local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local PlayerHealth = IceCore_CreateClass(IceUnitBar)

local IceHUD = _G.IceHUD

PlayerHealth.prototype.resting = nil
PlayerHealth.prototype.pendingBlizzardPartyHide = false
PlayerHealth.prototype.absorbAmount = 0

local configMode = false
local HealComm
local incomingHealAmt = 0
local groupEvent = IceHUD.EventExistsGroupRosterUpdate and "GROUP_ROSTER_UPDATE" or "PARTY_MEMBERS_CHANGED"

-- Constructor --
function PlayerHealth.prototype:init()
	PlayerHealth.super.prototype.init(self, "PlayerHealth", "player")

	self:SetDefaultColor("PlayerHealth", 37, 164, 30)
	self:SetDefaultColor("PlayerHealthHealAmount", 37, 164, 30)
	self:SetDefaultColor("PlayerHealthAbsorbAmount", 220, 220, 220)
end


function PlayerHealth.prototype:GetDefaultSettings()
	local settings = PlayerHealth.super.prototype.GetDefaultSettings(self)

	settings["side"] = IceCore.Side.Left
	settings["offset"] = 1
	settings["hideBlizz"] = false
	settings["hideBlizzParty"] = false
	settings["upperText"] = "[PercentHP:Round]"
	settings["lowerText"] = "[FractionalHP:Short:HPColor:Bracket]"
	settings["allowMouseInteraction"] = false
	settings["allowMouseInteractionCombat"] = false
	settings["healAlpha"] = 0.6
	settings["absorbAlpha"] = 0.6
	settings["lockIconAlpha"] = false
	settings["showIncomingHeals"] = true
	settings["showAbsorbs"] = true

	settings["showStatusIcon"] = true
	settings["statusIconOffset"] = {x=110, y=0}
	settings["statusIconScale"] = 1
	settings["showStatusCombat"] = true
	settings["showStatusResting"] = true

	settings["showLeaderIcon"] = true
	settings["leaderIconOffset"] = {x=135, y=15}
	settings["leaderIconScale"] = 0.9

	settings["showLootMasterIcon"] = true
	settings["lootMasterIconOffset"] = {x=100, y=-20}
	settings["lootMasterIconScale"] = 0.9

	settings["showPvPIcon"] = true
	settings["PvPIconOffset"] = {x=95, y=-40}
	settings["PvPIconScale"] = 0.9

	settings["showPartyRoleIcon"] = true
	settings["PartyRoleIconOffset"] = {x=90, y=-59}
	settings["PartyRoleIconScale"] = 0.9

	return settings
end


function PlayerHealth.prototype:Enable(core)
	PlayerHealth.super.prototype.Enable(self, core)

	self:RegisterEvent("UNIT_HEALTH", "UpdateEvent")
	if IceHUD.EventExistsUnitHealthFrequent then
		self:RegisterEvent("UNIT_HEALTH_FREQUENT", "UpdateEvent")
	end
	self:RegisterEvent("UNIT_MAXHEALTH", "UpdateEvent")

	self:RegisterEvent("PLAYER_ENTERING_WORLD", "EnteringWorld")

	self:RegisterEvent("PLAYER_UPDATE_RESTING", "Resting")

	self:RegisterEvent("PLAYER_REGEN_ENABLED", "CheckCombat")
	self:RegisterEvent("PLAYER_REGEN_DISABLED", "CheckCombat")

	self:RegisterEvent("PARTY_LEADER_CHANGED", "CheckLeader")
	self:RegisterEvent(groupEvent, "CheckLeader")
	if GetLFGProposal then
		self:RegisterEvent("LFG_PROPOSAL_UPDATE", "CheckPartyRole")
		self:RegisterEvent("LFG_PROPOSAL_FAILED", "CheckPartyRole")
		self:RegisterEvent("LFG_ROLE_UPDATE", "CheckPartyRole")
	end

	--self:RegisterEvent("PARTY_MEMBERS_CHANGED", "CheckPartyFrameStatus")

	self:RegisterEvent("PARTY_LOOT_METHOD_CHANGED", "CheckLootMaster")

	self:RegisterEvent("UPDATE_FACTION", "CheckPvP")
	self:RegisterEvent("PLAYER_FLAGS_CHANGED", "CheckPvP")
	self:RegisterEvent("UNIT_FACTION", "CheckPvP")

	if UnitHasVehicleUI then
		self:RegisterEvent("UNIT_ENTERED_VEHICLE", "EnteringVehicle")
		self:RegisterEvent("UNIT_EXITED_VEHICLE", "ExitingVehicle")
	end

	if not IceHUD.SupportsHealPrediction then
		HealComm = LibStub("LibHealComm-4.0", true)
		if HealComm then
			HealComm.RegisterCallback(self, "HealComm_HealStarted", function(event, casterGUID, spellID, spellType, endTime, ...) self:HealComm_HealEvent(event, casterGUID, spellID, spellType, endTime, ...) end)
			HealComm.RegisterCallback(self, "HealComm_HealUpdated", function(event, casterGUID, spellID, spellType, endTime, ...) self:HealComm_HealEvent(event, casterGUID, spellID, spellType, endTime, ...) end)
			HealComm.RegisterCallback(self, "HealComm_HealDelayed", function(event, casterGUID, spellID, spellType, endTime, ...) self:HealComm_HealEvent(event, casterGUID, spellID, spellType, endTime, ...) end)
			HealComm.RegisterCallback(self, "HealComm_HealStopped", function(event, casterGUID, spellID, spellType, interrupted, ...) self:HealComm_HealEvent(event, casterGUID, spellID, spellType, interrupted, ...) end)
			HealComm.RegisterCallback(self, "HealComm_ModifierChanged", function(event, guid) self:HealComm_ModifierChanged(event, guid) end)
		end
	else
		self:RegisterEvent("UNIT_HEAL_PREDICTION", "IncomingHealPrediction")
	end

	if UnitGetTotalAbsorbs then
		self:RegisterEvent("UNIT_ABSORB_AMOUNT_CHANGED", "UpdateAbsorbAmount")
	end

	if (self.moduleSettings.hideBlizz) then
		self:HideBlizz()
	end

	if (self.moduleSettings.hideBlizzParty) then
		self:HideBlizzardParty()
	end
	self:Resting()
	--self:Update(self.unit)
end

function PlayerHealth.prototype:Disable(core)
	PlayerHealth.super.prototype.Disable(self, core)

	if self.moduleSettings.hideBlizz then
		self:ShowBlizz()
	end
end

function PlayerHealth.prototype:HealComm_HealEvent(event, casterGUID, spellID, spellType, endTime, ...)
	local bFoundMe = false
	for i=1, select("#", ...) do
		if select(i, ...) == UnitGUID("player") then
			bFoundMe = true
			break
		end
	end

	if not bFoundMe then
		return
	end

	incomingHealAmt = HealComm:GetHealAmount(UnitGUID("player"), HealComm.ALL_HEALS)
	if incomingHealAmt == nil then
		incomingHealAmt = 0
	end
	self:Update()
end

function PlayerHealth.prototype:HealComm_ModifierChanged(event, guid)
	if guid == UnitGUID("player") then
		incomingHealAmt = incomingHealAmt * HealComm:GetHealModifier(guid)
		self:Update()
	end
end

function PlayerHealth.prototype:IncomingHealPrediction(event, unit)
	if IceHUD.SupportsHealPrediction then
		if unit and unit ~= self.unit then
			return
		end

		incomingHealAmt = UnitGetIncomingHeals(self.unit)
		self:Update()
	end
end

function PlayerHealth.prototype:UpdateAbsorbAmount()
	self.absorbAmount = UnitGetTotalAbsorbs(self.unit) or 0
	self:Update()
end


-- OVERRIDE
function PlayerHealth.prototype:GetOptions()
	local opts = PlayerHealth.super.prototype.GetOptions(self)

	opts["classColor"] = {
		type = "toggle",
		name = L["Class color bar"],
		desc = L["Use class color as the bar color instead of default color"],
		get = function()
			return self.moduleSettings.classColor
		end,
		set = function(info, value)
			self.moduleSettings.classColor = value
			self:Update(self.unit)
		end,
		disabled = function()
			return not self.moduleSettings.enabled
		end,
		order = 40
	}

	opts["hideBlizz"] = {
		type = "toggle",
		name = L["Hide Blizzard Frame"],
		desc = L["Hides Blizzard Player frame and disables all events related to it"],
		get = function()
			return self.moduleSettings.hideBlizz
		end,
		set = function(info, value)
			self.moduleSettings.hideBlizz = value
			if (value) then
				self:HideBlizz()
			else
				self:ShowBlizz()
			end
		end,
		disabled = function()
			return not self.moduleSettings.enabled
		end,
		order = 41
	}

	opts["hideBlizzParty"] = {
			type = "toggle",
			name = L["Hide Blizzard Party"],
			desc = L["Hides Blizzard's default party frame and disables all events related to them"],
			get = function()
				return self.moduleSettings.hideBlizzParty
			end,
			set = function(info, value)
				self.moduleSettings.hideBlizzParty = value
				if (value) then
					self:HideBlizzardParty()
				else
					self:ShowBlizzardParty()
				end
			end,
			disabled = function()
				return not self.moduleSettings.enabled
			end,
			order = 41.1
		}

	opts["scaleHealthColor"] = {
		type = "toggle",
		name = L["Color bar by health %"],
		desc = L["Colors the health bar from MaxHealthColor to MinHealthColor based on current health %"],
		get = function()
			return self.moduleSettings.scaleHealthColor
		end,
		set = function(info, value)
			self.moduleSettings.scaleHealthColor = value
			self:Redraw()
		end,
		disabled = function()
			return not self.moduleSettings.enabled
		end,
		order = 42
	}

	opts["allowClickTarget"] = {
		type = 'toggle',
		name = L["Allow click-targeting"],
		desc = L["Whether or not to allow click targeting/casting and the player drop-down menu for this bar (Note: does not work properly with HiBar, have to click near the base of the bar)"],
		get = function()
			return self.moduleSettings.allowMouseInteraction
		end,
		set = function(info, v)
			self.moduleSettings.allowMouseInteraction = v
			self:CreateBackground(true)
		end,
		disabled = function()
			return not self.moduleSettings.enabled
		end,
		order = 43
	}

	opts["allowClickTargetCombat"] = {
		type = 'toggle',
		name = L["Allow click-targeting in combat"],
		desc = L["Whether or not to allow click targeting/casting and the player drop-down menu for this bar while the player is in combat (Note: does not work properly with HiBar, have to click near the base of the bar)"],
		width = 'double',
		get = function()
			return self.moduleSettings.allowMouseInteractionCombat
		end,
		set = function(info, v)
			self.moduleSettings.allowMouseInteractionCombat = v
			self:CreateBackground(true)
		end,
		disabled = function()
			return not self.moduleSettings.enabled or not self.moduleSettings.allowMouseInteraction
		end,
		order = 43.5
	}

	opts["showIncomingHeals"] =
	{
		type = 'toggle',
		name = L["Show incoming heals"],
		desc = L["Whether or not to show incoming heals as a lighter-colored bar on top of your current health (requires LibHealComm-4.0 or official patch 4.0)"],
		get = function()
			return self.moduleSettings.showIncomingHeals
		end,
		set = function(info, v)
			if not v then
				self.healFrame.bar:Hide()
			else
				self.healFrame.bar:Show()
			end

			self.moduleSettings.showIncomingHeals = v

			incomingHealAmt = 0
			self:Update()
		end,
		disabled = function()
			return not (self.moduleSettings.enabled and (IceHUD.SupportsHealPrediction or HealComm))
		end,
		order = 43.6
	}

	opts["healAlpha"] =
	{
		type = "range",
		name = L["Incoming heal bar alpha"],
		desc = L["What alpha value to use for the bar that displays how much health you'll have after an incoming heal (This gets multiplied by the bar's current alpha to stay in line with the bar on top of it)"],
		min = 0,
		max = 100,
		step = 5,
		get = function()
			return self.moduleSettings.healAlpha * 100
		end,
		set = function(info, v)
			self.moduleSettings.healAlpha = v / 100.0
			self:Redraw()
		end,
		disabled = function()
			return not self.moduleSettings.enabled or not self.moduleSettings.showIncomingHeals
		end,
		order = 43.7
	}

	opts["showAbsorbs"] =
	{
		type = 'toggle',
		name = L["Show absorbs"],
		desc = L["Whether or not to show absorb amounts as a lighter-colored bar on top of your current health."],
		get = function()
			return self.moduleSettings.showAbsorbs
		end,
		set = function(info, v)
			if not v then
				self.absorbFrame.bar:Hide()
			else
				self.absorbFrame.bar:Show()
			end

			self.moduleSettings.showAbsorbs = v

			self:Update()
		end,
		disabled = function()
			return not (self.moduleSettings.enabled and UnitGetTotalAbsorbs)
		end,
		order = 43.8
	}

	opts["absorbAlpha"] =
	{
		type = "range",
		name = L["Absorb bar alpha"],
		desc = L["What alpha value to use for the bar that displays how much effective health you have including absorbs (This gets multiplied by the bar's current alpha to stay in line with the bar on top of it)"],
		min = 0,
		max = 100,
		step = 5,
		get = function()
			return self.moduleSettings.absorbAlpha * 100
		end,
		set = function(info, v)
			self.moduleSettings.absorbAlpha = v / 100.0
			self:Redraw()
		end,
		disabled = function()
			return not self.moduleSettings.enabled or not self.moduleSettings.showAbsorbs
		end,
		order = 43.9
	}

	opts["iconSettings"] =
	{
		type = 'group',
		name = "|c"..self.configColor..L["Icon Settings"].."|r",
		desc = L["Settings related to icons"],
		args = {
			iconConfigMode = {
				type = "toggle",
				name = L["Icon config mode"],
				desc = L["With this enabled, all icons draw so you can configure their placement\n\nNote: the combat and status icons are actually the same texture so you'll only see combat in config mode (unless you're already resting)"],
				get = function()
					return configMode
				end,
				set = function(info, v)
					configMode = v
					self:EnteringWorld()
				end,
				disabled = function()
					return not self.moduleSettings.enabled
				end,
				order = 5
			},

			lockIconAlpha = {
				type = "toggle",
				name = L["Lock all icons to 100% alpha"],
				desc = L["With this enabled, all icons will be 100% visible regardless of the alpha settings for this bar."],
				get = function()
					return self.moduleSettings.lockIconAlpha
				end,
				set = function(info, v)
					self.moduleSettings.lockIconAlpha = v
					self:Redraw()
				end,
				disabled = function()
					return not self.moduleSettings.enabled
				end,
				order = 6
			},

			headerStatusIcon = {
				type = 'header',
				name = L["Status icon"],
				order = 9.9
			},
			statusIcon = {
				type = "toggle",
				name = L["Show status icon"],
				desc = L["Whether or not to show the status icon (resting/combat) above this bar\n\nNote: You can configure resting/combat separately below, but disabling both resting and combat is the same as disabling the icon altogether"],
				get = function()
					return self.moduleSettings.showStatusIcon
				end,
				set = function(info, value)
					self.moduleSettings.showStatusIcon = value
					self:Resting()
					self:CheckCombat()
				end,
				disabled = function()
					return not self.moduleSettings.enabled
				end,
				order = 10
			},
			showStatusCombat = {
				type = "toggle",
				name = L["Show combat status"],
				desc = L["Whether or not to show the combat status portion of the status icon (for example, if you only care when you're resting, not when you're in combat)"],
				get = function()
					return self.moduleSettings.showStatusCombat
				end,
				set = function(info, value)
					self.moduleSettings.showStatusCombat = value
					self:Resting()
					self:CheckCombat()
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showStatusIcon
				end,
				order = 10.1
			},
			showStatusResting = {
				type = "toggle",
				name = L["Show resting status"],
				desc = L["Whether or not to show the resting status portion of the status icon (for example, if you only care when you're in combat, but not when you're resting)"],
				get = function()
					return self.moduleSettings.showStatusResting
				end,
				set = function(info, value)
					self.moduleSettings.showStatusResting = value
					self:Resting()
					self:CheckCombat()
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showStatusIcon
				end,
				order = 10.2
			},
			statusIconOffsetX = {
				type = "range",
				name = L["Status Icon Horizontal Offset"],
				desc = L["How much to offset the status icon (resting/combat) from the bar horizontally"],
				min = -700,
				max = 900,
				step = 1,
				get = function()
					return self.moduleSettings.statusIconOffset['x']
				end,
				set = function(info, v)
					self.moduleSettings.statusIconOffset['x'] = v
					self:SetTexLoc(self.frame.statusIcon, self.moduleSettings.statusIconOffset['x'], self.moduleSettings.statusIconOffset['y'])
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showStatusIcon
				end,
				order = 11
			},
			statusIconOffsetY = {
				type = "range",
				name = L["Status Icon Vertical Offset"],
				desc = L["How much to offset the status icon (resting/combat) from the bar vertically"],
				min = -700,
				max = 550,
				step = 1,
				get = function()
					return self.moduleSettings.statusIconOffset['y']
				end,
				set = function(info, v)
					self.moduleSettings.statusIconOffset['y'] = v
					self:SetTexLoc(self.frame.statusIcon, self.moduleSettings.statusIconOffset['x'], self.moduleSettings.statusIconOffset['y'])
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showStatusIcon
				end,
				order = 12
			},
			statusIconScale = {
				type = "range",
				name = L["Status Icon Scale"],
				desc = L["How much to scale the status icon"],
				min = 0.05,
				max = 2,
				step = 0.05,
				get = function()
					return self.moduleSettings.statusIconScale
				end,
				set = function(info, v)
					self.moduleSettings.statusIconScale = v
					self:SetTexScale(self.frame.statusIcon, 20, 20, v)
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showStatusIcon
				end,
				order = 13
			},

			headerLeaderIcon = {
				type = 'header',
				name = L["Leader icon"],
				order = 19.9
			},
			leaderIcon = {
				type = "toggle",
				name = L["Show leader icon"],
				desc = L["Whether or not to show the party leader icon above this bar"],
				get = function()
					return self.moduleSettings.showLeaderIcon
				end,
				set = function(info, value)
					self.moduleSettings.showLeaderIcon = value
					self:CheckLeader()
				end,
				disabled = function()
					return not self.moduleSettings.enabled
				end,
				order = 20
			},
			leaderIconOffsetX = {
				type = "range",
				name = L["Leader Icon Horizontal Offset"],
				desc = L["How much to offset the leader icon from the bar horizontally"],
				min = -700,
				max = 900,
				step = 1,
				get = function()
					return self.moduleSettings.leaderIconOffset['x']
				end,
				set = function(info, v)
					self.moduleSettings.leaderIconOffset['x'] = v
					self:SetTexLoc(self.frame.leaderIcon, self.moduleSettings.leaderIconOffset['x'], self.moduleSettings.leaderIconOffset['y'])
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showLeaderIcon
				end,
				order = 21
			},
			leaderIconOffsetY = {
				type = "range",
				name = L["Leader Icon Vertical Offset"],
				desc = L["How much to offset the leader icon from the bar vertically"],
				min = -700,
				max = 550,
				step = 1,
				get = function()
					return self.moduleSettings.leaderIconOffset['y']
				end,
				set = function(info, v)
					self.moduleSettings.leaderIconOffset['y'] = v
					self:SetTexLoc(self.frame.leaderIcon, self.moduleSettings.leaderIconOffset['x'], self.moduleSettings.leaderIconOffset['y'])
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showLeaderIcon
				end,
				order = 22
			},
			leaderIconScale = {
				type = "range",
				name = L["Leader Icon Scale"],
				desc = L["How much to scale the leader icon"],
				min = 0.05,
				max = 2,
				step = 0.05,
				get = function()
					return self.moduleSettings.leaderIconScale
				end,
				set = function(info, v)
					self.moduleSettings.leaderIconScale = v
					self:SetTexScale(self.frame.leaderIcon, 20, 20, v)
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showLeaderIcon
				end,
				order = 23
			},

			headerLootMasterIcon = {
				type = 'header',
				name = L["Loot Master icon"],
				order = 29.9
			},
			lootMasterIcon = {
				type = "toggle",
				name = L["Show loot master icon"],
				desc = L["Whether or not to show the loot master icon"],
				get = function()
					return self.moduleSettings.showLootMasterIcon
				end,
				set = function(info, value)
					self.moduleSettings.showLootMasterIcon = value
					self:CheckLootMaster()
				end,
				disabled = function()
					return not self.moduleSettings.enabled
				end,
				order = 30
			},
			lootMasterIconOffsetX = {
				type = "range",
				name = L["Loot Master Icon Horizontal Offset"],
				desc = L["How much to offset the loot master icon from the bar horizontally"],
				min = -700,
				max = 900,
				step = 1,
				get = function()
					return self.moduleSettings.lootMasterIconOffset['x']
				end,
				set = function(info, v)
					self.moduleSettings.lootMasterIconOffset['x'] = v
					self:SetTexLoc(self.frame.lootMasterIcon, self.moduleSettings.lootMasterIconOffset['x'], self.moduleSettings.lootMasterIconOffset['y'])
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showLootMasterIcon
				end,
				order = 31
			},
			lootMasterIconOffsetY = {
				type = "range",
				name = L["Loot Master Icon Vertical Offset"],
				desc = L["How much to offset the loot master icon from the bar vertically"],
				min = -700,
				max = 550,
				step = 1,
				get = function()
					return self.moduleSettings.lootMasterIconOffset['y']
				end,
				set = function(info, v)
					self.moduleSettings.lootMasterIconOffset['y'] = v
					self:SetTexLoc(self.frame.lootMasterIcon, self.moduleSettings.lootMasterIconOffset['x'], self.moduleSettings.lootMasterIconOffset['y'])
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showLootMasterIcon
				end,
				order = 32
			},
			lootMasterIconScale = {
				type = "range",
				name = L["Loot Master Icon Scale"],
				desc = L["How much to scale the loot master icon"],
				min = 0.05,
				max = 2,
				step = 0.05,
				get = function()
					return self.moduleSettings.lootMasterIconScale
				end,
				set = function(info, v)
					self.moduleSettings.lootMasterIconScale = v
					self:SetTexScale(self.frame.lootMasterIcon, 20, 20, v)
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showLootMasterIcon
				end,
				order = 33
			},

			headerPvPIcon = {
				type = 'header',
				name = L["PvP icon"],
				order = 39.9
			},
			PvPIcon = {
				type = "toggle",
				name = L["Show PvP icon"],
				desc = L["Whether or not to show the PvP icon"],
				get = function()
					return self.moduleSettings.showPvPIcon
				end,
				set = function(info, value)
					self.moduleSettings.showPvPIcon = value
					self:CheckPvP()
				end,
				disabled = function()
					return not self.moduleSettings.enabled
				end,
				order = 40
			},
			PvPIconOffsetX = {
				type = "range",
				name = L["PvP Icon Horizontal Offset"],
				desc = L["How much to offset the PvP icon from the bar horizontally"],
				min = -700,
				max = 900,
				step = 1,
				get = function()
					return self.moduleSettings.PvPIconOffset['x']
				end,
				set = function(info, v)
					self.moduleSettings.PvPIconOffset['x'] = v
					self:SetTexLoc(self.frame.PvPIcon, self.moduleSettings.PvPIconOffset['x'], self.moduleSettings.PvPIconOffset['y'])
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon
				end,
				order = 41
			},
			PvPIconOffsetY = {
				type = "range",
				name = L["PvP Icon Vertical Offset"],
				desc = L["How much to offset the PvP icon from the bar vertically"],
				min = -700,
				max = 550,
				step = 1,
				get = function()
					return self.moduleSettings.PvPIconOffset['y']
				end,
				set = function(info, v)
					self.moduleSettings.PvPIconOffset['y'] = v
					self:SetTexLoc(self.frame.PvPIcon, self.moduleSettings.PvPIconOffset['x'], self.moduleSettings.PvPIconOffset['y'])
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon
				end,
				order = 42
			},
			PvPIconScale = {
				type = "range",
				name = L["PvP Icon Scale"],
				desc = L["How much to scale the PvP icon"],
				min = 0.05,
				max = 2,
				step = 0.05,
				get = function()
					return self.moduleSettings.PvPIconScale
				end,
				set = function(info, v)
					self.moduleSettings.PvPIconScale = v
					self:SetTexScale(self.frame.PvPIcon, 20, 20, v)
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon
				end,
				order = 43
			},
			headerPartyRoleIcon = {
				type = 'header',
				name = L["Party Role icon"],
				order = 49.9
			},
			PartyRoleIcon = {
				type = "toggle",
				name = L["Show Party Role icon"],
				desc = L["Whether or not to show the Party Role icon"],
				get = function()
					return self.moduleSettings.showPartyRoleIcon
				end,
				set = function(info, value)
					self.moduleSettings.showPartyRoleIcon = value
					self:CheckPartyRole()
				end,
				disabled = function()
					return not self.moduleSettings.enabled
				end,
				order = 50
			},
			PartyRoleIconOffsetX = {
				type = "range",
				name = L["Party Role Icon Horizontal Offset"],
				desc = L["How much to offset the Party Role icon from the bar horizontally"],
				min = -700,
				max = 900,
				step = 1,
				get = function()
					return self.moduleSettings.PartyRoleIconOffset['x']
				end,
				set = function(info, v)
					self.moduleSettings.PartyRoleIconOffset['x'] = v
					self:SetTexLoc(self.frame.PartyRoleIcon, self.moduleSettings.PartyRoleIconOffset['x'], self.moduleSettings.PartyRoleIconOffset['y'])
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showPartyRoleIcon
				end,
				order = 51
			},
			PartyRoleIconOffsetY = {
				type = "range",
				name = L["Party Role Icon Vertical Offset"],
				desc = L["How much to offset the Party Role icon from the bar vertically"],
				min = -700,
				max = 550,
				step = 1,
				get = function()
					return self.moduleSettings.PartyRoleIconOffset['y']
				end,
				set = function(info, v)
					self.moduleSettings.PartyRoleIconOffset['y'] = v
					self:SetTexLoc(self.frame.PartyRoleIcon, self.moduleSettings.PartyRoleIconOffset['x'], self.moduleSettings.PartyRoleIconOffset['y'])
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showPartyRoleIcon
				end,
				order = 52
			},
			PartyRoleIconScale = {
				type = "range",
				name = L["Party Role Icon Scale"],
				desc = L["How much to scale the Party Role icon"],
				min = 0.05,
				max = 2,
				step = 0.05,
				get = function()
					return self.moduleSettings.PartyRoleIconScale
				end,
				set = function(info, v)
					self.moduleSettings.PartyRoleIconScale = v
					self:SetTexScale(self.frame.PartyRoleIcon, 20, 20, v)
				end,
				disabled = function()
					return not self.moduleSettings.enabled or not self.moduleSettings.showPartyRoleIcon
				end,
				order = 53
			}
		}
	}

	return opts
end


function PlayerHealth.prototype:EnteringVehicle(event, unit, arg2)
	if (self.unit == "player" and IceHUD:ShouldSwapToVehicle(unit, arg2)) then
		self.unit = "vehicle"
		self:RegisterFontStrings()
		self:Update(self.unit)
	end
end


function PlayerHealth.prototype:ExitingVehicle(event, unit)
	if (unit == "player" and self.unit == "vehicle") then
		self.unit = "player"
		self:RegisterFontStrings()
		self:Update(self.unit)
	end
end


function PlayerHealth.prototype:CreateFrame()
	PlayerHealth.super.prototype.CreateFrame(self)

	self:CreateHealBar()
	self:CreateAbsorbBar()
end


function PlayerHealth.prototype:CreateBackground(redraw)
	PlayerHealth.super.prototype.CreateBackground(self)

	if not self.frame.button then
		self.frame.button = CreateFrame("Button", "IceHUD_PlayerClickFrame", self.frame, "SecureUnitButtonTemplate")
	end

	self.frame.button:ClearAllPoints()
	-- Parnic - kinda hacky, but in order to fit this region to multiple types of bars, we need to do this...
	--          would be nice to define this somewhere in data, but for now...here we are
	if self:GetMyBarTexture() == "HiBar" then
		self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0)
		self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0)
	elseif self:GetMyBarTexture() == "ArcHUD" then
		if self.moduleSettings.side == IceCore.Side.Left then
			self.frame.button:SetPoint("TOPLEFT", self.frame, "TOPLEFT")
			self.frame.button:SetPoint("BOTTOMRIGHT", self.frame, "BOTTOMLEFT", self.frame:GetWidth() / 3, 0)
		else
			self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT")
			self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 3, 0)
		end
	else
		if self.moduleSettings.side == IceCore.Side.Left then
			self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -6, 0)
			self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 3, 0)
		else
			self.frame.button:SetPoint("TOPLEFT", self.frame, "TOPLEFT", 6, 0)
			self.frame.button:SetPoint("BOTTOMRIGHT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 1.5, 0)
		end
	end

	self:EnableClickTargeting(self.moduleSettings.allowMouseInteraction)
end

function PlayerHealth.prototype:CreateHealBar()
	self.healFrame = self:BarFactory(self.healFrame, "LOW","BACKGROUND", "Heal")

	self.healFrame.bar:SetVertexColor(self:GetColor("PlayerHealthHealAmount", self.alpha * self.moduleSettings.healAlpha))

	self:UpdateBar(1, "undef")

	if not self.moduleSettings.showIncomingHeals or (not IceHUD.SupportsHealPrediction and not HealComm) then
		self.healFrame.bar:Hide()
	end
end

function PlayerHealth.prototype:CreateAbsorbBar()
	self.absorbFrame = self:BarFactory(self.absorbFrame, "LOW","BACKGROUND", "Absorb")

	self.absorbFrame.bar:SetVertexColor(self:GetColor("PlayerHealthAbsorbAmount", self.alpha * self.moduleSettings.absorbAlpha))

	self:UpdateBar(1, "undef")

	if not self.moduleSettings.showAbsorbs or not UnitGetTotalAbsorbs then
		self.absorbFrame.bar:Hide()
	end
end


function PlayerHealth.prototype:EnableClickTargeting(bEnable)
	if bEnable then
		self.frame.button:EnableMouse(true)
		self.frame.button:RegisterForClicks("AnyUp")
		self.frame.button:SetAttribute("type1", "target")
		self.frame.button:SetAttribute("type2", "togglemenu")
		self.frame.button:SetAttribute("unit", self.unit)

		-- set up click casting
		ClickCastFrames = ClickCastFrames or {}
		ClickCastFrames[self.frame.button] = true

-- Parnic - debug code for showing the clickable region on this bar
--		self.frame.button:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
--						edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
--						tile = false,
--						insets = { left = 0, right = 0, top = 0, bottom = 0 }})
--		self.frame.button:SetBackdropColor(0,0,0,1)
	else
		self.frame.button:EnableMouse(false)
		self.frame.button:RegisterForClicks()
		self.frame.button:SetAttribute("type1")
		self.frame.button:SetAttribute("type2")
		self.frame.button:SetAttribute("unit")

		-- set up click casting
		--ClickCastFrames = ClickCastFrames or {}
		--ClickCastFrames[self.frame.button] = false
	end
end


function PlayerHealth.prototype:EnteringWorld()
	self:CheckVehicle()
	self:CheckCombat()
	self:CheckLeader()
	self:CheckPartyRole()
	self:CheckPvP()
	-- Parnic - moved :Resting to the end because it calls Update which sets alpha on everything
	self:Resting()
end

function PlayerHealth.prototype:CheckVehicle()
	if UnitHasVehicleUI then
		if UnitHasVehicleUI("player") then
			self:EnteringVehicle(nil, "player", true)
		else
			self:ExitingVehicle(nil, "player")
		end
	end
end


function PlayerHealth.prototype:Resting()
	self.resting = IsResting()

	-- moved icon logic above :Update so that it will trigger the alpha settings properly
	if (self.resting) then
		if self.moduleSettings.showStatusIcon and self.moduleSettings.showStatusResting then
			if not self.frame.statusIcon then
				self.frame.statusIcon = self:CreateTexCoord(self.frame.statusIcon, "Interface\\CharacterFrame\\UI-StateIcon", 20, 20,
						self.moduleSettings.statusIconScale, 0.0625, 0.4475, 0.0625, 0.4375)
				self:SetTexLoc(self.frame.statusIcon, self.moduleSettings.statusIconOffset['x'], self.moduleSettings.statusIconOffset['y'])
				self:SetIconAlpha()
			else
				self.frame.statusIcon:SetTexCoord(0.0625, 0.4475, 0.0625, 0.4375)
			end
		elseif (not self.moduleSettings.showStatusIcon or not self.moduleSettings.showStatusResting) and self.frame.statusIcon and not self.combat then
			self.frame.statusIcon = self:DestroyTexFrame(self.frame.statusIcon)
		end
	else
		if not self.combat and not configMode and self.frame.statusIcon then
			self.frame.statusIcon = self:DestroyTexFrame(self.frame.statusIcon)
		end
	end

	self:Update(self.unit)
end


function PlayerHealth.prototype:CheckCombat()
	local preCombatValue = self.combat
	PlayerHealth.super.prototype.CheckCombat(self)
	local postCombatValue = self.combat

	if preCombatValue ~= postCombatValue then
		if postCombatValue then
			self:InCombat()
		else
			self:OutCombat()
		end
	end

	if self.combat then
		if self.moduleSettings.allowMouseInteraction and not self.moduleSettings.allowMouseInteractionCombat then
			self:EnableClickTargeting(false)
		end
	else
		if self.moduleSettings.allowMouseInteraction and not self.moduleSettings.allowMouseInteractionCombat then
			self:EnableClickTargeting(true)
		end
	end

	if self.combat or configMode then
		if (configMode or (self.moduleSettings.showStatusIcon and self.moduleSettings.showStatusCombat)) then
			if not self.frame.statusIcon then
				self.frame.statusIcon = self:CreateTexCoord(self.frame.statusIcon, "Interface\\CharacterFrame\\UI-StateIcon", 20, 20,
						self.moduleSettings.statusIconScale, 0.5625, 0.9375, 0.0625, 0.4375)
				self:SetTexLoc(self.frame.statusIcon, self.moduleSettings.statusIconOffset['x'], self.moduleSettings.statusIconOffset['y'])
				self:SetIconAlpha()
			else
				self.frame.statusIcon:SetTexCoord(0.5625, 0.9375, 0.0625, 0.4375)
			end
		elseif not configMode and not self.resting and (not self.moduleSettings.showStatusIcon or not self.moduleSettings.showStatusCombat) and self.frame.statusIcon then
			self.frame.statusIcon = self:DestroyTexFrame(self.frame.statusIcon)
		end
	else
		if (not self.resting or not self.moduleSettings.showStatusResting) and self.frame.statusIcon then
			self.frame.statusIcon = self:DestroyTexFrame(self.frame.statusIcon)
		elseif self.resting then
			self:Resting()
		end
	end
end

function PlayerHealth.prototype:CheckPartyRole()
	if configMode or IceHUD:GetIsInLFGGroup() then
		if (configMode or self.moduleSettings.showPartyRoleIcon) and not self.frame.PartyRoleIcon then
			local isTank, isHeal, isDPS
			local proposalExists, typeID, id, subtypeID, name
			local texture, role, hasResponded, totalEncounters, completedEncounters, numMembers, isleader
			proposalExists, id, typeID, subtypeID, name, texture, role, hasResponded, totalEncounters, completedEncounters, numMembers, isleader = GetLFGProposal()

			local p = self.unit
			if not IceHUD.UnitGroupRolesReturnsRoleString then
				isTank, isHeal, isDPS = UnitGroupRolesAssigned(p)
			else
				local grpRole = UnitGroupRolesAssigned(p)
				isTank = (grpRole == "TANK")
				isHeal = (grpRole == "HEALER")
				isDPS = (grpRole == "DAMAGER")
			end
			IceHUD:Debug(".......")
			IceHUD:Debug(p.."="..tostring(UnitName(p)))
			IceHUD:Debug( tostring(proposalExists) .."**".. tostring(typeID) .."**".. tostring(id) .."**".. tostring(name) .."**".. tostring(texture) .."**".. tostring(role) .."**".. tostring(hasResponded) .."**".. tostring(totalEncounters) .."**".. tostring(completedEncounters) .."**".. tostring(numMembers) .."**".. tostring(isleader) )

			if proposalExists == true then
				IceHUD:Debug(tostring(typeID).." "..(role or ""))
				isTank = (role == "TANK")
				isHeal = (role == "HEALER")
				isDPS = (role == "DAMAGER")
			else
				IceHUD:Debug("NoProposal")
			end

			IceHUD:Debug("---")

			if proposalExists == nil then
				hasResponded = false
				proposalExists = false
			end

			if hasResponded == false then
				if proposalExists == true then
					isTank = (role == "TANK")
					isHeal = (role == "HEALER")
					isDPS = (role == "DAMAGER")
				end
			else
				isTank = not hasResponded
				isHeal = not hasResponded
				isDPS = not hasResponded
			end

			IceHUD:Debug("Tank:"..tostring(isTank))
			IceHUD:Debug("Heal:"..tostring(isHeal))
			IceHUD:Debug("DPS:"..tostring(isDPS))

			if isTank then
				IceHUD:Debug("Loading Tank")
				self.frame.PartyRoleIcon = self:CreateTexCoord(self.frame.PartyRoleIcon, "Interface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES", 20, 20, self.moduleSettings.PartyRoleIconScale, 0/64, 19/64, 22/64, 41/64)
			elseif isHeal then
				IceHUD:Debug("Loading Heal")
				self.frame.PartyRoleIcon = self:CreateTexCoord(self.frame.PartyRoleIcon, "Interface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES", 20, 20, self.moduleSettings.PartyRoleIconScale, 20/64, 39/64, 1/64, 20/64)
			elseif isDPS then
				IceHUD:Debug("Loading DPS")
				self.frame.PartyRoleIcon = self:CreateTexCoord(self.frame.PartyRoleIcon, "Interface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES", 20, 20, self.moduleSettings.PartyRoleIconScale, 20/64, 39/64, 22/64, 41/64)
			elseif configMode then
				IceHUD:Debug("No Roles==Defaulting to Leader icon")
				self.frame.PartyRoleIcon = self:CreateTexCoord(self.frame.PartyRoleIcon, "Interface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES", 20, 20, self.moduleSettings.PartyRoleIconScale, 0/64, 19/64, 1/64, 20/64)
			else
				IceHUD:Debug("Clearing Frame")
				self.frame.PartyRoleIcon = self:DestroyTexFrame(self.frame.PartyRoleIcon)
			end
			self:SetTexLoc(self.frame.PartyRoleIcon, self.moduleSettings.PartyRoleIconOffset['x'], self.moduleSettings.PartyRoleIconOffset['y'])
			self:SetIconAlpha()
		elseif not configMode and not self.moduleSettings.showPartyRoleIcon and self.frame.PartyRoleIcon then
			IceHUD:Debug("Clearing Frame")
			self.frame.PartyRoleIcon = self:DestroyTexFrame(self.frame.PartyRoleIcon)
		end
	else
		if self.frame.PartyRoleIcon then
			IceHUD:Debug("Clearing Frame")
			self.frame.PartyRoleIcon = self:DestroyTexFrame(self.frame.PartyRoleIcon)
		end
	end
	self:CheckLootMaster()
end

function PlayerHealth.prototype:CheckLeader()
	local isLeader
	if UnitIsGroupLeader then
		isLeader = UnitIsGroupLeader("player")
	else
		isLeader = IsPartyLeader()
	end
	if configMode or isLeader then
		if (configMode or self.moduleSettings.showLeaderIcon) and not self.frame.leaderIcon then
			self.frame.leaderIcon = self:CreateTexCoord(self.frame.leaderIcon, "Interface\\GroupFrame\\UI-Group-LeaderIcon", 20, 20,
						self.moduleSettings.leaderIconScale, 0, 1, 0, 1)
			self:SetTexLoc(self.frame.leaderIcon, self.moduleSettings.leaderIconOffset['x'], self.moduleSettings.leaderIconOffset['y'])
			self:SetIconAlpha()
		elseif not configMode and not self.moduleSettings.showLeaderIcon and self.frame.leaderIcon then
			self.frame.leaderIcon = self:DestroyTexFrame(self.frame.leaderIcon)
		end
	else
		if self.frame.leaderIcon then
			self.frame.leaderIcon = self:DestroyTexFrame(self.frame.leaderIcon)
		end
	end

	self:CheckPartyRole()
end


function PlayerHealth.prototype:CheckLootMaster()
	local _, lootmaster = GetLootMethod()
	if configMode or lootmaster == 0 then
		if (configMode or self.moduleSettings.showLootMasterIcon) and not self.frame.lootMasterIcon then
			self.frame.lootMasterIcon = self:CreateTexCoord(self.frame.lootMasterIcon, "Interface\\GroupFrame\\UI-Group-MasterLooter", 20, 20,
						self.moduleSettings.lootMasterIconScale, 0, 1, 0, 1)
			self:SetTexLoc(self.frame.lootMasterIcon, self.moduleSettings.lootMasterIconOffset['x'], self.moduleSettings.lootMasterIconOffset['y'])
			self:SetIconAlpha()
		elseif not configMode and not self.moduleSettings.showLootMasterIcon and self.frame.lootMasterIcon then
			self.frame.lootMasterIcon = self:DestroyTexFrame(self.frame.lootMasterIcon)
		end
	else
		if self.frame.lootMasterIcon then
			self.frame.lootMasterIcon = self:DestroyTexFrame(self.frame.lootMasterIcon)
		end
	end

	self:CheckPartyFrameStatus()

end

function PlayerHealth.prototype:CheckPartyFrameStatus()
	if (self.moduleSettings.hideBlizzParty) then
		self:HideBlizzardParty()
	end
end

function PlayerHealth.prototype:CheckPvP()
	local pvpMode = nil
	local minx, maxx, miny, maxy

	if configMode or UnitIsPVPFreeForAll(self.unit) then
		pvpMode = "FFA"

		minx, maxx, miny, maxy = 0.05, 0.605, 0.015, 0.57
	elseif UnitIsPVP(self.unit) then
		pvpMode = UnitFactionGroup(self.unit)

		if pvpMode == "Neutral" then
			pvpMode = "FFA"
		end

		if pvpMode == "Alliance" then
			minx, maxx, miny, maxy = 0.07, 0.58, 0.06, 0.57
		else
			minx, maxx, miny, maxy = 0.08, 0.58, 0.045, 0.545
		end
	end

	if pvpMode then
		if (configMode or self.moduleSettings.showPvPIcon) and not self.frame.PvPIcon then
			self.frame.PvPIcon = self:CreateTexCoord(self.frame.PvPIcon, "Interface\\TargetingFrame\\UI-PVP-"..pvpMode, 20, 20,
						self.moduleSettings.PvPIconScale, minx, maxx, miny, maxy)
			self:SetTexLoc(self.frame.PvPIcon, self.moduleSettings.PvPIconOffset['x'], self.moduleSettings.PvPIconOffset['y'])
			self:SetIconAlpha()
		elseif not configMode and not self.moduleSettings.showPvPIcon and self.frame.PvPIcon then
			self.frame.PvPIcon = self:DestroyTexFrame(self.frame.PvPIcon)
		end
	else
		if self.frame.PvPIcon then
			self.frame.PvPIcon = self:DestroyTexFrame(self.frame.PvPIcon)
		end
	end
end


function PlayerHealth.prototype:UpdateEvent(event, unit)
	self:Update(unit)
end

function PlayerHealth.prototype:Update(unit)
	PlayerHealth.super.prototype.Update(self)
	if (unit and (unit ~= self.unit)) then
		return
	end

	local color = "PlayerHealth"

	if (self.moduleSettings.classColor) then
		color = self.unitClass
	end

	if (self.moduleSettings.scaleHealthColor) then
		color = "ScaledHealthColor"
	elseif self.moduleSettings.lowThresholdColor and self.healthPercentage <= self.moduleSettings.lowThreshold then
		color = "ScaledHealthColor"
	end

	if not (self.alive) then
		color = "Dead"
	end

	local textColor = color
	if (self.resting) then
		textColor = "Text"
	end

	self:UpdateBar(self.healthPercentage, color)

	-- sadly, animation uses bar-local variables so we can't use the animation for 2 bar textures on the same bar element
	if self.moduleSettings.showIncomingHeals and self.healFrame and self.healFrame.bar and incomingHealAmt then
		local percent

		if incomingHealAmt > 0 then
			percent = self.maxHealth ~= 0 and ((self.health + (self.absorbAmount or 0) + incomingHealAmt) / self.maxHealth) or 0
			if self.moduleSettings.reverse then
				percent = 1 - percent
				-- Rokiyo: I'm thinking the frama strata should also to be set to medium if we're in reverse.
			end
		else
			percent = 0
		end

		percent = IceHUD:Clamp(percent, 0, 1)

		self:SetBarCoord(self.healFrame, percent)
	end

	if self.moduleSettings.showAbsorbs and self.absorbFrame and self.absorbFrame.bar and self.absorbAmount then
		local percent

		if self.absorbAmount > 0 then
			percent = self.maxHealth ~= 0 and ((self.health + self.absorbAmount) / self.maxHealth) or 0
			if self.moduleSettings.reverse then
				percent = 1 - percent
			end
		else
			percent = 0
		end

		percent = IceHUD:Clamp(percent, 0, 1)

		self:SetBarCoord(self.absorbFrame, percent)
	end

	if not IceHUD.IceCore:ShouldUseDogTags() then
		self:SetBottomText1(math.floor(self.healthPercentage * 100))
		self:SetBottomText2(self:GetFormattedText(self.health, self.maxHealth), textColor)
	end

	--self:CheckPartyRole()
	self:SetIconAlpha()
end


function PlayerHealth.prototype:SetIconAlpha()
	if self.frame.statusIcon then
		self.frame.statusIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha)
	end

	if self.frame.leaderIcon then
		self.frame.leaderIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha)
	end

	if self.frame.lootMasterIcon then
		self.frame.lootMasterIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha)
	end

	if self.frame.PvPIcon then
		self.frame.PvPIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha)
	end

	if self.frame.PartyRoleIcon then
		self.frame.PartyRoleIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha)
	end
end


function PlayerHealth.prototype:CreateTexCoord(texframe, icon, width, height, scale, left, right, top, bottom)
	if not texframe then
		texframe = self.masterFrame:CreateTexture(nil, "BACKGROUND")
	end
	texframe:SetTexture(icon)
	texframe:SetTexCoord(left, right, top, bottom)
	self:SetTexScale(texframe, width, height, scale)

	return texframe
end


function PlayerHealth.prototype:SetTexLoc(texframe, xpos, ypos, anchorFrom, anchorTo)
	if not texframe then
		return
	end

	texframe:ClearAllPoints()
	texframe:SetPoint(anchorFrom and anchorFrom or "TOPLEFT", self.frame, anchorTo and anchorTo or "TOPLEFT", xpos, ypos)
end


function PlayerHealth.prototype:SetTexScale(texframe, width, height, scale)
	if not texframe then
		return
	end

	texframe:SetWidth(width * scale)
	texframe:SetHeight(height * scale)
end


function PlayerHealth.prototype:DestroyTexFrame(texframe)
	if not texframe then
		return nil
	end

	texframe:SetTexture(nil)
	texframe:Hide()
	texframe:ClearAllPoints()

	return nil
end


function PlayerHealth.prototype:ShowBlizz()
	PlayerFrame:SetParent(self.OriginalPlayerFrameParent or UIParent)
end


function PlayerHealth.prototype:HideBlizz()
	if not self.PlayerFrameParent then
		self.PlayerFrameParent = CreateFrame("Frame")
		self.PlayerFrameParent:Hide()
	end

	self.OriginalPlayerFrameParent = PlayerFrame:GetParent()
	PlayerFrame:SetParent(self.PlayerFrameParent)
end

local parents = {}
local hide_frame = IceHUD:OutOfCombatWrapper(function(self) self:Hide() end)

local function hook_frames(...)
	for i = 1, select("#", ...) do
		local frame = select(i, ...)
		frame:UnregisterAllEvents()
		if not IceHUD:IsHooked(frame, "OnShow") then
			IceHUD:SecureHookScript(frame, "OnShow", hide_frame)
		end
		frame:Hide()
	end
end

local function unhook_frame(frame)
	if IceHUD:IsHooked(frame, "OnShow") then
		IceHUD:Unhook(frame, "OnShow")
		local parent = parents[frame]
		if parent then
			frame:SetParent(parent)
		end
	elseif IceHUD:IsHooked(frame, "Show") then
		IceHUD:Unhook(frame, "Show")
		IceHUD:Unhook(frame, "SetPoint")
	end
end

local function unhook_frames(...)
	for i = 1, select("#", ...) do
		local frame = select(i, ...)
		unhook_frame(frame)
		local handler = frame:GetScript("OnLoad")
		if handler then
			handler(frame)
		end
	end
end

function PlayerHealth.prototype:HideBlizzardParty()
	if self.combat then
		self.pendingBlizzardPartyHide = true
		return
	end

	if PartyFrame then
		PartyFrame:Hide()
		PartyFrame:UnregisterEvent(groupEvent)
	else
		for i = 1, MAX_PARTY_MEMBERS do
			local frame = _G["PartyMemberFrame" .. i]
			frame:SetAttribute("statehidden", true)
			hook_frames(frame)
		end
		UIParent:UnregisterEvent(groupEvent)
	end
end


function PlayerHealth.prototype:ShowBlizzardParty()
	if PartyFrame then
		PartyFrame:Show()
		PartyFrame:Layout()
		PartyFrame:RegisterEvent(groupEvent)
	else
		for i = 1, MAX_PARTY_MEMBERS do
			local frame = _G["PartyMemberFrame" .. i]
			frame:SetAttribute("statehidden", nil)
			unhook_frames(frame)
			frame:GetScript("OnEvent")(frame, groupEvent)
		end
		UIParent:RegisterEvent(groupEvent)
	end
end

--function PlayerHealth.prototype:ShowBlizzParty()
	-- This loop exists because we need to unregister for events in case the party composition changes.
--	for i = 1, MAX_PARTY_MEMBERS do
--		local party = _G['PartyMemberFrame'..i]
--		party.Show = nil
--		party:RegisterEvent('PARTY_MEMBERS_CHANGED')
--		party:RegisterEvent('PARTY_LEADER_CHANGED')
--		party:RegisterEvent('PARTY_MEMBER_ENABLE')
--		party:RegisterEvent('PARTY_MEMBER_DISABLE')
--		party:RegisterEvent('PARTY_LOOT_METHOD_CHANGED')
--		party:RegisterEvent('MUTELIST_UPDATE')
--		party:RegisterEvent('IGNORELIST_UPDATE')
--		party:RegisterEvent('UNIT_PVP_UPDATE')
--		party:RegisterEvent('UNIT_AURA')
--		party:RegisterEvent('UNIT_PET')
--		party:RegisterEvent('VARIABLES_LOADED')
--		party:RegisterEvent('UNIT_NAME_UPDATE')
--		party:RegisterEvent('UNIT_PORTRAIT_UPDATE')
--		party:RegisterEvent('UNIT_DISPLAYPOWER')
--		party:RegisterEvent('UNIT_ENTERED_VEHICLE')
--		party:RegisterEvent('UNIT_EXITED_VEHICLE')
--		party:RegisterEvent('VOICE_START')
--		party:RegisterEvent('VOICE_STOP')
--		party:RegisterEvent('VOICE_STATUS_UPDATE')
--		party:RegisterEvent('READY_CHECK')
--		party:RegisterEvent('READY_CHECK_CONFIRM')
--		party:RegisterEvent('READY_CHECK_FINISHED')
--		UnitFrame_OnEvent('PARTY_MEMBERS_CHANGED')
--	end
--	UIParent:RegisterEvent('RAID_ROSTER_UPDATE')
--
--	ShowPartyFrame() -- Just call Blizzard default method
--end

function PlayerHealth.prototype:UpdateBar(scale, color, alpha)
	PlayerHealth.super.prototype.UpdateBar(self, scale, color, alpha)

	if self.healFrame and self.healFrame.bar then
		self.healFrame.bar:SetVertexColor(self:GetColor("PlayerHealthHealAmount", self.alpha * self.moduleSettings.healAlpha))
	end
	if self.absorbFrame and self.absorbFrame.bar then
		self.absorbFrame.bar:SetVertexColor(self:GetColor("PlayerHealthAbsorbAmount", self.alpha * self.moduleSettings.absorbAlpha))
	end
--[[ seems to be causing taint. oh well
	if self.frame.button then
		if self.alpha == 0 then
			self.frame.button:Hide()
		else
			self.frame.button:Show()
		end
	end
]]
end

function PlayerHealth.prototype:OutCombat()
	PlayerHealth.super.prototype.OutCombat(self)

	if self.pendingBlizzardPartyHide then
		self.pendingBlizzardPartyHide = false
		self:HideBlizzardParty()
	end
end

-- Load us up
IceHUD.PlayerHealth = PlayerHealth.new()
