d:0:0:64:64:5:59:5:59|t"
    local cuttedIconAspectRatioTemplate = "|T%s:%d:%d:0:0:64:64:%d:%d:%d:%d|t"
    local s = 14

    local function GetIconString(icon, height, width, aspectRatio)
        if aspectRatio and height and height > 0 and width and width > 0 then
            local proportionality = height / width
            local offset = ceil((54 - 54 * proportionality) / 2)
            if proportionality > 1 then
                return format(cuttedIconAspectRatioTemplate, icon, height, width, 5 + offset, 59 - offset, 5, 59)
            elseif proportionality < 1 then
                return format(cuttedIconAspectRatioTemplate, icon, height, width, 5, 59, 5 + offset, 59 - offset)
            end
        end

        width = width or height
        return format(cuttedIconTemplate, icon, height or s, width or s)
    end
    GW.GetIconString = GetIconString
end

local function GetClassIconStringWithStyle(class, width, height)
    if not class then
        return
    end


    if not width and not height then
        return format("|T%s:0|t", "Interface/Addons/GW2_UI/Textures/classicons/" .. class .. "_flat.png")
    end

    if not height then
        height = width
    end

    return format("|T%s:%d:%d:0:0:64:64:0:64:0:64|t", "Interface/Addons/GW2_UI/Textures/classicons/" .. class .. "_flat.png", height, width)
end
GW.GetClassIconStringWithStyle = GetClassIconStringWithStyle

local function IsGroupMember(name)
    if name then
        if UnitInParty(name) then
            return 1
        elseif UnitInRaid(name) then
            return 2
        elseif name == GW.myname then
            return 3
        end
    end

    return false
end
GW.IsGroupMember = IsGroupMember

local function IsSpellTalented(spellID) -- this could be made to be a lot more efficient, if you already know the relevant nodeID and entryID
    local configID = C_ClassTalents.GetActiveConfigID()
    if configID == nil then return end

    local configInfo = C_Traits.GetConfigInfo(configID)
    if configInfo == nil then return end

    for _, treeID in ipairs(configInfo.treeIDs) do -- in the context of talent trees, there is only 1 treeID
        local nodes = C_Traits.GetTreeNodes(treeID)
        for _, nodeID in ipairs(nodes) do
            local nodeInfo = C_Traits.GetNodeInfo(configID, nodeID)
            for _, entryID in ipairs(nodeInfo.entryIDsWithCommittedRanks) do -- there should be 1 or 0
                local entryInfo = C_Traits.GetEntryInfo(configID, entryID)
                if entryInfo and entryInfo.definitionID then
                    local definitionInfo = C_Traits.GetDefinitionInfo(entryInfo.definitionID)
                    if definitionInfo.spellID == spellID then
                        return true
                    end
                end
            end
        end
    end
    return false
end
GW.IsSpellTalented = IsSpellTalented

local function moveFrameToPosition(frame, x, y)
    local pos = GW.settings[frame.gwSetting]

    if x and y then
        if pos then
            wipe(pos)
        else
            pos = {}
        end
        pos.point = "TOPLEFT"
        pos.relativePoint = "TOPLEFT"
        pos.xOfs = x
        pos.yOfs = y

        GW.settings[frame.gwSetting] = pos
    end

    frame:ClearAllPoints()
    frame:SetPoint(pos.point, UIParent, pos.relativePoint, pos.xOfs, pos.yOfs)
end

local function MakeFrameMovable(frame, target, setting, moveFrameOnShow)
    if not target then
        local point = GW.settings[setting]
        frame:ClearAllPoints()
        frame:SetPoint(point.point, UIParent, point.relativePoint, point.xOfs, point. yOfs)
    end

    target = target or frame

    target.gwSetting = setting
    frame:SetMovable(true)
    frame:EnableMouse(true)
    frame:SetUserPlaced(false)
    frame:SetScript("OnMouseDown", function(_, button)
        if button == "LeftButton" then
            target:StartMoving()
        end
    end)
    frame:SetScript("OnMouseUp", function()
        target:StopMovingOrSizing()

        local x, y = target:GetLeft(), target:GetTop() - UIParent:GetTop()

        moveFrameToPosition(target, x, y)
    end)
    if moveFrameOnShow then
        frame:HookScript("OnShow", function()
            moveFrameToPosition(target)
        end)
        hooksecurefunc(frame, "SetPoint", function(self)
            if not self:IsShown() or self.gwApplyingPosition then
                return
            end
            self.gwApplyingPosition = true
            moveFrameToPosition(target)
            self.gwApplyingPosition = nil
        end)
    end
end
GW.MakeFrameMovable = MakeFrameMovable

local function UpdateFontSettings()
    for text in pairs(GW.texts) do
        if text then
            text:GwSetFontTemplate(text.gwFont, text.gwTextSizeType, text.gwStyle, text.gwTextSizeAddition, true)
        else
            GW.texts[text] = nil
        end
    end
end
GW.UpdateFontSettings = UpdateFontSettings


local InstanceNameByID = {
    -- List of not matching instanceID from EJ_GetInstanceByIndex and from GetInstanceInfo
    [749] = C_Map.GetAreaInfo(3845) -- "The Eye" vs. "Tempest Keep"
}

if GW.mylocal == "deDE" then
    InstanceNameByID[741] = "Geschmolzener Kern"        -- "Der Geschmolzene Kern"
    InstanceNameByID[1023] = "Belagerung von Boralus"   -- "Die Belagerung von Boralus"
    InstanceNameByID[1041] = "Königsruh"                -- "Die Königsruh"
    InstanceNameByID[1021] = "Kronsteiganwesen"	        -- "Das Kronsteiganwesen"
    InstanceNameByID[1186] = "Spitzen des Aufstiegs"    -- "Die Spitzen des Aufstiegs"
    InstanceNameByID[1198] = "Angriff der Nokhud"		-- "Der Angriff der Nokhud"
    InstanceNameByID[1203] = "Azurblaues Gewölbe"		-- "Das Azurblaube Gewölbe"
    InstanceNameByID[758] = "Eiskronenzitadelle"	-- "Die Eiskronenzitadelle"
end
local function GetInstanceImages(index, raid)
    local instanceID, name, _, _, buttonImage = EJ_GetInstanceByIndex(index, raid)
    while instanceID do
        GW.instanceIconByName[InstanceNameByID[instanceID] or name] = buttonImage
        index = index + 1
        instanceID, name, _, _, buttonImage = EJ_GetInstanceByIndex(index, raid)
    end
end
GW.GetInstanceImages = GetInstanceImages

local function BlizzardDropdownRadioButtonInitializer(button, description, menu, isSelected, data)
    button.highlight:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/button_hover.png")
    button.highlight:SetDrawLayer("BACKGROUND")
    button.highlight:SetBlendMode("BLEND")
    button.highlight:SetAlpha(0.5)
    if GW.Retail then
        button.leftTexture1:SetSize(13, 13)
        button.leftTexture1:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/radio-unselected.png")
        button.leftTexture1:SetPoint("LEFT", 0, 0)
        if button.leftTexture2 then
            button.leftTexture2:SetSize(13, 13)
            button.leftTexture2:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/radio-selected.png")
            button.leftTexture2:SetPoint("CENTER", button.leftTexture1, "CENTER", 0, 0)
        end
    else
        if isSelected(data) then
            button.leftTexture1:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/checkboxchecked.png")
        else
            button.leftTexture1:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/checkbox.png")
        end
    end
    if not button.gwHooked then
        hooksecurefunc(button.highlight, "SetAlpha", function(self, a)
            if a ~= 0.5 then
                self:SetAlpha(0.5)
            end
        end)
        button.gwHooked = true
    end
end
GW.BlizzardDropdownRadioButtonInitializer = BlizzardDropdownRadioButtonInitializer

local function BlizzardDropdownCheckButtonInitializer(button, description, menu, isSelected, data)
    button.highlight:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/button_hover.png")
    button.highlight:SetDrawLayer("BACKGROUND")
    button.highlight:SetBlendMode("BLEND")
    button.highlight:SetAlpha(0.5)
    button.leftTexture1:SetSize(13, 13)
    if GW.Retail then
        button.leftTexture1:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/checkbox.png")
        if button.leftTexture2 then
            button.leftTexture2:SetSize(13, 13)
            button.leftTexture2:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/checkboxchecked.png")
            button.leftTexture2:SetPoint("CENTER", button.leftTexture1, "CENTER", 0, 0)
        end
    else
        if isSelected(data) then
            button.leftTexture1:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/checkboxchecked.png")
        else
            button.leftTexture1:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/checkbox.png")
        end
    end
    if not button.gwHooked then
        hooksecurefunc(button.highlight, "SetAlpha", function(self, a)
            if a ~= 0.5 then
                self:SetAlpha(0.5)
            end
        end)
        button.gwHooked = true
    end
end
GW.BlizzardDropdownCheckButtonInitializer = BlizzardDropdownCheckButtonInitializer

local function BlizzardDropdownButtonInitializer(button, description, menu)
    button.highlight:SetTexture("Interface/AddOns/GW2_UI/textures/uistuff/button_hover.png")
    button.highlight:SetDrawLayer("BACKGROUND")
    button.highlight:SetBlendMode("BLEND")
    button.highlight:SetAlpha(0.5)
    if not button.gwHooked then
        hooksecurefunc(button.highlight, "SetAlpha", function(self, a)
            if a ~= 0.5 then
                self:SetAlpha(0.5)
            end
        end)
        button.gwHooked = true
    end
end
GW.BlizzardDropdownButtonInitializer = BlizzardDropdownButtonInitializer

local function DoesAncestryInclude(ancestry, frame)
    if ancestry then
        local currentFrame = frame
        while currentFrame do
            if currentFrame == ancestry then
                return true;
            end
            currentFrame = GW.SafeGetParent(currentFrame)
        end
    end
    return false
end
GW.DoesAncestryInclude = DoesAncestryInclude

local function DoesAncestryIncludeAny(ancestry, frames)
    for _, frame in ipairs(frames) do
        if DoesAncestryInclude(ancestry, frame) then
            return true;
        end
    end
    return false;
end
GW.DoesAncestryIncludeAny = DoesAncestryIncludeAny


local function AddGw2Layout(init)
    if not GW.Libs.LEMO:IsReady() then
        C_Timer.After(0, function() AddGw2Layout(init) end)
        return
    end

    GW.Libs.LEMO:LoadLayouts()

    if init or (not init and GW.Libs.LEMO:GetActiveLayout() ~= "GW2_Layout") then
        if not GW.Libs.LEMO:DoesLayoutExist("GW2_Layout") then
            if GW.Libs.LEMO:GetNumAccountLayouts() < 5 then
                GW.Libs.LEMO:AddLayout(Enum.EditModeLayoutType.Account, "GW2_Layout")
            else
                GW.Libs.LEMO:AddLayout(Enum.EditModeLayoutType.Character, "GW2_Layout")
            end
        end
        GW.Libs.LEMO:SetActiveLayout("GW2_Layout")

        GW.Libs.LEMO:SetFrameSetting(MainActionBar, Enum.EditModeActionBarSetting.IconSize, 5)
        GW.Libs.LEMO:SetFrameSetting(MainActionBar, Enum.EditModeActionBarSetting.HideBarArt, 1)
        GW.Libs.LEMO:SetFrameSetting(MultiBarBottomLeft, Enum.EditModeActionBarSetting.IconSize, 5)
        GW.Libs.LEMO:SetFrameSetting(MultiBarBottomRight, Enum.EditModeActionBarSetting.IconSize, 5)
        GW.Libs.LEMO:SetFrameSetting(MultiBarRight, Enum.EditModeActionBarSetting.IconSize, 5)
        GW.Libs.LEMO:SetFrameSetting(MultiBarLeft, Enum.EditModeActionBarSetting.IconSize, 5)
        GW.Libs.LEMO:SetFrameSetting(MultiBar5, Enum.EditModeActionBarSetting.IconSize, 5)
        GW.Libs.LEMO:SetFrameSetting(MultiBar6, Enum.EditModeActionBarSetting.IconSize, 5)
        GW.Libs.LEMO:SetFrameSetting(MultiBar7, Enum.EditModeActionBarSetting.IconSize, 5)
        -- Main Actionbar
        GW.Libs.LEMO:SetFrameSetting(MainActionBar, Enum.EditModeActionBarSetting.Orientation, Enum.ActionBarOrientation.Horizontal)
        GW.Libs.LEMO:SetFrameSetting(MainActionBar, Enum.EditModeActionBarSetting.NumRows, 1)
        GW.Libs.LEMO:SetFrameSetting(MainActionBar, Enum.EditModeActionBarSetting.NumIcons, 12)
        GW.Libs.LEMO:SetFrameSetting(MainActionBar, Enum.EditModeActionBarSetting.HideBarScrolling, 1)
        GW.Libs.LEMO:ReanchorFrame(MainActionBar, "TOP", UIParent, "BOTTOM", 0, (80 * (tonumber(GW.settings.HUD_SCALE) or 1)))

        -- PossessActionBar
        GW.Libs.LEMO:ReanchorFrame(PossessActionBar, "BOTTOM", MainActionBar, "TOP", -110, 40)
        GW.Libs.LEMO:ApplyChanges()
    end

    if init then
        GW.Libs.LEMO:RegisterForLayoutChangeBackToGW2Layout()
    end
end
GW.AddGw2Layout = AddGw2Layout

local function MakeActionbuttonsVisible()
    if not GW.Libs.LEMO:IsReady() then
        GW.Notice("LEMO not ready, cannot make action buttons visible")
        return
    end

    GW.Libs.LEMO:LoadLayouts()

    if GW.Libs.LEMO:DoesLayoutExist("GW2_Layout")then
        GW.Libs.LEMO:SetActiveLayout("GW2_Layout")

        GW.Libs.LEMO:SetFrameSetting(MainActionBar, Enum.EditModeActionBarSetting.AlwaysShowButtons, 1)
        GW.Libs.LEMO:SetFrameSetting(MultiBarBottomLeft, Enum.EditModeActionBarSetting.AlwaysShowButtons, 1)
        GW.Libs.LEMO:SetFrameSetting(MultiBarBottomRight, Enum.EditModeActionBarSetting.AlwaysShowButtons, 1)
        GW.Libs.LEMO:SetFrameSetting(MultiBarRight, Enum.EditModeActionBarSetting.AlwaysShowButtons, 1)
        GW.Libs.LEMO:SetFrameSetting(MultiBarLeft, Enum.EditModeActionBarSetting.AlwaysShowButtons, 1)
        GW.Libs.LEMO:SetFrameSetting(MultiBar5, Enum.EditModeActionBarSetting.AlwaysShowButtons, 1)
        GW.Libs.LEMO:SetFrameSetting(MultiBar6, Enum.EditModeActionBarSetting.AlwaysShowButtons, 1)
        GW.Libs.LEMO:SetFrameSetting(MultiBar7, Enum.EditModeActionBarSetting.AlwaysShowButtons, 1)
        GW.Libs.LEMO:ApplyChanges()

        GW.Notice("Making action buttons visible via LEMO")
    else
        GW.Notice("Could not make action buttons visible via LEMO, GW2_Layout not found")
    end
end
GW.MakeActionbuttonsVisible = MakeActionbuttonsVisible

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

function GW.GetEnumName(enum, enumValue)
    local keysByValue = tInvert(enum)
    return keysByValue[enumValue] or UNKNOWN .. enumValue
end
