local Theme = mUI:GetModule("mUI.Modules.General.Theme")

-- Buffs & Debuffs
Theme.debuffColors = {
    ["none"] = {
        r = 0.80,
        g = 0,
        b = 0
    },
    ["Magic"] = {
        r = 0.20,
        g = 0.60,
        b = 1.00
    },
    ["Curse"] = {
        r = 0.60,
        g = 0.00,
        b = 1.00
    },
    ["Disease"] = {
        r = 0.60,
        g = 0.40,
        b = 0
    },
    ["Poison"] = {
        r = 0.00,
        g = 0.60,
        b = 0
    }
}

Theme.aurabuttons = {}

function Theme:UpdateDuration(aura, timeLeft)
    if timeLeft >= 86400 then
        aura.Duration:SetFormattedText("%dd", ceil(timeLeft / 86400))
    elseif timeLeft >= 3600 then
        aura.Duration:SetFormattedText("%dh", ceil(timeLeft / 3600))
    elseif timeLeft >= 60 then
        aura.Duration:SetFormattedText("%dm", ceil(timeLeft / 60))
    else
        aura.Duration:SetFormattedText("%ds", timeLeft)
    end
end

function Theme:HookDurationUpdates(auraFrames)
    for _, auraFrame in pairs(auraFrames) do
        if auraFrame.SetFormattedText then
            if not Theme:IsHooked(auraFrame, "UpdateDuration") then
                Theme:SecureHook(auraFrame, "UpdateDuration", function(aura)
                    Theme:UpdateDuration(aura, aura.timeLeft)
                end)
            end
        end
    end
end

function Theme:ButtonDefault(button, isDebuff)
    button.Icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)

    -- Create Border
    button.mUIBorder = button:CreateTexture(nil, "OVERLAY", nil, 7)
    button.mUIBorder:SetTexture([[Interface\AddOns\mUI\Media\Textures\Core\border.png]])

    -- Set Border Position
    button.mUIBorder:SetPoint("TOPLEFT", button.Icon, "TOPLEFT", -1, 1)
    button.mUIBorder:SetPoint("BOTTOMRIGHT", button.Icon, "BOTTOMRIGHT", 1, -1)

    -- Create Border Mask
    button.mUIBorder.mask = button:CreateMaskTexture()
    button.mUIBorder.mask:SetTexture([[Interface\AddOns\mUI\Media\Textures\Core\mask.png]], "CLAMPTOBLACKADDITIVE", "CLAMPTOBLACKADDITIVE")
    button.mUIBorder.mask:SetAllPoints(button.Icon)
    button.Icon:AddMaskTexture(button.mUIBorder.mask)

    -- Set Border Color
    button.mUIBorder:SetVertexColor(unpack(mUI:Color(0.15)))

    if not isDebuff then
        Theme.aurabuttons[button] = "playerbuff"
    else
        Theme.aurabuttons[button] = "playerdebuff"
    end
end

function Theme:ApplySkin(button, icon, unit, isDebuff)
    icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)

    -- Create Border
    button.mUIBorder = button:CreateTexture()
    button.mUIBorder:SetTexture([[Interface\AddOns\mUI\Media\Textures\Core\uiactionbar2x.png]])
    button.mUIBorder:SetTexCoord(0.701171875, 0.880859375, 0.31689453125, 0.36083984375)
    button.mUIBorder:SetPoint("TOPLEFT", icon)
    button.mUIBorder:SetDrawLayer("OVERLAY", 6)
    if unit then
        button:SetFrameLevel(TargetFrameToT:GetFrameLevel() - 1)
        button.mUIBorder:SetSize(button:GetWidth() + 1, button:GetHeight())
    else
        button.mUIBorder:SetSize(button:GetWidth() + 3, button:GetHeight() + 2)
    end

    -- Set Icon Mask
    button.mUIBorder.mask = button:CreateMaskTexture()
    button.mUIBorder.mask:SetTexture([[Interface\AddOns\mUI\Media\Textures\Core\border_mask.png]], "CLAMPTOBLACKADDITIVE", "CLAMPTOBLACKADDITIVE")
    button.mUIBorder.mask:SetAllPoints(icon)
    icon:AddMaskTexture(button.mUIBorder.mask)

    if button.duration then
        button.duration:SetFont(STANDARD_TEXT_FONT, 11, "THINOUTLINE")
        button.duration:ClearAllPoints()
        button.duration:SetPoint("BOTTOM", 0, 0)
    elseif _G[button:GetName() .. "Cooldown"] then
        _G[button:GetName() .. "Cooldown"]:SetSwipeTexture([[Interface\AddOns\mUI\Media\Textures\Core\border_mask.png]])
        _G[button:GetName() .. "Cooldown"]:SetAllPoints(icon)
        _G[button:GetName() .. "Cooldown"]:SetSize(button:GetSize() - 3, button:GetSize() - 3)
    end

    if button.count then
        button.count:SetFont(STANDARD_TEXT_FONT, 11, "THINOUTLINE")
        button.count:ClearAllPoints()
        button.count:SetPoint("TOPRIGHT", -1, -2)
    elseif _G[button:GetName() .. "Count"] then
        _G[button:GetName() .. "Count"]:SetFont(STANDARD_TEXT_FONT, 8.5, "THINOUTLINE")
        _G[button:GetName() .. "Count"]:ClearAllPoints()
        _G[button:GetName() .. "Count"]:SetPoint("BOTTOMRIGHT", 0, 0)
    end

    if _G[button:GetName() .. "Stealable"] then
        _G[button:GetName() .. "Stealable"]:SetDrawLayer("OVERLAY", 7)
    end
end

HOUR_ONELETTER_ABBR = "%dh"
DAY_ONELETTER_ABBR = "%dd"
MINUTE_ONELETTER_ABBR = "%dm"
SECOND_ONELETTER_ABBR = "%ds"

function Theme:UpdatePlayerBuffs()
    local index, aboveButton, prevButton, numEnchants, button, icon

    numEnchants = BuffFrame.numEnchants

    if BuffFrame.numEnchants > 0 then
        prevButton = _G["TempEnchant" .. numEnchants]
        aboveButton = TempEnchant1
    end

    TempEnchant1:ClearAllPoints()
    TempEnchant1:SetPoint("TOPRIGHT", mUIBuffFrame, "TOPRIGHT", 0, 0)

    if not TempEnchant1.mUIBorder then
        Theme:ApplySkin(TempEnchant1, TempEnchant1Icon, false)
        TempEnchant1Border:Hide()
    end
    if not TempEnchant2.mUIBorder then
        Theme:ApplySkin(TempEnchant2, TempEnchant2Icon, false)
        TempEnchant2Border:Hide()
    end
    if not TempEnchant3.mUIBorder then
        Theme:ApplySkin(TempEnchant3, TempEnchant3Icon, false)
        TempEnchant3Border:Hide()
    end

    for i = 1, BUFF_ACTUAL_DISPLAY do
        button = _G["BuffButton" .. i]
        icon = _G["BuffButton" .. i .. "Icon"]

        if not (button or icon) then
            return
        end

        -- Check if consolidated
        if not button.consolidated then
            button.BuffFrameFlashState = 0
            index = i + numEnchants

            -- Anchor BuffButton to mUIBuffFrame
            button:SetParent(mUIBuffFrame)
            button:ClearAllPoints()

            if index == 1 then
                button:SetPoint("TOPRIGHT", mUIBuffFrame, "TOPRIGHT", 0, 0)
            else
                button:SetPoint("TOPRIGHT", prevButton, "TOPLEFT", -5, 0)
            end

            if index == 1 then
                button:SetPoint("TOPRIGHT", mUIBuffFrame, "TOPRIGHT", 0, 0)
                aboveButton = button
            elseif index > 1 and mod(index, 11) == 1 then
                button:SetPoint("TOPRIGHT", aboveButton, "BOTTOMRIGHT", 0, -5)
                aboveButton = button
            else
                button:SetPoint("TOPRIGHT", prevButton, "TOPLEFT", -5, 0)
            end

            if not button.mUIBorder then
                Theme:ApplySkin(button, icon)
                Theme.aurabuttons[button] = "playerbuff"
            end

            button.mUIBorder:SetVertexColor(unpack(mUI:Color(0.15)))
            TempEnchant1.mUIBorder:SetVertexColor(unpack(mUI:Color(0.15)))
            TempEnchant2.mUIBorder:SetVertexColor(unpack(mUI:Color(0.15)))
            TempEnchant3.mUIBorder:SetVertexColor(unpack(mUI:Color(0.15)))

            prevButton = button
        end
    end
end

function Theme:UpdatePlayerDebuffs(button, index)
    local button = _G[button .. index]
    local icon = _G["DebuffButton" .. index .. "Icon"]

    if not (button or icon) then
        return
    end

    local debuffType = select(4, UnitDebuff("player", index))
    local color = Theme.debuffColors[debuffType or "none"]

    -- Anchor BuffButton to mUIDebuffFrame
    button:SetParent(mUIDebuffFrame)
    button:ClearAllPoints()

    if index == 1 then
        button:SetPoint("TOPRIGHT", mUIDebuffFrame, "TOPRIGHT", 0, 0)
    elseif index > 1 and mod(index, 10) == 1 then
        button:SetPoint("TOPRIGHT", _G["DebuffButton" .. (index - 10)], "BOTTOMRIGHT", 0, -5)
    else
        button:SetPoint("TOPRIGHT", _G["DebuffButton" .. (index - 1)], "TOPLEFT", -5, 0)
    end

    if not button.mUIBorder then
        Theme:ApplySkin(button, icon)
        Theme.aurabuttons[button] = "playerdebuff"
        _G["DebuffButton" .. index .. "Border"]:Hide()
    end

    -- Set Debuff Color
    button.mUIBorder:SetVertexColor(color.r, color.g, color.b)
end

function Theme:UpdateUnitframeAuras(frame)
    if not frame then
        return
    end

    local debuffType
    local color

    for i = 1, MAX_TARGET_BUFFS do
        if _G["TargetFrameBuff" .. i] and (not _G["TargetFrameBuff" .. i].mUIBorder) then
            Theme:ApplySkin(_G["TargetFrameBuff" .. i], _G["TargetFrameBuff" .. i .. "Icon"], frame.unit)
            Theme.aurabuttons[_G["TargetFrameBuff" .. i]] = "unitframebuff"
        end

        if _G["TargetFrameBuff" .. i] and _G["TargetFrameBuff" .. i].mUIBorder then
            _G["TargetFrameBuff" .. i].mUIBorder:SetSize(_G["TargetFrameBuff" .. i]:GetWidth() + 2, _G["TargetFrameBuff" .. i]:GetHeight() + 1)

            _G["TargetFrameBuff" .. i].mUIBorder:SetVertexColor(unpack(mUI:Color(0.15)))
        end
    end
    for i = 1, MAX_TARGET_DEBUFFS do
        debuffType = select(4, UnitDebuff(frame.unit, i))
        if _G["TargetFrameDebuff" .. i] and (not _G["TargetFrameDebuff" .. i].mUIBorder) then
            Theme:ApplySkin(_G["TargetFrameDebuff" .. i], _G["TargetFrameDebuff" .. i .. "Icon"], frame.unit)
            Theme.aurabuttons[_G["TargetFrameDebuff" .. i]] = "unitframedebuff"
        end

        color = Theme.debuffColors[debuffType or "none"]

        if _G["TargetFrameDebuff" .. i] and _G["TargetFrameDebuff" .. i].mUIBorder then
            if mUI.db.profile.unitframes.buffsdebuffs.debuffcolors then
                _G["TargetFrameDebuff" .. i].mUIBorder:SetVertexColor(color.r, color.g, color.b)
            else
                _G["TargetFrameDebuff" .. i].mUIBorder:SetVertexColor(unpack(mUI:Color(0.15)))
            end
            _G["TargetFrameDebuff" .. i].mUIBorder:SetSize(_G["TargetFrameDebuff" .. i]:GetWidth() + 2, _G["TargetFrameDebuff" .. i]:GetHeight() + 1)
            _G["TargetFrameDebuff" .. i .. "Border"]:Hide()
        end
    end
end

function Theme:UpdateUnitframeAuraPositions(aura, auraName, numAuras, numOppositeAuras, largeAuraList, updateFunc, maxRowWidth, offsetX,
    mirrorAurasVertically)
    local LARGE_AURA_SIZE = mUI.db.profile.unitframes.buffsdebuffs.buffsize
    local SMALL_AURA_SIZE = mUI.db.profile.unitframes.buffsdebuffs.debuffsize
    local AURA_OFFSET_Y = 3
    local AURA_ROW_WIDTH = 122
    local NUM_TOT_AURA_ROWS = 2

    local size
    local offsetY = AURA_OFFSET_Y
    local rowWidth = 0
    local firstBuffOnRow = 1
    for i = 1, numAuras do
        if (largeAuraList[i]) then
            size = LARGE_AURA_SIZE
            offsetY = AURA_OFFSET_Y + AURA_OFFSET_Y
        else
            size = SMALL_AURA_SIZE
        end
        if (i == 1) then
            rowWidth = size
            aura.auraRows = aura.auraRows + 1
        else
            rowWidth = rowWidth + size + offsetX
        end
        if (rowWidth > maxRowWidth) then
            updateFunc(aura, auraName, i, numOppositeAuras, firstBuffOnRow, size, offsetX, offsetY, mirrorAurasVertically)
            rowWidth = size
            aura.auraRows = aura.auraRows + 1
            firstBuffOnRow = i
            offsetY = AURA_OFFSET_Y
            if (aura.auraRows > NUM_TOT_AURA_ROWS) then
                maxRowWidth = AURA_ROW_WIDTH
            end
        else
            updateFunc(aura, auraName, i, numOppositeAuras, i - 1, size, offsetX, offsetY, mirrorAurasVertically)
        end
    end
end

function Theme:AuraPositions()
    -- Buffs - Text Positioning
    for i = 1, #BuffFrame.auraFrames do
        local duration = BuffFrame.auraFrames[i].Duration
        local count = BuffFrame.auraFrames[i].Count

        count:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
        duration:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
        duration:ClearAllPoints()
        duration:SetDrawLayer("OVERLAY")

        if BuffFrame.AuraContainer.isHorizontal then
            if BuffFrame.AuraContainer.addIconsToTop then
                count:SetPoint("TOPRIGHT", -1, 0)
                duration:SetPoint("CENTER", 0, -14)
            else
                count:SetPoint("TOPRIGHT", -1, 12)
                duration:SetPoint("CENTER", 0, -4)
            end
        else
            if not BuffFrame.AuraContainer.addIconsToRight then
                count:SetPoint("TOPRIGHT", -1, 12)
                duration:SetPoint("CENTER", 15, -9)
            else
                count:SetPoint("TOPRIGHT", -31, 12)
                duration:SetPoint("CENTER", -13.5, -9)
            end
        end
    end

    -- Debuffs - Text Positioning
    for i = 1, #DebuffFrame.auraFrames do
        local duration = DebuffFrame.auraFrames[i].Duration
        local count = DebuffFrame.auraFrames[i].Count

        if count and count.SetFont then
            count:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
        end

        if duration and duration.SetFont then
            duration:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
            duration:ClearAllPoints()
        end

        if DebuffFrame.AuraContainer.isHorizontal then
            if DebuffFrame.AuraContainer.addIconsToTop then
                if count then
                    count:SetPoint("TOPRIGHT", -1, 0)
                end

                if duration then
                    duration:SetPoint("CENTER", 0, -14)
                end
            else
                if count then
                    count:SetPoint("TOPRIGHT", -1, 12)
                end

                if duration then
                    duration:SetPoint("CENTER", 0, -4)
                end
            end
        else
            if not DebuffFrame.AuraContainer.addIconsToRight then
                if count then
                    count:SetPoint("TOPRIGHT", 0, 13)
                end

                if duration then
                    duration:SetPoint("CENTER", 16, -9)
                end
            else
                if count then
                    count:SetPoint("TOPRIGHT", -30, 13)
                end

                if duration then
                    duration:SetPoint("CENTER", -14.5, -9)
                end
            end
        end
    end
end
