--[[
# Element: Alternative Power Bar

Handles the visibility and updating of a status bar that displays encounter- or quest-related power information, such as
the number of hour glass charges during the Murozond encounter in the dungeon End Time.

## Widget

AlternativePower - A `StatusBar` used to represent the unit's alternative power.

## Notes

If mouse interactivity is enabled for the widget, `OnEnter` and/or `OnLeave` handlers will be set to display a tooltip.
A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.

## Examples

    -- Position and size
    local AlternativePower = CreateFrame('StatusBar', nil, self)
    AlternativePower:SetHeight(20)
    AlternativePower:SetPoint('BOTTOM')
    AlternativePower:SetPoint('LEFT')
    AlternativePower:SetPoint('RIGHT')

    -- Register with SUF
    self.AlternativePower = AlternativePower
--]]
local _, ns = ...
local SUF = ns.SUF

-- sourced from FrameXML/UnitPowerBarAlt.lua
local ALTERNATE_POWER_INDEX = Enum.PowerType.Alternate or 10

local function updateTooltip(self)
	GameTooltip:SetText(self.powerName, 1, 1, 1)
	GameTooltip:AddLine(self.powerTooltip, nil, nil, nil, 1)
	GameTooltip:Show()
end

local function onEnter(self)
	if (not self:IsVisible()) then
		return
	end

	GameTooltip_SetDefaultAnchor(GameTooltip, self)
	self:UpdateTooltip()
end

local function onLeave()
	GameTooltip:Hide()
end

local function Update(self, event, unit, powerType)
	if (self.unit ~= unit or powerType ~= 'ALTERNATE') then
		return
	end

	local element = self.AlternativePower

	--[[ Callback: AlternativePower:PreUpdate()
	Called before the element has been updated.

	* self - the AlternativePower element
	--]]
	if (element.PreUpdate) then
		element:PreUpdate()
	end

	local cur, max
	local barType, min, _, _, _, _, _, _, _, _, powerName, powerTooltip = UnitAlternatePowerInfo(unit)
	element.barType = barType
	element.powerName = powerName
	element.powerTooltip = powerTooltip
	if (barType) then
		cur = UnitPower(unit, ALTERNATE_POWER_INDEX)
		max = UnitPowerMax(unit, ALTERNATE_POWER_INDEX)
		element:SetMinMaxValues(min, max)
		element:SetValue(cur)
	end

	--[[ Callback: AlternativePower:PostUpdate(unit, cur, min, max)
	Called after the element has been updated.

	* self - the AlternativePower element
	* unit - the unit for which the update has been triggered (string)
	* cur  - the current value of the unit's alternative power (number)
	* min  - the minimum value of the unit's alternative power (number)
	* max  - the maximum value of the unit's alternative power (number)
	--]]
	if (element.PostUpdate) then
		return element:PostUpdate(unit, cur, min, max)
	end
end

local function Path(self, ...)
	--[[ Override: AlternativePower.Override(self, event, unit, ...)
	Used to completely override the element's update process.

	* self  - the parent object
	* event - the event triggering the update (string)
	* unit  - the unit accompanying the event (string)
	* ...   - the arguments accompanying the event
	--]]
	return (self.AlternativePower.Override or Update)(self, ...)
end

local function Visibility(self, event, unit)
	if (unit ~= self.unit) then
		return
	end
	local element = self.AlternativePower

	local barType, _, _, _, _, hideFromOthers, showOnRaid = UnitAlternatePowerInfo(unit)
	if
		(barType and
			(showOnRaid and (UnitInParty(unit) or UnitInRaid(unit)) or not hideFromOthers or UnitIsUnit(unit, 'player') or
				UnitIsUnit(self.realUnit, 'player')))
	 then
		self:RegisterEvent('UNIT_POWER_UPDATE', Path)
		self:RegisterEvent('UNIT_MAXPOWER', Path)

		element:Show()
		Path(self, event, unit, 'ALTERNATE')
	else
		self:UnregisterEvent('UNIT_POWER_UPDATE', Path)
		self:UnregisterEvent('UNIT_MAXPOWER', Path)

		element:Hide()
		Path(self, event, unit, 'ALTERNATE')
	end
end

local function VisibilityPath(self, ...)
	--[[ Override: AlternativePower.OverrideVisibility(self, event, unit)
	Used to completely override the element's visibility update process.

	* self  - the parent object
	* event - the event triggering the update (string)
	* unit  - the unit accompanying the event (string)
	--]]
	return (self.AlternativePower.OverrideVisibility or Visibility)(self, ...)
end

local function ForceUpdate(element)
	return VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
end

local function Enable(self, unit)
	local element = self.AlternativePower
	if (element) then
		if SUF.IsClassic then
			element:Hide()
			return
		end

		element.__owner = self
		element.ForceUpdate = ForceUpdate

		self:RegisterEvent('UNIT_POWER_BAR_SHOW', VisibilityPath)
		self:RegisterEvent('UNIT_POWER_BAR_HIDE', VisibilityPath)

		if (element:IsObjectType('StatusBar') and not element:GetStatusBarTexture()) then
			element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
		end

		if (element:IsMouseEnabled()) then
			if (not element:GetScript('OnEnter')) then
				element:SetScript('OnEnter', onEnter)
			end

			if (not element:GetScript('OnLeave')) then
				element:SetScript('OnLeave', onLeave)
			end

			--[[ Override: AlternativePower:UpdateTooltip()
			Called when the mouse is over the widget. Used to populate its tooltip.

			* self - the AlternativePower element
			--]]
			if (not element.UpdateTooltip) then
				element.UpdateTooltip = updateTooltip
			end
		end

		if (unit == 'player') then
			PlayerPowerBarAlt:UnregisterEvent('UNIT_POWER_BAR_SHOW')
			PlayerPowerBarAlt:UnregisterEvent('UNIT_POWER_BAR_HIDE')
			PlayerPowerBarAlt:UnregisterEvent('PLAYER_ENTERING_WORLD')
		end

		return true
	end
end

local function Disable(self, unit)
	local element = self.AlternativePower
	if (element) then
		element:Hide()

		self:UnregisterEvent('UNIT_POWER_BAR_SHOW', VisibilityPath)
		self:UnregisterEvent('UNIT_POWER_BAR_HIDE', VisibilityPath)

		if (unit == 'player') then
			PlayerPowerBarAlt:RegisterEvent('UNIT_POWER_BAR_SHOW')
			PlayerPowerBarAlt:RegisterEvent('UNIT_POWER_BAR_HIDE')
			PlayerPowerBarAlt:RegisterEvent('PLAYER_ENTERING_WORLD')
		end
	end
end

SUF:AddElement('AlternativePower', VisibilityPath, Enable, Disable)
