---@type Orbit
local Orbit = Orbit
local OrbitEngine = Orbit.Engine

Orbit.PartyFrameFactoryMixin = {}

-- [ CONSTANTS ]-------------------------------------------------------------------------------------
local POWER_BAR_HEIGHT_RATIO = Orbit.PartyFrameHelpers.LAYOUT.PowerBarRatio
local SELECTION_BORDER_THICKNESS = 2

-- [ POWER BAR CREATION ]----------------------------------------------------------------------------
function Orbit.PartyFrameFactoryMixin:CreatePowerBar(parent, unit, plugin)
    local power = CreateFrame("StatusBar", nil, parent)
    power:SetPoint("BOTTOMLEFT", 0, 0)
    power:SetPoint("BOTTOMRIGHT", 0, 0)
    power:SetHeight(parent:GetHeight() * POWER_BAR_HEIGHT_RATIO)
    power:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
    power:SetFrameLevel(parent:GetFrameLevel() + Orbit.Constants.Levels.Cooldown)
    power.bg = power:CreateTexture(nil, "BACKGROUND")
    power.bg:SetAllPoints()
    local powerType = UnitPowerType(unit)
    local color = Orbit.Constants.Colors.PowerType and Orbit.Constants.Colors.PowerType[powerType]
    if color then
        power.bg:SetColorTexture(color.r, color.g, color.b, color.a or 0.5)
    else
        local bg = Orbit.Constants.Colors.Background
        power.bg:SetColorTexture(bg.r, bg.g, bg.b, bg.a)
    end
    return power
end

-- [ STATUS ICON CREATION ]--------------------------------------------------------------------------

function Orbit.PartyFrameFactoryMixin:CreateStatusIcons(frame)
    local iconSize = 16

    -- BorderOverlay: Selection/Aggro borders (below glow, above icons)
    frame.BorderOverlay = CreateFrame("Frame", nil, frame)
    frame.BorderOverlay:SetAllPoints()
    frame.BorderOverlay:SetFrameLevel(frame:GetFrameLevel() + Orbit.Constants.Levels.Highlight)

    -- StatusOverlay: Text and component icons (above glow)
    frame.StatusOverlay = CreateFrame("Frame", nil, frame)
    frame.StatusOverlay:SetAllPoints()
    frame.StatusOverlay:SetFrameLevel(frame:GetFrameLevel() + Orbit.Constants.Levels.Text)

    frame.RoleIcon = frame.StatusOverlay:CreateTexture(nil, "OVERLAY")
    frame.RoleIcon:SetSize(iconSize, iconSize)
    frame.RoleIcon.orbitOriginalWidth, frame.RoleIcon.orbitOriginalHeight = iconSize, iconSize
    frame.RoleIcon:SetPoint("TOPLEFT", frame, "TOPLEFT", 2, -2)
    frame.RoleIcon:Hide()

    frame.LeaderIcon = frame.StatusOverlay:CreateTexture(nil, "OVERLAY")
    frame.LeaderIcon:SetSize(iconSize, iconSize)
    frame.LeaderIcon.orbitOriginalWidth, frame.LeaderIcon.orbitOriginalHeight = iconSize, iconSize
    frame.LeaderIcon:SetPoint("LEFT", frame.RoleIcon, "RIGHT", 2, 0)
    frame.LeaderIcon:Hide()

    -- Selection highlight (on BorderOverlay - below glow)
    frame.SelectionHighlight = frame.BorderOverlay:CreateTexture(nil, "ARTWORK")
    frame.SelectionHighlight:SetAllPoints()
    frame.SelectionHighlight:SetColorTexture(1, 1, 1, 0)
    frame.SelectionHighlight:SetDrawLayer("ARTWORK", Orbit.Constants.Layers.Highlight)
    frame.SelectionHighlight:Hide()
    local borderThickness = OrbitEngine.Pixel:Multiple(SELECTION_BORDER_THICKNESS, frame:GetEffectiveScale() or 1)
    frame.SelectionBorders = {}
    for _, edge in pairs({ "TOP", "BOTTOM", "LEFT", "RIGHT" }) do
        local border = frame.BorderOverlay:CreateTexture(nil, "ARTWORK")
        border:SetColorTexture(1, 1, 1, 0.8)
        border:SetDrawLayer("ARTWORK", Orbit.Constants.Layers.Highlight)
        if edge == "TOP" then
            border:SetPoint("TOPLEFT", frame, "TOPLEFT", 0, 0)
            border:SetPoint("TOPRIGHT", frame, "TOPRIGHT", 0, 0)
            border:SetHeight(borderThickness)
        elseif edge == "BOTTOM" then
            border:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 0, 0)
            border:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0)
            border:SetHeight(borderThickness)
        elseif edge == "LEFT" then
            border:SetPoint("TOPLEFT", frame, "TOPLEFT", 0, 0)
            border:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 0, 0)
            border:SetWidth(borderThickness)
        elseif edge == "RIGHT" then
            border:SetPoint("TOPRIGHT", frame, "TOPRIGHT", 0, 0)
            border:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0)
            border:SetWidth(borderThickness)
        end
        border:Hide()
        frame.SelectionBorders[edge] = border
    end
    frame.SelectionHighlight.Show = function(self)
        for _, border in pairs(frame.SelectionBorders) do
            border:Show()
        end
    end
    frame.SelectionHighlight.Hide = function(self)
        for _, border in pairs(frame.SelectionBorders) do
            border:Hide()
        end
    end

    -- Aggro highlight (on BorderOverlay - below glow)
    frame.AggroHighlight = frame.BorderOverlay:CreateTexture(nil, "ARTWORK")
    frame.AggroHighlight:SetAllPoints()
    frame.AggroHighlight:SetAtlas("UI-HUD-ActionBar-IconFrame-Highlight")
    frame.AggroHighlight:SetBlendMode("ADD")
    frame.AggroHighlight:SetDrawLayer("ARTWORK", Orbit.Constants.Layers.Highlight)
    frame.AggroHighlight:Hide()

    local centerIconSize = iconSize * 1.5
    for _, iconKey in ipairs({ "PhaseIcon", "ReadyCheckIcon", "ResIcon", "SummonIcon" }) do
        local icon = frame.StatusOverlay:CreateTexture(nil, "OVERLAY")
        icon:SetSize(centerIconSize, centerIconSize)
        icon.orbitOriginalWidth, icon.orbitOriginalHeight = centerIconSize, centerIconSize
        icon:SetPoint("CENTER", frame, "CENTER", 0, 0)
        icon:SetDrawLayer("OVERLAY", Orbit.Constants.Layers.Text)
        icon:Hide()
        frame[iconKey] = icon
    end
    frame.MarkerIcon = frame.StatusOverlay:CreateTexture(nil, "OVERLAY")
    frame.MarkerIcon:SetSize(iconSize, iconSize)
    frame.MarkerIcon.orbitOriginalWidth, frame.MarkerIcon.orbitOriginalHeight = iconSize, iconSize
    frame.MarkerIcon:SetPoint("TOP", frame, "TOP", 0, -2)
    frame.MarkerIcon:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons")
    frame.MarkerIcon:Hide()

    -- Defensive and Important single-aura icons (Button frames for skin/border support)
    local auraIconSize = centerIconSize
    for _, iconKey in ipairs({ "DefensiveIcon", "ImportantIcon", "CrowdControlIcon" }) do
        local btn = CreateFrame("Button", nil, frame, "BackdropTemplate")
        btn:SetSize(auraIconSize, auraIconSize)
        btn.orbitOriginalWidth, btn.orbitOriginalHeight = auraIconSize, auraIconSize
        btn:SetPoint("CENTER", frame, "CENTER", 0, 0)
        btn:SetFrameLevel(frame:GetFrameLevel() + Orbit.Constants.Levels.Text)
        btn.Icon = btn:CreateTexture(nil, "ARTWORK")
        btn.Icon:SetAllPoints()
        btn.icon = btn.Icon
        btn:Hide()
        frame[iconKey] = btn
    end
end

-- [ EVENT REGISTRATION ]----------------------------------------------------------------------------

function Orbit.PartyFrameFactoryMixin:RegisterFrameEvents(frame, unit)
    local unitEvents = {
        "UNIT_POWER_UPDATE",
        "UNIT_MAXPOWER",
        "UNIT_DISPLAYPOWER",
        "UNIT_POWER_FREQUENT",
        "UNIT_AURA",
        "UNIT_THREAT_SITUATION_UPDATE",
        "UNIT_PHASE",
        "UNIT_FLAGS",
        "INCOMING_RESURRECT_CHANGED",
        "UNIT_IN_RANGE_UPDATE",
    }
    for _, event in ipairs(unitEvents) do
        frame:RegisterUnitEvent(event, unit)
    end
    local globalEvents = {
        "READY_CHECK",
        "READY_CHECK_CONFIRM",
        "READY_CHECK_FINISHED",
        "INCOMING_SUMMON_CHANGED",
        "PLAYER_ROLES_ASSIGNED",
        "GROUP_ROSTER_UPDATE",
        "PLAYER_TARGET_CHANGED",
        "RAID_TARGET_UPDATE",
        "PLAYER_REGEN_DISABLED",
        "PLAYER_REGEN_ENABLED",
    }
    for _, event in ipairs(globalEvents) do
        frame:RegisterEvent(event)
    end
end

-- [ FRAME CONFIGURATION ]---------------------------------------------------------------------------

function Orbit.PartyFrameFactoryMixin:ConfigureFrame(frame)
    frame:SetClassColour(true)
    if frame.SetReactionColour then
        frame:SetReactionColour(true)
    end
    frame.healthTextEnabled = true
    if frame.SetAbsorbsEnabled then
        frame:SetAbsorbsEnabled(true)
    end
    if frame.SetHealAbsorbsEnabled then
        frame:SetHealAbsorbsEnabled(true)
    end
end
