--[[

	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 UnitFrameMod = ns:NewModule("UnitFrames", "LibMoreEvents-1.0")

local LibSmoothBar = LibStub("LibSmoothBar-1.0")
local LibSpinBar = LibStub("LibSpinBar-1.0")
local LibOrb = LibStub("LibOrb-1.0")

-- Lua API
local next = next


-- GLOBALS: UIParent
-- GLOBALS: InCombatLockdown, UnitFrame_OnEnter, UnitFrame_OnLeave

local defaults = { profile = ns:Merge({
	enabled = true,
	disableAuraSorting = false,
	disableHealComm = false
}, ns.MovableModulePrototype.defaults) }

-- UnitFrame Callbacks
---------------------------------------------------
local UnitFrame_CreateBar = function(self, name, parent, ...)
	return LibSmoothBar:CreateSmoothBar(name, parent or self, ...)
end

local UnitFrame_CreateRing = function(self, name, parent, ...)
	return LibSpinBar:CreateSpinBar(name, parent or self, ...)
end

local UnitFrame_CreateOrb = function(self, name, parent, ...)
	return LibOrb:CreateOrb(name, parent or self, ...)
end

local UnitFrame_OnEnter = function(self, ...)
	self.isMouseOver = true
	if (self.OnEnter) then
		self:OnEnter(...)
	end
	local tooltips = ns:GetModule("Tooltips", true)
	if (tooltips and tooltips:IsEnabled() and tooltips.db.profile.hideInCombat and tooltips.db.profile.hideUnitFrameTooltipsInCombat and InCombatLockdown()) then
		return
	end
	return _G.UnitFrame_OnEnter(self, ...)
end

local UnitFrame_OnLeave = function(self, ...)
	self.isMouseOver = nil
	if (self.OnLeave) then
		self:OnLeave(...)
	end
	return _G.UnitFrame_OnLeave(self, ...)
end

local UnitFrame_OnHide = function(self, ...)
	self.isMouseOver = nil
	if (self.OnHide) then
		self:OnHide(...)
	end
end

-- UnitFrame Prototype
---------------------------------------------------
oUF:RegisterMetaFunction("CreateBar", UnitFrame_CreateBar)
oUF:RegisterMetaFunction("CreateRing", UnitFrame_CreateRing)
oUF:RegisterMetaFunction("CreateOrb", UnitFrame_CreateOrb)

-- UnitFrame Module Defauts
local unitFrameDefaults = {
	enabled = true,
	scale = 1
}

ns.UnitFrames = {}
ns.UnitFrame = {}
ns.UnitFrame.defaults = unitFrameDefaults

ns.UnitFrame.InitializeUnitFrame = function(self)

	self.isUnitFrame = true
	self.colors = ns.Colors

	self:RegisterForClicks("AnyUp")
	self:SetScript("OnEnter", UnitFrame_OnEnter)
	self:SetScript("OnLeave", UnitFrame_OnLeave)
	self:SetScript("OnHide", UnitFrame_OnHide)

end

ns.UnitFrame.Spawn = function(unit, overrideName, ...)
	local frame = oUF:Spawn(unit, overrideName)

	ns.UnitFrame.InitializeUnitFrame(frame)
	ns.UnitFrames[frame] = true

	return frame
end

-- Inherit from the default movable frame module prototype.
ns.UnitFrameModule = ns:Merge({
	OnEnabledEvent = function(self, event, ...)
		if (event == "PLAYER_REGEN_ENABLED") then
			if (InCombatLockdown()) then return end
			self:UnregisterEvent("PLAYER_REGEN_ENABLED", "OnConfigEvent")
			self:UpdateEnabled()
		end
	end,

	UpdateEnabled = function(self)
		if (InCombatLockdown()) then
			return self:RegisterEvent("PLAYER_REGEN_ENABLED", "OnEnabledEvent")
		end

		local unitframe, anchor = self:GetUnitFrameOrHeader(), self:GetAnchor()

		local config = self.db.profile
		if (config.enabled) then
			unitframe:Enable()

			if (anchor) then
				anchor:Enable()
			end
		else
			unitframe:Disable()

			if (anchor) then
				anchor:Disable()
			end
		end
	end,

	UpdateSettings = function(self)
		self:UpdateEnabled()

		if (self.db.profile.enabled) then
			self:Update()
			self:UpdatePositionAndScale()
			self:UpdateAnchor()
		end
	end,

	Update = function(self)
		-- Placeholder. Update unitframe settings here.
	end,

	-- Severe cleanup of my systems needed, this is a mess.
	PostUpdatePositionAndScale = function(self)
		local config = self.db.profile.savedPosition
		if (not config) then return end

		local frame = self.frame

		-- Used by group frames
		local header = self.frame.content
		if (header) then

			header:SetScale(config.scale)

			-- Let's attempt to do this.
			--if (header.units) then
			--	for i,unitFrame in next,header.units do
			--		unitFrame:SetScale(config.scale)
			--	end
			--elseif (header.ForAll) then
			--	header:ForAll("SetScale", config.scale)
			--end

			--return
		end


		-- Used by boss frames
		if (frame.units) then

			for i,unitFrame in next,frame.units do
				if (not header or unitFrame:GetParent() ~= header) then
					unitFrame:SetScale(config.scale)
				end
			end

			--return
		end

	end,

	GetFrame = function(self)
		return self.frame
	end,

	GetUnitFrameOrHeader = function(self)
		return self.frame.content or self.frame
	end,

	CreateAnchor = function(self, label, watchVariables, colorGroup)
		return ns.MovableModulePrototype.CreateAnchor(self, label, watchVariables, colorGroup or "unitframes")
	end

}, ns.MovableModulePrototype)

UnitFrameMod.UpdateSettings = function(self)

	if (ns.IsClassic or ns.IsWrath) then
		if (self.db.profile.disableHealComm) then

			-- Iterate through unitframes.
			if (ns.UnitFrames) then
				for frame in next,ns.UnitFrames do
					local healthPrediction = frame.HealthPrediction
					if (healthPrediction) then
						frame:DisableElement("HealthPrediction")
					end
				end
			end
			-- Iterate through nameplates.
			if (ns.NamePlates) then
				for frame in next,ns.NamePlates do
					local healthPrediction = frame.HealthPrediction
					if (healthPrediction) then
						frame:DisableElement("HealthPrediction")
					end
				end
			end

		else

			-- Iterate through unitframes.
			if (ns.UnitFrames) then
				for frame in next,ns.UnitFrames do
					local healthPrediction = frame.HealthPrediction
					if (healthPrediction) then
						frame:EnableElement("HealthPrediction")
						healthPrediction:ForceUpdate()
					end
				end
			end

			-- Iterate through nameplates.
			if (ns.NamePlates) then
				for frame in next,ns.NamePlates do
					local healthPrediction = frame.HealthPrediction
					if (healthPrediction) then
						frame:EnableElement("HealthPrediction")
						healthPrediction:ForceUpdate()
					end
				end
			end
		end

	end

	if (self.db.profile.disableAuraSorting) then

		-- Iterate through unitframes.
		if (ns.UnitFrames) then
			for frame in next,ns.UnitFrames do
				local auras = frame.Auras
				if (auras) then
					auras.PreSetPosition = ns.AuraSorts.Alternate -- only in classic
					auras.SortAuras = ns.AuraSorts.AlternateFuncton -- only in retail
					if (frame:IsElementEnabled("Auras")) then
						auras:ForceUpdate()
					end
				end
			end
		end

		-- Iterate through nameplates.
		if (ns.NamePlates) then
			for frame in next,ns.NamePlates do
				local auras = frame.Auras
				if (auras) then
					auras.PreSetPosition = ns.AuraSorts.Alternate -- only in classic
					auras.SortAuras = ns.AuraSorts.AlternateFuncton -- only in retail
					if (frame:IsElementEnabled("Auras")) then
						auras:ForceUpdate()
					end
				end
			end
		end
	else

		-- Iterate through unitframes.
		if (ns.UnitFrames) then
			for frame in next,ns.UnitFrames do
				local auras = frame.Auras
				if (auras) then
					auras.PreSetPosition = ns.AuraSorts.Default -- only in classic
					auras.SortAuras = ns.AuraSorts.DefaultFunction -- only in retail
					if (frame:IsElementEnabled("Auras")) then
						auras:ForceUpdate()
					end
				end
			end
		end

		-- Iterate through nameplates.
		if (ns.NamePlates) then
			for frame in next,ns.NamePlates do
				local auras = frame.Auras
				if (auras) then
					auras.PreSetPosition = ns.AuraSorts.Default -- only in classic
					auras.SortAuras = ns.AuraSorts.DefaultFunction -- only in retail
					if (frame:IsElementEnabled("Auras")) then
						auras:ForceUpdate()
					end
				end
			end
		end

	end

end

UnitFrameMod.OnEnable = function(self)
	self:RegisterEvent("PLAYER_ENTERING_WORLD", "UpdateSettings")
end

UnitFrameMod.OnInitialize = function(self)
	self.db = ns.db:RegisterNamespace("UnitFrames", defaults)
end
