--[[
# 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.

## Options

.smoothing - Which status bar smoothing method to use, defaults to `Enum.StatusBarInterpolation.Immediate` (number)

The following options are listed by priority. The first check that returns true decides the color of the bar.

.colorPower       - Use `self.colors.power[token]` to color the bar based on the unit's alternative power type
                    (boolean)
.colorPowerSmooth - Use color curve from `self.colors.power[token]` to color the bar with a smooth gradient based on the
                    player's current power percentage. Requires `.colorPower` to be enabled (boolean)

## Examples

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

    -- Register with oUF
    self.AlternativePower = AlternativePower
--]]

local _, ns = ...
local oUF = ns.oUF

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

local ALTERNATE_POWER_NAME = 'ALTERNATE'

local function updateTooltip(self)
	local name, tooltip = GetUnitPowerBarStringsByID(self.__barID)
	GameTooltip:SetText(name or '', 1, 1, 1)
	GameTooltip:AddLine(tooltip or '', nil, nil, nil, true)
	GameTooltip:Show()
end

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

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

local function onLeave()
	if(GameTooltip:IsForbidden()) then return end

	GameTooltip:Hide()
end

local function UpdateColor(self, event, unit, powerType)
	if(self.unit ~= unit or powerType ~= ALTERNATE_POWER_NAME) then return end
	local element = self.AlternativePower

	local color
	if(element.colorPower) then
		color = self.colors.power[ALTERNATE_POWER_INDEX]

		if(element.colorPowerSmooth and color and color:GetCurve()) then
			color = UnitPowerPercent(unit, true, color:GetCurve())
		end
	end

	if(color) then
		element:GetStatusBarTexture():SetVertexColor(color:GetRGB())
	end

	--[[ Callback: AlternativePower:PostUpdateColor(unit, color)
	Called after the element color has been updated.

	* self  - the AlternativePower element
	* unit  - the unit for which the update has been triggered (string)
	* color - the used ColorMixin-based object (table?)
	--]]
	if(element.PostUpdateColor) then
		element:PostUpdateColor(unit, color)
	end
end

local function Update(self, event, unit, powerType)
	if(self.unit ~= unit or powerType ~= ALTERNATE_POWER_NAME) 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, min
	local barInfo = element.__barInfo
	if(barInfo) then
		cur = UnitPower(unit, ALTERNATE_POWER_INDEX)
		max = UnitPowerMax(unit, ALTERNATE_POWER_INDEX)
		min = barInfo.minPower
		element:SetMinMaxValues(min, max)
		element:SetValue(cur, element.smoothing)
	end

	element.cur = cur
	element.min = min
	element.max = max

	--[[ 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
	--]]
	(self.AlternativePower.Override or Update) (self, ...);

	--[[ Override: AlternativePower.UpdateColor(self, event, unit, ...)
	Used to completely override the internal function for updating the widgets' colors.

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

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

	local barID = UnitPowerBarID(unit)
	local barInfo = GetUnitPowerBarInfoByID(barID)
	element.__barID = barID
	element.__barInfo = barInfo
	if(barInfo and (barInfo.showOnRaid and (UnitInParty(unit) or UnitInRaid(unit))
		or not barInfo.hideFromOthers
		or UnitIsUnit(unit, 'player')))
	then
		self:RegisterEvent('UNIT_POWER_UPDATE', Path)
		self:RegisterEvent('UNIT_MAXPOWER', Path)

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

		element:Hide()
		Path(self, event, unit, ALTERNATE_POWER_NAME)
	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
		element.__owner = self
		element.ForceUpdate = ForceUpdate

		if(not element.smoothing) then
			element.smoothing = Enum.StatusBarInterpolation.Immediate
		end

		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

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