local LibFrame = Wheel:Set("LibFrame", 71)
if (not LibFrame) then	
	return
end

local LibClientBuild = Wheel("LibClientBuild")
assert(LibClientBuild, "LibCast requires LibClientBuild to be loaded.")

local LibMessage = Wheel("LibMessage")
assert(LibMessage, "LibFrame requires LibMessage to be loaded.")

local LibEvent = Wheel("LibEvent")
assert(LibEvent, "LibFrame requires LibEvent to be loaded.")

local LibHook = Wheel("LibHook")
assert(LibHook, "LibFrame requires LibHook to be loaded.")

local LibSecureHook = Wheel("LibSecureHook")
assert(LibSecureHook, "LibFrame requires LibSecureHook to be loaded.")

-- Embed event functionality into this
LibMessage:Embed(LibFrame)
LibEvent:Embed(LibFrame)
LibHook:Embed(LibFrame)
LibSecureHook:Embed(LibFrame)

-- Lua API
local _G = _G
local assert = assert
local debugstack = debugstack
local error = error
local getmetatable = getmetatable
local math_abs = math.abs
local math_floor = math.floor
local math_max = math.max
local math_min = math.min
local pairs = pairs
local pcall = pcall
local select = select
local string_format = string.format
local string_join = string.join
local string_match = string.match
local type = type

-- WoW API
local CreateFrame = CreateFrame
local InCombatLockdown = InCombatLockdown
local IsLoggedIn = IsLoggedIn

-- WoW Objects
local UIParent = UIParent
local WorldFrame = WorldFrame

-- Constants for client version
local IsClassic = LibClientBuild:IsClassic()
local IsTBC = LibClientBuild:IsTBC()
local IsRetail = LibClientBuild:IsRetail()

-- Default keyword used as a fallback. this will not be user editable.
local KEYWORD_DEFAULT = "UICenter"

-- Create the new frame parent 
if (not LibFrame.frameParent) then
	LibFrame.frameParent = LibFrame.frameParent or CreateFrame("Frame", nil, UIParent, "SecureHandlerAttributeTemplate")
	RegisterAttributeDriver(LibFrame.frameParent, "state-visibility", "[combat]show;show")
else
	UnregisterAttributeDriver(LibFrame.frameParent, "state-visibility")
	RegisterAttributeDriver(LibFrame.frameParent, "state-visibility", "[combat]show;show")
end 

-- Create the cache frame
if (not LibFrame.frameMemoryCache) then
	LibFrame.frameMemoryCache = LibFrame.frameMemoryCache or CreateFrame("Frame", nil, UIParent)
	LibFrame.frameMemoryCache:SetSize(2,2)
	LibFrame.frameMemoryCache:SetPoint("BOTTOM", UIParent, "TOP", 0, 2)
end 

-- Create the UICenter frame
if (not LibFrame.frame) then
	LibFrame.frame = CreateFrame("Frame", nil, LibFrame.frameParent, "SecureHandlerAttributeTemplate")
else 
	-- needs to be done since not all previous versions held this frame
	LibFrame.frame:SetParent(LibFrame.frameParent) 
	UnregisterAttributeDriver(LibFrame.frame, "state-visibility")
end 

-- Return a value rounded to the nearest integer.
local math_round = function(value)
	return (value + .5) - (value + .5)%1
end

-- This doesn't check for parameter validity or combat status,
-- so take care to only call this when it is safe to do so.
local SetDisplaySize = function(ratio, altRatio, useSmallestRatio)
	local width, height = WorldFrame:GetSize()
	width = math_round(width)
	height = math_round(height)

	-- Set up default fullwidth values. Somewhat supportive of EyeFinity.
	local scale = height/1080
	local displayWidth = math_round((((width/height) >= (16/10)*3) and width/3 or width)/scale)
	local displayHeight = math_round(height/scale)
	local displayRatio = displayWidth/displayHeight

	-- If first arg is missing, use stored values if available.
	if (not ratio) then
		ratio = LibFrame.ratio
		altRatio = LibFrame.altRatio
		useSmallestRatio = LibFrame.useSmallestRatio
	end

	-- If a stored set of ratios exist, apply them.
	if (ratio) then 
		local ratioWidth = math_round(displayHeight*ratio)
		local altRatioWidth = math_round(displayHeight*(altRatio or ratio))

		local smallestWidth = math_min(displayWidth, math_min(ratioWidth, altRatioWidth))
		local largestWidth = math_min(displayWidth, math_max(ratioWidth, altRatioWidth))

		displayWidth = useSmallestRatio and smallestWidth or largestWidth
	end

	-- If this is in combat, the world will implode. Take care!
	LibFrame.frame:SetIgnoreParentScale(true)
	LibFrame.frame:SetFrameStrata(UIParent:GetFrameStrata())
	LibFrame.frame:SetFrameLevel(UIParent:GetFrameLevel())
	LibFrame.frame:SetScale(scale)
	LibFrame.frame:SetSize(math_round(displayWidth), math_round(displayHeight))
	LibFrame.frame:ClearAllPoints()
	LibFrame.frame:SetPoint("BOTTOM", UIParent, "BOTTOM", 0, 0)
end
SetDisplaySize()

if (IsClassic or IsTBC) then
	-- Forcefully re-show this in combat if somebody has hidden it.
	RegisterAttributeDriver(LibFrame.frame, "state-visibility", "[combat]show;show")

elseif (IsRetail) then
	-- Keep it and all its children hidden during pet battles.
	-- Forcefully re-show this in combat if somebody has hidden it.
	RegisterAttributeDriver(LibFrame.frame, "state-visibility", "[petbattle]hide;[combat]show;show")
end

-- Keyword registry to translate words to frame handles used for anchoring or parenting
LibFrame.keyWords = LibFrame.keyWords or { [KEYWORD_DEFAULT] = function() return LibFrame.frame end } 
LibFrame.frames = LibFrame.frames or {}
LibFrame.fontStrings = LibFrame.fontStrings or {}
LibFrame.textures = LibFrame.textures or {}
LibFrame.embeds = LibFrame.embeds or {}

-- Speed shortcuts
local frames = LibFrame.frames
local textures = LibFrame.textures
local fontStrings = LibFrame.fontStrings
local keyWords = LibFrame.keyWords

-- Our special frames
local DisplayFrame = LibFrame.frame
local MemoryCacheFrame = LibFrame.frameMemoryCache
local VisibilityFrame = LibFrame.frameParent

-- Frame meant for events, timers, etc
local Frame = CreateFrame("Frame", nil, WorldFrame) -- parented to world frame to keep running even if the UI is hidden
local FrameMethods = getmetatable(Frame).__index

local blizzCreateFontString = FrameMethods.CreateFontString
local blizzCreateTexture = FrameMethods.CreateTexture
local blizzRegisterEvent = FrameMethods.RegisterEvent
local blizzUnregisterEvent = FrameMethods.UnregisterEvent
local blizzIsEventRegistered = FrameMethods.IsEventRegistered
local blizzSetSize = FrameMethods.SetSize
local blizzSetWidth = FrameMethods.SetWidth
local blizzSetHeight = FrameMethods.SetHeight

-- Utility Functions
-----------------------------------------------------------------
-- Syntax check 
local check = function(value, num, ...)
	assert(type(num) == "number", ("Bad argument #%.0f to '%s': %s expected, got %s"):format(2, "Check", "number", type(num)))
	for i = 1,select("#", ...) do
		if type(value) == select(i, ...) then 
			return 
		end
	end
	local types = string_join(", ", ...)
	local name = string_match(debugstack(2, 2, 0), ": in function [`<](.-)['>]")
	error(string_format("Bad argument #%.0f to '%s': %s expected, got %s", num, name, types, type(value)), 3)
end

-- Translate keywords to frame handles used for anchoring.
local parseAnchor = function(anchor)
	return anchor and (keyWords[anchor] and keyWords[anchor]() or _G[anchor] and _G[anchor] or anchor) or KEYWORD_DEFAULT and keyWords[KEYWORD_DEFAULT]() or WorldFrame
end

-- Translates keywords and parses normal frames, but doesn't include the defaults and fallbacks
local parseAnchorStrict = function(anchor)
	return anchor and (keyWords[anchor] and keyWords[anchor]() or _G[anchor] and _G[anchor] or anchor) 
end

local parseTemplate = function(template)
	if (template) then
		if (BackdropTemplateMixin) then
			template = "BackdropTemplate,"..template
		end
	else
		template = (BackdropTemplateMixin) and "BackdropTemplate" or nil
	end
	return template
end

-- WoW 8.2 restricted frame check
local isRestricted = function(frame)
	if (frame and (not pcall(frame.GetPoint, frame))) then
		return true
	end
end

-- Embed source methods into target.
local embed = function(target, source)
	for i,v in pairs(source) do
		if (type(v) == "function") then
			target[i] = v
		end
	end
	return target
end

-- Frame Template
-----------------------------------------------------------------
local frameWidgetPrototype = {

	GetFrame = function(self, anchor)
		return anchor and parseAnchor(anchor) or self
	end,

	-- Position a widget, and accept keywords as anchors
	Place = function(self, ...)
		local numArgs = select("#", ...)
		if (numArgs == 1) then
			local point = ...
			self:ClearAllPoints()
			self:SetPoint(point)
		elseif (numArgs == 2) then
			local point, anchor = ...
			self:ClearAllPoints()
			self:SetPoint(point, parseAnchor(anchor))
		elseif (numArgs == 3) then
			local point, anchor, rpoint = ...
			self:ClearAllPoints()
			self:SetPoint(point, parseAnchor(anchor), rpoint)
		elseif (numArgs == 5) then
			local point, anchor, rpoint, xoffset, yoffset = ...
			self:ClearAllPoints()
			self:SetPoint(point, parseAnchor(anchor), rpoint, xoffset, yoffset)
		else
			self:ClearAllPoints()
			self:SetPoint(...)
		end
	end,

	-- Set a single point on a widget without clearing first. 
	-- Like the above function, this too accepts keywords as anchors.
	Point = function(self, ...)
		local numArgs = select("#", ...)
		if (numArgs == 1) then
			local point = ...
			self:SetPoint(point)
		elseif (numArgs == 2) then
			local point, anchor = ...
			self:SetPoint(point, parseAnchor(anchor))
		elseif (numArgs == 3) then
			local point, anchor, rpoint = ...
			self:SetPoint(point, parseAnchor(anchor), rpoint)
		elseif (numArgs == 5) then
			local point, anchor, rpoint, xoffset, yoffset = ...
			self:SetPoint(point, parseAnchor(anchor), rpoint, xoffset, yoffset)
		else
			self:SetPoint(...)
		end
	end,

	-- Size a widget, and accept single input values for squares.
	Size = function(self, ...)
		local numArgs = select("#", ...)
		if (numArgs == 1) then
			local size = ...
			self:SetSize(size, size)
		elseif (numArgs == 2) then
			self:SetSize(...)
		end
	end, 

	-- Assign multiple properties at once. 
	-- Intented to simplify assignment operations in front-end stylesheets. 
	-- Process is generic enough to be a good fit for the back-end.
	SetProperties = function(self, ...)
		local numArgs = select("#", ...)
		if (numArgs == 1) then 
			local list = ...
			for property,value in pairs(list) do 
				self[property] = value
			end
		else 
			for i = 1,numArgs,2 do 
				local property,value = select(i, ...)
				self[property] = value
			end 
		end 
	end,

	-- ConsolePort assumes this exists on a multiple of frames, 
	-- so we're adding it and just opt out of various things by setting it to true.
	IsForbidden = function(self) 
		return true
	end
	
}

local framePrototype
framePrototype = {
	CreateFrame = function(self, frameType, frameName, template) 
		local frame = embed(CreateFrame(frameType or "Frame", frameName, self, parseTemplate(template)), framePrototype)
		frames[frame] = true
		return frame
	end,
	CreateFontString = function(self, ...)
		local fontString = embed(blizzCreateFontString(self, ...), frameWidgetPrototype)
		fontStrings[fontString] = true
		return fontString
	end,
	CreateTexture = function(self, ...)
		local texture = embed(blizzCreateTexture(self, ...), frameWidgetPrototype)
		textures[texture] = true
		return texture
	end
}

-- Embed custom frame widget methods in the main frame prototype too 
embed(framePrototype, frameWidgetPrototype)

-- Allow more methods to be added to our frame objects. 
-- This will cascade down through all LibFrames, so use with caution!
LibFrame.AddMethod = function(self, method, func)
	-- Silently fail if the method exists.
	-- *Edit: NO! Libraries that add newer version of their methods 
	--  must be able to update those methods upon library updates!
	--if (framePrototype[method]) then
	--	return
	--end

	-- Add the new method to the prototype
	framePrototype[method] = func

	-- Add the method to any existing frames, 
	-- since we're using embedding and not inheritance. 
	for frame in pairs(frames) do
		frame[method] = func
	end
end

-- Register a keyword to trigger a function call when used as an anchor on a frame
-- Even though embeddable, this method uses the global keyword table. 
-- There are no local ones, and this is intentional.
LibFrame.RegisterKeyword = function(self, keyWord, func)
	LibFrame.keyWords[keyWord] = func
end

-- Create a frame with certain extra methods we like to have
LibFrame.CreateFrame = function(self, frameType, frameName, parent, template) 

	-- Do some argument handling to allow the directly embedded version to skip 
	-- the 'parent' argument in the same manner the inherited frame method does.
	-- Because we don't really want two different syntaxes. 
	local parsedAnchor = parseAnchorStrict(parent)
	if (template) then 
		template = parseTemplate(template)
	end
	if (not parsedAnchor) then 
		parsedAnchor = self.IsObjectType and parseAnchor(self) or parseAnchor(parent)
		if (type(parent) == "string") and (not template) then 
			template = parent 
		end 
	end

	-- Create the new frame and copy our custom methods in
	local frame = embed(CreateFrame(frameType or "Frame", frameName, parsedAnchor, template), framePrototype)

	-- Add the frame to our registry
	frames[frame] = true
	
	-- Return it to the user
	return frame
end

-- keyworded anchor > anchor > module.frame > UICenter
LibFrame.GetFrame = function(self, anchor)
	return anchor and parseAnchor(anchor) or self.frame or DisplayFrame
end

-- Texture Memory Cache
-----------------------------------------------------------------
-- The idea here is that texture kept visible, even off-screen.
LibFrame.CreateTextureCache = function(self, texturePath)
	if (not MemoryCacheFrame[texturePath]) then
		MemoryCacheFrame[texturePath] = MemoryCacheFrame:CreateTexture(nil, "ARTWORK")
		MemoryCacheFrame[texturePath]:SetSize(2,2)
		MemoryCacheFrame[texturePath]:SetAlpha(0)
		MemoryCacheFrame[texturePath]:SetPoint("BOTTOM")
	end
end

LibFrame.SetAspectRatio = function(self, ratio, altRatio, useSmallestRatio)
	check(ratio, 1, "number", "nil")
	check(altRatio, 2, "number", "nil")
	check(useSmallest, 3, "boolean", "nil")

	-- Store the values in the library
	LibFrame.ratio = ratio
	LibFrame.altRatioWidth = altRatio
	LibFrame.useSmallestRatio = useSmallestRatio

	-- Attempt to apply, or queue up to combat end.
	LibFrame:UpdateDisplaySize()
end

LibFrame.UpdateDisplaySize = function(self)
	if (InCombatLockdown()) then 
		return self:RegisterEvent("PLAYER_REGEN_ENABLED", "OnEvent") 
	end 
	SetDisplaySize()
end

LibFrame.OnEvent = function(self, event, ...)
	if (InCombatLockdown()) then 
		return self:RegisterEvent("PLAYER_REGEN_ENABLED", "OnEvent") 
	elseif (event == "PLAYER_REGEN_ENABLED") then 
		self:UnregisterEvent("PLAYER_REGEN_ENABLED", "OnEvent")
	end 
	self:UpdateDisplaySize()
end

LibFrame.Enable = function(self)

	-- Get rid of old events from previous handlers, 
	-- if this library for some reason was overwritten 
	-- by a more recent version from a load on demand addon. 
	self:UnregisterAllEvents()

	-- New system only needs to capture changes and events
	-- affecting display size or the cinematic frame visibility.
	self:RegisterEvent("PLAYER_ENTERING_WORLD", "OnEvent")

	-- Register for changes to the parent frames
	self:RegisterMessage("GP_WORLD_SCALE_UPDATE", "OnEvent")
	self:RegisterMessage("GP_INTERFACE_SCALE_UPDATE", "OnEvent")
	
	-- Could it be enough to just track frame changes and not events?
	self:SetHook(UIParent, "OnSizeChanged", "UpdateDisplaySize", "LibFrame_UIParent_OnSizeChanged")
	self:SetHook(WorldFrame, "OnSizeChanged", "UpdateDisplaySize", "LibFrame_WorldFrame_OnSizeChanged")
end 

LibFrame:UnregisterAllEvents()
LibFrame:Enable()

-- Module embedding
local embedMethods = {
	CreateFrame = true,
	CreateTextureCache = true,
	GetFrame = true,
	RegisterKeyword = true,
	SetAspectRatio = true
}

LibFrame.Embed = function(self, target)
	for method in pairs(embedMethods) do
		target[method] = self[method]
	end
	self.embeds[target] = true
	return target
end

-- Upgrade existing embeds, if any
for target in pairs(LibFrame.embeds) do
	LibFrame:Embed(target)
end
