--[[

	The MIT License (MIT)

	Copyright (c) 2023 Lars Norberg

	Permission is hereby granted, free of charge, to any person obtaining a copy
	of this software and associated documentation files (the "Software"), to deal
	in the Software without restriction, including without limitation the rights
	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
	copies of the Software, and to permit persons to whom the Software is
	furnished to do so, subject to the following conditions:

	The above copyright notice and this permission notice shall be included in all
	copies or substantial portions of the Software.

	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
	SOFTWARE.

--]]
local _, ns = ...
local oUF = ns.oUF

local NamePlatesMod = ns:NewModule("NamePlates", "LibMoreEvents-1.0", "AceHook-3.0", "AceTimer-3.0")

-- Lua API
local math_floor = math.floor
local next = next
local select = select
local string_gsub = string.gsub
local unpack = unpack

-- Addon API
local Colors = ns.Colors

ns.ActiveNamePlates = {}
ns.NamePlates = {}

local defaults = { profile = ns:Merge({
	enabled = true,
	showAuras = true,
	showAurasOnTargetOnly = false,
	showNameAlways = false,
	scale = 1
}, ns.Module.defaults) }

-- Utility Functions
--------------------------------------------
-- Simplify the tagging process a little.
local prefix = function(msg)
	return string_gsub(msg, "*", ns.Prefix)
end

-- Element Callbacks
--------------------------------------------
-- Forceupdate health prediction on health updates,
-- to assure our smoothed elements are properly aligned.
local Health_PostUpdate = function(element, unit, cur, max)
	local predict = element.__owner.HealthPrediction
	if (predict) then
		predict:ForceUpdate()
	end
end

local Health_UpdateColor = function(self, event, unit)
	if(not unit or self.unit ~= unit) then return end
	local element = self.Health

	local r, g, b, color
	if (element.colorDisconnected and not UnitIsConnected(unit)) then
		color = self.colors.disconnected
	elseif (element.colorTapping and not UnitPlayerControlled(unit) and UnitIsTapDenied(unit)) then
		color = self.colors.tapped
	elseif (element.colorThreat and not UnitPlayerControlled(unit) and UnitThreatSituation("player", unit)) then
		color =  self.colors.threat[UnitThreatSituation("player", unit)]
	elseif ((element.colorClass and UnitIsPlayer(unit)
		or (element.colorClassNPC and not UnitIsPlayer(unit))
		or (element.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)))
		and not (not self.isPRD and element.colorClassHostileOnly and not UnitCanAttack("player", unit))) then
		local _, class = UnitClass(unit)
		color = self.colors.class[class]
	elseif (element.colorSelection and unitSelectionType(unit, element.considerSelectionInCombatHostile)) then
		color = self.colors.selection[unitSelectionType(unit, element.considerSelectionInCombatHostile)]
	elseif (element.colorReaction and UnitReaction(unit, "player")) then
		color = self.colors.reaction[UnitReaction(unit, "player")]
	elseif (element.colorSmooth) then
		r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
	elseif (element.colorHealth) then
		color = self.colors.health
	end

	if (color) then
		r, g, b = color[1], color[2], color[3]
	end

	if (b) then
		element:SetStatusBarColor(r, g, b)

		local bg = element.bg
		if (bg) then
			local mu = bg.multiplier or 1
			bg:SetVertexColor(r * mu, g * mu, b * mu)
		end
	end

	--[[ Callback: Health:PostUpdateColor(unit, r, g, b)
	Called after the element color has been updated.

	* self - the Health element
	* unit - the unit for which the update has been triggered (string)
	* r    - the red component of the used color (number)[0-1]
	* g    - the green component of the used color (number)[0-1]
	* b    - the blue component of the used color (number)[0-1]
	--]]
	if (element.PostUpdateColor) then
		element:PostUpdateColor(unit, r, g, b)
	end
end

-- Update the health preview color on health color updates.
local Health_PostUpdateColor = function(element, unit, r, g, b)
	local preview = element.Preview
	if (preview and g) then
		preview:SetStatusBarColor(r * .7, g * .7, b * .7)
	end
end

-- Align our custom health prediction texture
-- based on the plugin's provided values.
local HealPredict_PostUpdate = function(element, unit, myIncomingHeal, otherIncomingHeal, absorb, healAbsorb, hasOverAbsorb, hasOverHealAbsorb, curHealth, maxHealth)

	local allIncomingHeal = myIncomingHeal + otherIncomingHeal
	local allNegativeHeals = healAbsorb
	local showPrediction, change

	if ((allIncomingHeal > 0) or (allNegativeHeals > 0)) and (maxHealth > 0) then
		local startPoint = curHealth/maxHealth

		-- Dev switch to test absorbs with normal healing
		--allIncomingHeal, allNegativeHeals = allNegativeHeals, allIncomingHeal

		-- Hide predictions if the change is very small, or if the unit is at max health.
		change = (allIncomingHeal - allNegativeHeals)/maxHealth
		if ((curHealth < maxHealth) and (change > (element.health.predictThreshold or .05))) then
			local endPoint = startPoint + change

			-- Crop heal prediction overflows
			if (endPoint > 1) then
				endPoint = 1
				change = endPoint - startPoint
			end

			-- Crop heal absorb overflows
			if (endPoint < 0) then
				endPoint = 0
				change = -startPoint
			end

			-- This shouldn't happen, but let's do it anyway.
			if (startPoint ~= endPoint) then
				showPrediction = true
			end
		end
	end

	if (showPrediction) then

		local preview = element.preview
		local growth = preview:GetGrowth()
		local _,max = preview:GetMinMaxValues()
		local value = preview:GetValue() / max
		local previewTexture = preview:GetStatusBarTexture()
		local previewWidth, previewHeight = preview:GetSize()
		local left, right, top, bottom = preview:GetTexCoord()
		local isFlipped = preview:IsFlippedHorizontally()

		if (growth == "RIGHT") then

			local texValue, texChange = value, change
			local rangeH

			rangeH = right - left
			texChange = change*value
			texValue = left + value*rangeH

			if (change > 0) then
				element:ClearAllPoints()
				element:SetPoint("BOTTOMLEFT", previewTexture, "BOTTOMRIGHT", 0, 0)
				element:SetSize(change*previewWidth, previewHeight)
				if (isFlipped) then
					element:SetTexCoord(texValue + texChange, texValue, top, bottom)
				else
					element:SetTexCoord(texValue, texValue + texChange, top, bottom)
				end
				element:SetVertexColor(0, .7, 0, .25)
				element:Show()

			elseif (change < 0) then
				element:ClearAllPoints()
				element:SetPoint("BOTTOMRIGHT", previewTexture, "BOTTOMRIGHT", 0, 0)
				element:SetSize((-change)*previewWidth, previewHeight)
				if (isFlipped) then
					element:SetTexCoord(texValue, texValue + texChange, top, bottom)
				else
					element:SetTexCoord(texValue + texChange, texValue, top, bottom)
				end
				element:SetVertexColor(.5, 0, 0, .75)
				element:Show()

			else
				element:Hide()
			end

		elseif (growth == "LEFT") then
			local texValue, texChange = value, change
			local rangeH

			rangeH = right - left
			texChange = change*value
			texValue = left + value*rangeH

			if (change > 0) then
				element:ClearAllPoints()
				element:SetPoint("BOTTOMRIGHT", previewTexture, "BOTTOMLEFT", 0, 0)
				element:SetSize(change*previewWidth, previewHeight)
				if (isFlipped) then
					element:SetTexCoord(texValue, texValue + texChange, top, bottom)
				else
					element:SetTexCoord(texValue + texChange, texValue, top, bottom)
				end
				element:SetVertexColor(0, .7, 0, .25)
				element:Show()

			elseif (change < 0) then
				element:ClearAllPoints()
				element:SetPoint("BOTTOMLEFT", previewTexture, "BOTTOMLEFT", 0, 0)
				element:SetSize((-change)*previewWidth, previewHeight)
				if (isFlipped) then
					element:SetTexCoord(texValue + texChange, texValue, top, bottom)
				else
					element:SetTexCoord(texValue, texValue + texChange, top, bottom)
				end
				element:SetVertexColor(.5, 0, 0, .75)
				element:Show()

			else
				element:Hide()
			end
		end
	else
		element:Hide()
	end

	if (element.absorbBar) then
		if (hasOverAbsorb and curHealth >= maxHealth) then
			absorb = UnitGetTotalAbsorbs(unit)
			if (absorb > maxHealth * .3) then
				absorb = maxHealth * .3
			end
			element.absorbBar:SetValue(absorb)
		end
	end

end

-- Update power bar visibility if a frame
-- is the perrsonal resource display.
-- This callback only handles elements below the health bar.
local Power_PostUpdate = function(element, unit, cur, min, max)
	local self = element.__owner

	unit = unit or self.unit
	if (not unit) then
		return
	end

	local db = ns.GetConfig("NamePlates")
	local shouldShow

	if (self.isPRD) then
		if (not cur) then
			cur, max = UnitPower(unit), UnitPowerMax(unit)
		end
		if (cur and cur == 0) and (max and max == 0) then
			shouldShow = nil
		else
			shouldShow = true
		end
	end

	local power = self.Power

	if (shouldShow) then
		if (power.isHidden) then
			power:SetAlpha(1)
			power.isHidden = false

			local cast = self.Castbar
			cast:ClearAllPoints()
			cast:SetPoint(unpack(db.CastBarPositionPlayer))
		end
	else
		if (not power.isHidden) then
			power:SetAlpha(0)
			power.isHidden = true

			local cast = self.Castbar
			cast:ClearAllPoints()
			cast:SetPoint(unpack(db.CastBarPosition))
		end
	end
end

-- Update targeting highlight outline
local TargetHighlight_Update = function(self, event, unit, ...)
	if (unit and unit ~= self.unit) then return end

	local element = self.TargetHighlight

	if (self.isFocus or self.isTarget) then
		element:SetVertexColor(unpack(self.isFocus and element.colorFocus or element.colorTarget))
		element:Show()
	elseif (ns.IsRetail and (self.isSoftEnemy or self.isSoftInteract)) then
		element:SetVertexColor(unpack(self.isSoftEnemy and element.colorSoftEnemy or element.colorSoftInteract))
		element:Show()
	else
		element:Hide()
	end
end

-- Update NPC classification badge for rares, elites and bosses.
local Classification_Update = function(self, event, unit, ...)
	if (unit and unit ~= self.unit) then return end

	local element = self.Classification
	unit = unit or self.unit

	if (UnitIsPlayer(unit) or not UnitCanAttack("player", unit)) then
		return element:Hide()
	end

	local l = UnitEffectiveLevel(unit)
	local c = (l and l < 1) and "worldboss" or UnitClassification(unit)
	if (c == "boss" or c == "worldboss") then
		element:SetTexture(element.bossTexture)
		element:Show()

	elseif (c == "elite") then
		element:SetTexture(element.eliteTexture)
		element:Show()

	elseif (c == "rare" or c == "rareelite") then
		element:SetTexture(element.rareTexture)
		element:Show()
	else
		element:Hide()
	end
end

-- Messy callback that handles positions
-- of elements above the health bar.
local NamePlate_PostUpdatePositions = function(self)
	local db = ns.GetConfig("NamePlates")

	local auras = self.Auras
	local name = self.Name
	local raidTarget = self.RaidTargetIndicator

	-- The PRD has neither name nor auras.
	if (not self.isPRD) then
		local hasName = NamePlatesMod.db.profile.showNameAlways or (not self.isTarget and (self.isMouseOver or self.isSoftTarget or self.inCombat)) or false
		local nameOffset = hasName and (select(2, name:GetFont()) + auras.spacing) or 0

		if (hasName ~= auras.usingNameOffset or auras.usingNameOffset == nil) then
			if (hasName) then
				local point, x, y = unpack(db.AurasPosition)
				auras:ClearAllPoints()
				auras:SetPoint(point, x, y + nameOffset)
			else
				auras:ClearAllPoints()
				auras:SetPoint(unpack(db.AurasPosition))
			end
		end

		local numAuras = (not ns.IsRetail) and (auras.visibleBuffs + auras.visibleDebuffs) or (#auras.sortedBuffs + #auras.sortedDebuffs)
		local numRows = (numAuras > 0) and (math_floor(numAuras / auras.numPerRow)) or 0

		if (numRows ~= auras.numRows or hasName ~= auras.usingNameOffset or auras.usingNameOffset == nil) then
			if (hasName or numRows > 0) then
				local auraOffset = (numAuras > 0) and (numRows * (auras.size + auras.spacing)) or 0
				local point, x, y = unpack(db.RaidTargetPosition)
				raidTarget:ClearAllPoints()
				raidTarget:SetPoint(point, x, y + nameOffset + auraOffset)
			else
				raidTarget:ClearAllPoints()
				raidTarget:SetPoint(unpack(db.RaidTargetPosition))
			end
		end

		auras.numRows = numRows
		auras.usingNameOffset = hasName
	end
end

local NamePlate_PostUpdateHoverElements = function(self)
	if (self.isPRD) then
		self.Health.Value:Hide()
		self.Name:Hide()
	else
		local showNameAlways = NamePlatesMod.db.profile.showNameAlways
		if (self.isMouseOver or self.isTarget or self.isSoftTarget or self.inCombat) then
			if (self.isTarget) then
				self.Health.Value:Hide()
				if (showNameAlways) then
					self.Name:Show()
				else
					self.Name:Hide()
				end
			else
				local castbar = self.Castbar
				if (castbar.casting or castbar.channeling or castbar.empowering) then
					self.Health.Value:Hide()
				else
					self.Health.Value:Show()
				end
				self.Name:Show()
			end
		else
			if (showNameAlways) then
				self.Name:Show()
			else
				self.Name:Hide()
			end
			self.Health.Value:Hide()
		end
	end
end

-- Element proxy for the position updater above.
local Auras_PostUpdate = function(element, unit)
	NamePlate_PostUpdatePositions(element.__owner)
end

local Castbar_PostUpdate = function(element, unit)
	local db = ns.GetConfig("NamePlates")

	local r, g, b = unpack(element.notInterruptible and Colors.title or db.CastBarNameColor)
	element.Text:SetTextColor(r, g, b, 1)

	local r, g, b, a = unpack(element.__owner.isPRD and db.HealthCastOverlayColor or element.notInterruptible and Colors.tapped or db.CastBarColor)
	element:SetStatusBarColor(r, g, b, a or 1)

	NamePlate_PostUpdateHoverElements(element.__owner)
end

-- Callback that handles positions of elements
-- that change position within their frame.
-- Called on full updates and settings changes.
local NamePlate_PostUpdateElements = function(self, event, unit, ...)
	if (unit and unit ~= self.unit) then return end

	local db = ns.GetConfig("NamePlates")

	if (self.isPRD) then
		self:SetIgnoreParentAlpha(false)
		if (self:IsElementEnabled("Auras")) then
			self:DisableElement("Auras")
		end

		self.Castbar:SetSize(unpack(db.HealthBarSize))
		self.Castbar:ClearAllPoints()
		self.Castbar:SetAllPoints(self.Health)
		self.Castbar:SetSparkMap(db.HealthBarSparkMap)
		self.Castbar:SetStatusBarTexture(db.HealthBarTexture)
		self.Castbar:SetTexCoord(unpack(db.HealthBarTexCoord))
		self.Castbar.Backdrop:Hide()
		self.Castbar.Text:ClearAllPoints()
		self.Castbar.Text:SetPoint(unpack(db.CastBarNamePositionPlayer))

	else

		if (NamePlatesMod.db.profile.showAuras and (not NamePlatesMod.db.profile.showAurasOnTargetOnly or self.isTarget)) then
			if (not self:IsElementEnabled("Auras")) then
				self:EnableElement("Auras")
				if (self.Auras.ForceUpdate) then
					self.Auras:ForceUpdate()
				end
			end
		else
			if (self:IsElementEnabled("Auras")) then
				self:DisableElement("Auras")
			end
		end

		if (self.isMouseOver or self.isTarget or self.isSoftTarget or self.inCombat) then
			-- SetIgnoreParentAlpha requires explicit true/false, or it'll bug out.
			self:SetIgnoreParentAlpha(((self.isMouseOver or self.isSoftTarget) and not self.isTarget) and true or false)
		else
			self:SetIgnoreParentAlpha(false)
		end

		self.Castbar:SetSize(unpack(db.CastBarSize))
		self.Castbar:ClearAllPoints()
		self.Castbar:SetPoint(unpack(db.CastBarPosition))
		self.Castbar:SetSparkMap(db.CastBarSparkMap)
		self.Castbar:SetStatusBarTexture(db.CastBarTexture)
		self.Castbar:SetTexCoord(unpack(db.CastBarTexCoord))
		self.Castbar.Backdrop:Show()
		self.Castbar.Text:ClearAllPoints()
		self.Castbar.Text:SetPoint(unpack(db.CastBarNamePosition))
	end

	Castbar_PostUpdate(self.Castbar)
	NamePlate_PostUpdatePositions(self)
end

-- This is called on UpdateAllElements,
-- which is called when a frame is shown or its unit changed.
local NamePlate_PostUpdate = function(self, event, unit, ...)
	if (unit and unit ~= self.unit) then return end

	unit = unit or self.unit

	self.inCombat = InCombatLockdown()
	self.isFocus = UnitIsUnit(unit, "focus")
	self.isTarget = UnitIsUnit(unit, "target")
	self.isSoftEnemy = ns.IsRetail and UnitIsUnit(unit, "softenemy")
	self.isSoftInteract = ns.IsRetail and UnitIsUnit(unit, "softinteract")

	local db = ns.GetConfig("NamePlates")
	local main, reverse = db.Orientation, db.OrientationReversed

	if (self.isPRD) then
		main, reverse = reverse, main
		self:DisableElement("RaidTargetIndicator")
	else
		self:EnableElement("RaidTargetIndicator")
		self.RaidTargetIndicator:ForceUpdate()
	end

	self.Castbar:SetOrientation(main)
	self.Power:SetOrientation(main)
	self.Health:SetOrientation(main)
	self.Health.Preview:SetOrientation(main)
	if (self.HealthPrediction.absorbBar) then self.HealthPrediction.absorbBar:SetOrientation(reverse) end

	Classification_Update(self, event, unit, ...)
	TargetHighlight_Update(self, event, unit, ...)
	NamePlate_PostUpdateElements(self, event, unit, ...)
end

local SoftNamePlate_OnEnter = function(self, ...)
	self.isSoftTarget = true
	if (self.OnEnter) then
		self:OnEnter(...)
	end
end

local SoftNamePlate_OnLeave = function(self, ...)
	self.isSoftTarget = nil
	if (self.OnLeave) then
		self:OnLeave(...)
	end
end

local NamePlate_OnEnter = function(self, ...)
	self.isMouseOver = true
	if (self.OnEnter) then
		self:OnEnter(...)
	end
end

local NamePlate_OnLeave = function(self, ...)
	self.isMouseOver = nil
	if (self.OnLeave) then
		self:OnLeave(...)
	end
end

local NamePlate_OnHide = function(self)
	self.inCombat = nil
	self.isFocus = nil
	self.isTarget = nil
	self.isSoftEnemy = nil
	self.isSoftInteract = nil
end

local NamePlate_OnEvent = function(self, event, unit, ...)
	if (unit and unit ~= self.unit) then return end

	unit = unit or self.unit

	if (event == "PLAYER_REGEN_DISABLED") then
		self.inCombat = true

		NamePlate_PostUpdateElements(self, event, unit, ...)

		return

	elseif (event == "PLAYER_REGEN_ENABLED") then
		self.inCombat = nil

		NamePlate_PostUpdateElements(self, event, unit, ...)

		return

	elseif (event == "PLAYER_TARGET_CHANGED") then
		self.isTarget = UnitIsUnit(unit, "target")

		Classification_Update(self, event, unit, ...)
		TargetHighlight_Update(self, event, unit, ...)
		NamePlate_PostUpdateElements(self, event, unit, ...)

		return
	elseif (event == "PLAYER_SOFT_ENEMY_CHANGED") then
		self.isSoftEnemy = UnitIsUnit(unit, "softenemy")

		Classification_Update(self, event, unit, ...)
		TargetHighlight_Update(self, event, unit, ...)
		NamePlate_PostUpdateElements(self, event, unit, ...)

		return
	elseif (event == "PLAYER_SOFT_INTERACT_CHANGED") then
		self.isSoftInteract = UnitIsUnit(unit, "softinteract")

		Classification_Update(self, event, unit, ...)
		TargetHighlight_Update(self, event, unit, ...)
		NamePlate_PostUpdateElements(self, event, unit, ...)

		return
	elseif (event == "PLAYER_FOCUS_CHANGED") then
		self.isFocus = UnitIsUnit(unit, "focus")

		Classification_Update(self, event, unit, ...)
		TargetHighlight_Update(self, event, unit, ...)
		NamePlate_PostUpdateElements(self, event, unit, ...)

		return
	end

	NamePlate_PostUpdate(self, event, unit, ...)
end

local style = function(self, unit, id)

	local db = ns.GetConfig("NamePlates")

	self.colors = ns.Colors

	self:SetPoint("CENTER",0,0)
	self:SetSize(unpack(db.Size))
	self:SetScale(ns.API.GetScale())
	self:SetFrameLevel(self:GetFrameLevel() + 2)

	self:SetScript("OnHide", NamePlate_OnHide)

	-- Overlay for icons and text
	--------------------------------------------
	local overlay = CreateFrame("Frame", nil, self)
	overlay:SetFrameLevel(self:GetFrameLevel() + 7)
	overlay:SetAllPoints()

	self.Overlay = overlay

	-- Health
	--------------------------------------------
	local health = self:CreateBar()
	health:SetFrameLevel(health:GetFrameLevel() + 2)
	health:SetPoint(unpack(db.HealthBarPosition))
	health:SetSize(unpack(db.HealthBarSize))
	health:SetStatusBarTexture(db.HealthBarTexture)
	health:SetTexCoord(unpack(db.HealthBarTexCoord))
	health:SetSparkMap(db.HealthBarSparkMap)
	health.predictThreshold = .01
	health.colorDisconnected = true
	health.colorTapping = true
	health.colorThreat = true
	health.colorClass = true
	health.colorClassPet = true
	health.colorClassHostileOnly = true
	health.colorHappiness = true
	health.colorReaction = true

	self.Health = health
	self.Health.Override = ns.API.UpdateHealth
	self.Health.PostUpdate = Health_PostUpdate
	self.Health.UpdateColor = Health_UpdateColor
	self.Health.PostUpdateColor = Health_PostUpdateColor

	local healthBackdrop = health:CreateTexture(nil, "BACKGROUND", nil, -1)
	healthBackdrop:SetPoint(unpack(db.HealthBackdropPosition))
	healthBackdrop:SetSize(unpack(db.HealthBackdropSize))
	healthBackdrop:SetTexture(db.HealthBackdropTexture)

	self.Health.Backdrop = healthBackdrop

	local healthOverlay = CreateFrame("Frame", nil, health)
	healthOverlay:SetFrameLevel(overlay:GetFrameLevel())
	healthOverlay:SetAllPoints()

	self.Health.Overlay = healthOverlay

	local healthPreview = self:CreateBar(nil, health)
	healthPreview:SetAllPoints(health)
	healthPreview:SetFrameLevel(health:GetFrameLevel() - 1)
	healthPreview:SetStatusBarTexture(db.HealthBarTexture)
	healthPreview:SetSparkTexture("")
	healthPreview:SetAlpha(.5)
	healthPreview:DisableSmoothing(true)

	self.Health.Preview = healthPreview

	-- Health Prediction
	--------------------------------------------
	local healPredictFrame = CreateFrame("Frame", nil, health)
	healPredictFrame:SetFrameLevel(health:GetFrameLevel() + 2)

	local healPredict = healPredictFrame:CreateTexture(nil, "OVERLAY", nil, 1)
	healPredict:SetTexture(db.HealthBarTexture)
	healPredict.health = health
	healPredict.preview = healthPreview
	healPredict.maxOverflow = 1

	self.HealthPrediction = healPredict
	self.HealthPrediction.PostUpdate = HealPredict_PostUpdate

	-- Castbar
	--------------------------------------------
	local castbar = self:CreateBar()
	castbar:SetFrameLevel(self:GetFrameLevel() + 5)
	castbar:SetSize(unpack(db.CastBarSize))
	castbar:SetPoint(unpack(db.CastBarPosition))
	castbar:SetSparkMap(db.CastBarSparkMap)
	castbar:SetStatusBarTexture(db.CastBarTexture)
	castbar:SetStatusBarColor(unpack(db.CastBarColor))
	castbar:SetTexCoord(unpack(db.CastBarTexCoord))
	castbar:DisableSmoothing(true)
	castbar.timeToHold = db.CastBarTimeToHoldFailed

	self.Castbar = castbar
	self.Castbar.PostCastStart = Castbar_PostUpdate
	self.Castbar.PostCastUpdate = Castbar_PostUpdate
	self.Castbar.PostCastStop = Castbar_PostUpdate
	self.Castbar.PostCastInterruptible = Castbar_PostUpdate

	local castBackdrop = castbar:CreateTexture(nil, "BACKGROUND", nil, -1)
	castBackdrop:SetSize(unpack(db.CastBarBackdropSize))
	castBackdrop:SetPoint(unpack(db.CastBarBackdropPosition))
	castBackdrop:SetTexture(db.CastBarBackdropTexture)

	self.Castbar.Backdrop = castBackdrop

	local castText = castbar:CreateFontString(nil, "OVERLAY", nil, 1)
	castText:SetPoint(unpack(db.CastBarNamePosition))
	castText:SetJustifyH(db.CastBarNameJustifyH)
	castText:SetJustifyV(db.CastBarNameJustifyV)
	castText:SetFontObject(db.CastBarNameFont)
	castText:SetTextColor(unpack(db.CastBarNameColor))

	self.Castbar.Text = castText

	-- Health Value
	--------------------------------------------
	local healthValue = healthOverlay:CreateFontString(nil, "OVERLAY", nil, 1)
	healthValue:SetPoint(unpack(db.HealthValuePosition))
	healthValue:SetFontObject(db.HealthValueFont)
	healthValue:SetTextColor(unpack(db.HealthValueColor))
	healthValue:SetJustifyH(db.HealthValueJustifyH)
	healthValue:SetJustifyV(db.HealthValueJustifyV)
	self:Tag(healthValue, prefix("[*:Health(true)]"))

	self.Health.Value = healthValue

	-- Power
	--------------------------------------------
	local power = self:CreateBar()
	power:SetFrameLevel(health:GetFrameLevel() + 2)
	power:SetPoint(unpack(db.PowerBarPosition))
	power:SetSize(unpack(db.PowerBarSize))
	power:SetStatusBarTexture(db.PowerBarTexture)
	power:SetTexCoord(unpack(db.PowerBarTexCoord))
	power:SetSparkMap(db.PowerBarSparkMap)
	power:SetAlpha(0)
	power.isHidden = true
	power.frequentUpdates = true
	power.displayAltPower = true
	power.colorPower = true

	self.Power = power
	self.Power.Override = ns.API.UpdatePower
	self.Power.PostUpdate = Power_PostUpdate

	local powerBackdrop = power:CreateTexture(nil, "BACKGROUND", nil, -1)
	powerBackdrop:SetPoint(unpack(db.PowerBarBackdropPosition))
	powerBackdrop:SetSize(unpack(db.PowerBarBackdropSize))
	powerBackdrop:SetTexture(db.PowerBarBackdropTexture)

	self.Power.Backdrop = powerBackdrop

	-- Unit Name
	--------------------------------------------
	local name = self:CreateFontString(nil, "OVERLAY", nil, 1)
	name:SetPoint(unpack(db.NamePosition))
	name:SetFontObject(db.NameFont)
	name:SetTextColor(unpack(db.NameColor))
	name:SetJustifyH(db.NameJustifyH)
	name:SetJustifyV(db.NameJustifyV)
	self:Tag(name, prefix("[*:Name(32,nil,nil,true)]"))

	self.Name = name

	-- Absorb Bar
	--------------------------------------------
	if (ns.IsRetail) then
		local absorb = self:CreateBar()
		absorb:SetAllPoints(health)
		absorb:SetFrameLevel(health:GetFrameLevel() + 3)
		absorb:SetStatusBarTexture(db.HealthBarTexture)
		absorb:SetStatusBarColor(unpack(db.HealthAbsorbColor))
		absorb:SetTexCoord(unpack(db.HealthBarTexCoord))
		absorb:SetSparkMap(db.HealthBarSparkMap)

		local orientation
		if (db.HealthBarOrientation == "UP") then
			orientation = "DOWN"
		elseif (db.HealthBarOrientation == "DOWN") then
			orientation = "UP"
		elseif (db.HealthBarOrientation == "LEFT") then
			orientation = "RIGHT"
		else
			orientation = "LEFT"
		end
		absorb:SetOrientation(orientation)

		self.HealthPrediction.absorbBar = absorb
	end

	-- Target Highlight
	--------------------------------------------
	local targetHighlight = healthOverlay:CreateTexture(nil, "BACKGROUND", nil, -2)
	targetHighlight:SetPoint(unpack(db.TargetHighlightPosition))
	targetHighlight:SetSize(unpack(db.TargetHighlightSize))
	targetHighlight:SetTexture(db.TargetHighlightTexture)
	targetHighlight.colorTarget = db.TargetHighlightTargetColor
	targetHighlight.colorFocus = db.TargetHighlightFocusColor
	targetHighlight.colorSoftEnemy = db.TargetHighlightSoftEnemyColor
	targetHighlight.colorSoftInteract = db.TargetHighlightSoftInteractColor

	self.TargetHighlight = targetHighlight

	-- Raid Target Indicator
	--------------------------------------------
	local raidTarget = self:CreateTexture(nil, "OVERLAY", nil, 1)
	raidTarget:SetSize(unpack(db.RaidTargetSize))
	raidTarget:SetPoint(unpack(db.RaidTargetPosition))
	raidTarget:SetTexture(db.RaidTargetTexture)

	self.RaidTargetIndicator = raidTarget

	-- Classification Badge
	--------------------------------------------
	local classification = healthOverlay:CreateTexture(nil, "OVERLAY", nil, -2)
	classification:SetSize(unpack(db.ClassificationSize))
	classification:SetPoint(unpack(db.ClassificationPosition))
	classification.bossTexture = db.ClassificationIndicatorBossTexture
	classification.eliteTexture = db.ClassificationIndicatorEliteTexture
	classification.rareTexture = db.ClassificationIndicatorRareTexture

	self.Classification = classification

	-- Threat
	--------------------------------------------
	local threatIndicator = health:CreateTexture(nil, "BACKGROUND", nil, -2)
	threatIndicator:SetPoint(unpack(db.ThreatPosition))
	threatIndicator:SetSize(unpack(db.ThreatSize))
	threatIndicator:SetTexture(db.ThreatTexture)

	self.ThreatIndicator = threatIndicator

	-- Auras
	--------------------------------------------
	local auras = CreateFrame("Frame", nil, self)
	auras:SetSize(unpack(db.AurasSize))
	auras:SetPoint(unpack(db.AurasPosition))
	auras.size = db.AuraSize
	auras.spacing = db.AuraSpacing
	auras.numTotal = db.AurasNumTotal
	auras.numPerRow = db.AurasNumPerRow -- for our raid target indicator callback
	auras.disableMouse = db.AurasDisableMouse
	auras.disableCooldown = db.AurasDisableCooldown
	auras.onlyShowPlayer = db.AurasOnlyShowPlayer
	auras.showStealableBuffs = db.AurasShowStealableBuffs
	auras.initialAnchor = db.AurasInitialAnchor
	auras["spacing-x"] = db.AurasSpacingX
	auras["spacing-y"] = db.AurasSpacingY
	auras["growth-x"] = db.AurasGrowthX
	auras["growth-y"] = db.AurasGrowthY
	auras.sortMethod = db.AurasSortMethod
	auras.sortDirection = db.AurasSortDirection
	auras.reanchorIfVisibleChanged = true
	auras.CustomFilter = ns.AuraFilters.NameplateAuraFilter -- classic
	auras.FilterAura = ns.AuraFilters.NameplateAuraFilter -- retail
	auras.CreateButton = ns.AuraStyles.CreateSmallButton
	auras.PostUpdateButton = ns.AuraStyles.NameplatePostUpdateButton

	if (ns:GetModule("UnitFrames").db.global.disableAuraSorting) then
		auras.PreSetPosition = ns.AuraSorts.Alternate -- only in classic
		auras.SortAuras = ns.AuraSorts.AlternateFuncton -- only in retail
	else
		auras.PreSetPosition = ns.AuraSorts.Default -- only in classic
		auras.SortAuras = ns.AuraSorts.DefaultFunction -- only in retail
	end

	self.Auras = auras
	self.Auras.PostUpdate = Auras_PostUpdate

	self.PostUpdate = NamePlate_PostUpdate
	self.OnEnter = NamePlate_PostUpdateElements
	self.OnLeave = NamePlate_PostUpdateElements
	--self.OnHide = NamePlate_OnHide

	-- Register events to handle additional texture updates.
	self:RegisterEvent("PLAYER_ENTERING_WORLD", NamePlate_OnEvent, true)
	self:RegisterEvent("PLAYER_TARGET_CHANGED", NamePlate_OnEvent, true)
	self:RegisterEvent("PLAYER_FOCUS_CHANGED", NamePlate_OnEvent, true)
	self:RegisterEvent("PLAYER_REGEN_ENABLED", NamePlate_OnEvent, true)
	self:RegisterEvent("PLAYER_REGEN_DISABLED", NamePlate_OnEvent, true)
	self:RegisterEvent("UNIT_CLASSIFICATION_CHANGED", NamePlate_OnEvent)

	if (ns.IsRetail) then
		self:RegisterEvent("PLAYER_SOFT_ENEMY_CHANGED", NamePlate_OnEvent, true)
		self:RegisterEvent("PLAYER_SOFT_INTERACT_CHANGED", NamePlate_OnEvent, true)
	end
end

local cvars = {
	-- If these are enabled the GameTooltip will become protected,
	-- and all sort of taints and bugs will occur.
	-- This happens on specs that can dispel when hovering over nameplate auras.
	-- We create our own auras anyway, so we don't need these.
	["nameplateShowDebuffsOnFriendly"] = 0,
	["nameplateResourceOnTarget"] = 0, -- Don't show this crap.

	["nameplateLargeTopInset"] = .1, -- default .1, diabolic .15
	["nameplateOtherTopInset"] = .1, -- default .08, diabolic .15
	["nameplateLargeBottomInset"] = .04, -- default .15, diabolic .15
	["nameplateOtherBottomInset"] = .04, -- default .1, diabolic .15
	["nameplateClassResourceTopInset"] = 0,
	["nameplateOtherAtBase"] = 0, -- Show nameplates above heads or at the base (0 or 2)

	-- new CVar July 14th 2020. Wohoo! Thanks torhaala for telling me! :)
	-- *has no effect in retail. probably for the classics only.
	["clampTargetNameplateToScreen"] = 1,

	-- Nameplate scale
	["nameplateGlobalScale"] = 1.1,
	["nameplateLargerScale"] = 1,
	["NamePlateHorizontalScale"] = 1,
	["NamePlateVerticalScale"] = 1,

	-- The max distance to show nameplates.
	-- *this value can be set by the user, and all other values are relative to this one.
	["nameplateMaxDistance"] = ns.IsRetail and 60 or ns.IsClassic and 20 or 41, -- Wrath and TBC have 41

	-- The maximum distance from the camera (not char) where plates will still have max scale
	["nameplateMaxScaleDistance"] = 10,

	-- The distance from the max distance that nameplates will reach their minimum scale.
	["nameplateMinScaleDistance"] = 5,

	["nameplateMaxScale"] = 1, -- The max scale of nameplates.
	["nameplateMinScale"] = .6, -- The minimum scale of nameplates.
	["nameplateSelectedScale"] = 1.1, -- Scale of targeted nameplate

	-- The distance from the camera that nameplates will reach their maximum alpha.
	["nameplateMaxAlphaDistance"] = 10,

	-- The distance from the max distance that nameplates will reach their minimum alpha.
	["nameplateMinAlphaDistance"] = 5,

	["nameplateMaxAlpha"] = 1, -- The max alpha of nameplates.
	["nameplateMinAlpha"] = .4, -- The minimum alpha of nameplates.
	["nameplateOccludedAlphaMult"] = .15, -- Alpha multiplier of hidden plates
	["nameplateSelectedAlpha"] = 1, -- Alpha multiplier of targeted nameplate

	-- The max distance to show the target nameplate when the target is behind the camera.
	["nameplateTargetBehindMaxDistance"] = 15, -- 15

}

local callback = function(self, event, unit)
	if (event == "PLAYER_TARGET_CHANGED") then
	elseif (event == "NAME_PLATE_UNIT_ADDED") then

		self.isPRD = UnitIsUnit(unit, "player")

		if (self.WidgetContainer) then
			self.WidgetContainer:SetParent(ns.Hider)
		end

		if (self.SoftTargetFrame) then
			self.SoftTargetFrame:SetParent(ns.Hider)
		end

		ns.NamePlates[self] = true
		ns.ActiveNamePlates[self] = true

	elseif (event == "NAME_PLATE_UNIT_REMOVED") then

		self.isPRD = nil
		self.inCombat = nil
		self.isFocus = nil
		self.isTarget = nil
		self.isSoftEnemy = nil
		self.isSoftInteract = nil

		ns.ActiveNamePlates[self] = nil
	end
end

local MOUSEOVER
local checkMouseOver = function()
	if (UnitExists("mouseover")) then
		if (MOUSEOVER) then
			if (UnitIsUnit(MOUSEOVER.unit, "mouseover")) then
				return
			end
			NamePlate_OnLeave(MOUSEOVER)
			MOUSEOVER = nil
		end
		for frame in next,ns.ActiveNamePlates do
			if (UnitIsUnit(frame.unit, "mouseover")) then
				MOUSEOVER = frame
				return NamePlate_OnEnter(MOUSEOVER)
			end
		end
	elseif (MOUSEOVER) then
		NamePlate_OnLeave(MOUSEOVER)
		MOUSEOVER = nil
	end
end

local SOFTTARGET
local checkSoftTarget = function()
	if (UnitExists("softenemy") or UnitExists("softinteract")) then
		if (SOFTTARGET) then
			local EnemyDead = true
			if (UnitIsDead("softenemy")) then
				EnemyDead = true
			end
			if ((UnitIsUnit(SOFTTARGET.unit, "softenemy") and not EnemyDead) or UnitIsUnit(SOFTTARGET.unit, "softinteract")) then
				return
			end
			SoftNamePlate_OnLeave(SOFTTARGET)
			SOFTTARGET = nil
		end
		for frame in next,ns.ActiveNamePlates do
			local EnemyDead = false
			if (UnitIsDead("softenemy")) then
				EnemyDead = true
			end
			if ((UnitIsUnit(frame.unit, "softenemy") and not EnemyDead) or UnitIsUnit(frame.unit, "softinteract")) then
				SOFTTARGET = frame
				return SoftNamePlate_OnEnter(SOFTTARGET)
			end
		end
	elseif (SOFTTARGET) then
		SoftNamePlate_OnLeave(SOFTTARGET)
		SOFTTARGET = nil
	end
end

NamePlatesMod.CheckForConflicts = function(self)
	for i,addon in next,{ "ClassicPlatesPlus", "Kui_Nameplates", "NamePlateKAI", "Nameplates", "NeatPlates", "Plater", "SimplePlates", "TidyPlates", "TidyPlates_ThreatPlates", "TidyPlatesContinued" } do
		if (ns.API.IsAddOnEnabled(addon)) then
			return true
		end
	end
end

NamePlatesMod.HookNamePlates = function(self)

	local clearClutter = function(frame)
		local classNameplateManaBar = frame.classNamePlatePowerBar
		if (classNameplateManaBar) then
			classNameplateManaBar:SetAlpha(0)
			classNameplateManaBar:Hide()
			classNameplateManaBar:UnregisterAllEvents()
		end

		local classNamePlateMechanicFrame = frame.classNamePlateMechanicFrame
		if (classNamePlateMechanicFrame) then
			classNamePlateMechanicFrame:SetAlpha(0)
			classNamePlateMechanicFrame:Hide()
		end

		local personalFriendlyBuffFrame = frame.personalFriendlyBuffFrame
		if (personalFriendlyBuffFrame) then
			personalFriendlyBuffFrame:SetAlpha(0)
			personalFriendlyBuffFrame:Hide()
		end
	end

	if (NamePlateDriverFrame.SetupClassNameplateBars) then
		hooksecurefunc(NamePlateDriverFrame, "SetupClassNameplateBars", function(frame)
			if (not frame or frame:IsForbidden()) then return end
			clearClutter(frame)
		end)
	end

	hooksecurefunc(NamePlateDriverFrame, "UpdateNamePlateOptions", function()
		if (InCombatLockdown()) then return end
		local db = ns.GetConfig("NamePlates")
		C_NamePlate.SetNamePlateFriendlySize(unpack(db.Size))
		C_NamePlate.SetNamePlateEnemySize(unpack(db.Size))
		C_NamePlate.SetNamePlateSelfSize(unpack(db.Size))
	end)

	clearClutter(NamePlateDriverFrame)
end

NamePlatesMod.UpdateSettings = function(self)
	for plate in next,ns.ActiveNamePlates do
		NamePlate_PostUpdateElements(plate, "ForceUpdate")
	end
end

NamePlatesMod.OnInitialize = function(self)
	if (self:CheckForConflicts()) then return self:Disable() end

	self.db = ns.db:RegisterNamespace("NamePlates", defaults)

	LoadAddOn("Blizzard_NamePlates")

	self:HookNamePlates()
end

NamePlatesMod.OnEnable = function(self)
	oUF:RegisterStyle(ns.Prefix.."NamePlates", style)
	oUF:SetActiveStyle(ns.Prefix.."NamePlates")
	oUF:SpawnNamePlates(ns.Prefix, callback, cvars)

	self.mouseTimer = self:ScheduleRepeatingTimer(checkMouseOver, 1/20)
	self.softTimer = ns.IsRetail and self:ScheduleRepeatingTimer(checkSoftTarget, 1/20)
end
