--[[

	The MIT License (MIT)

	Copyright (c) 2024 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 ErrorsFrame = ns:NewModule("ErrorsFrame", ns.MovableModulePrototype, "LibMoreEvents-1.0", "AceHook-3.0")

-- GLOBALS: UIErrorsFrame, UIParent
-- GLOBALS: GetCVarBool, GetGameMessageInfo, PlaySound, PlayVocalErrorSoundID

-- Addon API
local GetFont = ns.API.GetFont

local blackList = {
	msgTypes = {
		[LE_GAME_ERR_ABILITY_COOLDOWN] = true,
		[LE_GAME_ERR_SPELL_COOLDOWN] = true,
		[LE_GAME_ERR_SPELL_FAILED_ANOTHER_IN_PROGRESS] = true,
		[LE_GAME_ERR_OUT_OF_SOUL_SHARDS] = true,
		[LE_GAME_ERR_OUT_OF_FOCUS] = true,
		[LE_GAME_ERR_OUT_OF_COMBO_POINTS] = true,
		[LE_GAME_ERR_OUT_OF_HEALTH] = true,
		[LE_GAME_ERR_OUT_OF_RAGE] = true,
		[LE_GAME_ERR_OUT_OF_RANGE] = true,
		[LE_GAME_ERR_OUT_OF_ENERGY] = true
	},
	[ ERR_ABILITY_COOLDOWN ] = true, 						-- Ability is not ready yet.
	[ ERR_ATTACK_CHARMED ] = true, 							-- Can't attack while charmed.
	[ ERR_ATTACK_CONFUSED ] = true, 						-- Can't attack while confused.
	[ ERR_ATTACK_DEAD ] = true, 							-- Can't attack while dead.
	[ ERR_ATTACK_FLEEING ] = true, 							-- Can't attack while fleeing.
	[ ERR_ATTACK_PACIFIED ] = true, 						-- Can't attack while pacified.
	[ ERR_ATTACK_STUNNED ] = true, 							-- Can't attack while stunned.
	[ ERR_AUTOFOLLOW_TOO_FAR ] = true, 						-- Target is too far away.
	[ ERR_BADATTACKFACING ] = true, 						-- You are facing the wrong way!
	[ ERR_BADATTACKPOS ] = true, 							-- You are too far away!
	[ ERR_CLIENT_LOCKED_OUT ] = true, 						-- You can't do that right now.
	[ ERR_ITEM_COOLDOWN ] = true, 							-- Item is not ready yet.
	[ ERR_OUT_OF_ENERGY ] = true, 							-- Not enough energy
	[ ERR_OUT_OF_FOCUS ] = true, 							-- Not enough focus
	[ ERR_OUT_OF_HEALTH ] = true, 							-- Not enough health
	[ ERR_OUT_OF_MANA ] = true, 							-- Not enough mana
	[ ERR_OUT_OF_RAGE ] = true, 							-- Not enough rage
	[ ERR_OUT_OF_RANGE ] = true, 							-- Out of range.
	[ ERR_SPELL_COOLDOWN ] = true, 							-- Spell is not ready yet.
	[ ERR_SPELL_FAILED_ALREADY_AT_FULL_HEALTH ] = true, 	-- You are already at full health.
	[ ERR_SPELL_OUT_OF_RANGE ] = true, 						-- Out of range.
	[ ERR_USE_TOO_FAR ] = true, 							-- You are too far away.
	[ SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW ] = true, 		-- You can't do that right now.
	[ SPELL_FAILED_CASTER_AURASTATE ] = true, 				-- You can't do that yet
	[ SPELL_FAILED_CASTER_DEAD ] = true, 					-- You are dead
	[ SPELL_FAILED_CASTER_DEAD_FEMALE ] = true, 			-- You are dead
	[ SPELL_FAILED_CHARMED ] = true, 						-- Can't do that while charmed
	[ SPELL_FAILED_CONFUSED ] = true, 						-- Can't do that while confused
	[ SPELL_FAILED_FLEEING ] = true, 						-- Can't do that while fleeing
	[ SPELL_FAILED_ITEM_NOT_READY ] = true, 				-- Item is not ready yet
	[ SPELL_FAILED_NO_COMBO_POINTS ] = true, 				-- That ability requires combo points
	[ SPELL_FAILED_NOT_BEHIND ] = true, 					-- You must be behind your target.
	[ SPELL_FAILED_NOT_INFRONT ] = true, 					-- You must be in front of your target.
	[ SPELL_FAILED_OUT_OF_RANGE ] = true, 					-- Out of range
	[ SPELL_FAILED_PACIFIED ] = true, 						-- Can't use that ability while pacified
	[ SPELL_FAILED_SPELL_IN_PROGRESS ] = true, 				-- Another action is in progress
	[ SPELL_FAILED_STUNNED ] = true, 						-- Can't do that while stunned
	[ SPELL_FAILED_UNIT_NOT_INFRONT ] = true, 				-- Target needs to be in front of you.
	[ SPELL_FAILED_UNIT_NOT_BEHIND ] = true, 				-- Target needs to be behind you.
}

local defaults = { profile = ns:Merge({}, ns.MovableModulePrototype.defaults) }

-- Generate module defaults on the fly
-- to recalculate default values relying on
-- changing factors like user interface scale.
ErrorsFrame.GenerateDefaults = function(self)
	defaults.profile.savedPosition = {
		scale = ns.API.GetEffectiveScale(),
		[1] = "TOP",
		[2] = 0,
		[3] = -600 * ns.API.GetEffectiveScale()
	}
	return defaults
end

ErrorsFrame.PrepareFrames = function(self)

	self.frame = UIErrorsFrame

	self.frame:UnregisterAllEvents()
	self.frame:SetFrameStrata("HIGH")
	self.frame:SetHeight(22)
	self.frame:SetAlpha(.75)
	self.frame:SetFontObject(GetFont(18, true))
	self.frame:SetShadowColor(0, 0, 0, .5)

	self:RegisterEvent("SYSMSG", "OnEvent")
	self:RegisterEvent("UI_ERROR_MESSAGE", "OnEvent")
	self:RegisterEvent("UI_INFO_MESSAGE", "OnEvent")

	-- Macros can toggle this, so we need to hook into it.
	self:SecureHook(self.frame, "RegisterEvent", "OnRegisterEvent")
	self:SecureHook(self.frame, "UnregisterEvent", "OnUnregisterEvent")

end

ErrorsFrame.UpdateAnchor = function(self)
	local config = self.db.profile.savedPosition

	self.anchor:SetSize(760, 22)
	self.anchor:SetScale(config.scale)
	self.anchor:ClearAllPoints()
	self.anchor:SetPoint(config[1], UIParent, config[1], config[2], config[3])
end

ErrorsFrame.OnRegisterEvent = function(self, event, ...)
	self.frame:UnregisterEvent(event)
	self:RegisterEvent(event, "OnEvent", ...)
end

ErrorsFrame.OnUnregisterEvent = function(self, event)
	self:UnregisterEvent(event, "OnEvent")
end

ErrorsFrame.OnEvent = function(self, event, ...)
	if (event == "SYSMSG") then

		local msg, r, g, b = ...
		if (not msg or blackList[msg]) then return end
		self.frame:CheckAddMessage(msg, r, g, b, 1)

	elseif (event == "UI_ERROR_MESSAGE") then

		local messageType, msg = ...
		if (not msg or blackList.msgTypes[messageType] or blackList[msg]) then return end

		if (self.frame.TryDisplayMessage) then
			self.frame:TryDisplayMessage(messageType, msg, 1, 0, 0, 1)
		else
			self.frame:AddMessage(msg, 1, 0, 0, 1)
		end
		-- Play an error sound if the appropriate cvars allows it.
		-- Blizzard plays these sound too, but they don't slave it to the error speech setting. We do.
		if (GetCVarBool("Sound_EnableDialog") and GetCVarBool("Sound_EnableErrorSpeech")) then

			local _, soundKitID, voiceID = GetGameMessageInfo(messageType)
			if (voiceID) then
				-- No idea what channel this ends up in.
				-- *Edit: Seems to be Dialog by default for this one.
				PlayVocalErrorSoundID(voiceID)
			elseif (soundKitID) then
				-- Blizzard sends this to the Master channel. We won't.
				PlaySound(soundKitID, "Dialog")
			end
		end

	elseif (event == "UI_INFO_MESSAGE") then

		local messageType, msg = ...
		if (not msg or blackList.msgTypes[messageType] or blackList[msg]) then return end

		if (self.frame.TryDisplayMessage) then
			self.frame:TryDisplayMessage(messageType, msg, 1, .82, 0, 1)
		else
			self.frame:AddMessage(msg, 1, .82, 0, 1)
		end
	end
end

ErrorsFrame.OnEnable = function(self)
	self:PrepareFrames()
	self:CreateAnchor(SYSTEM_MESSAGES)

	ns.MovableModulePrototype.OnEnable(self)
end
