REQUIRED_REST_HOURS = 5;

function PlayerFrame_OnLoad(self)
	local healthBarContainer = PlayerFrame_GetHealthBarContainer();
	local healthBar = PlayerFrame_GetHealthBar();
	local manaBar = PlayerFrame_GetManaBar();
	local tempMaxHealthLossBar = PlayerFrame_GetTempMaxHealthLossBar();
	UnitFrame_Initialize(self, "player", PlayerName, self.frameType, self.PlayerFrameContainer.PlayerPortrait,
						 healthBar,
						 healthBarContainer.HealthBarText,
						 manaBar,
						 manaBar.ManaBarText,
						 PlayerFrame.PlayerFrameContainer.FrameFlash, nil, nil,
						 healthBar.MyHealPredictionBar,
						 healthBar.OtherHealPredictionBar,
						 healthBar.TotalAbsorbBar,
						 healthBar.OverAbsorbGlow,
						 healthBar.OverHealAbsorbGlow,
						 healthBar.HealAbsorbBar,
						 manaBar.ManaCostPredictionBar,
						 tempMaxHealthLossBar);

	self.statusCounter = 0;
	self.statusSign = -1;

	healthBar:SetBarText(healthBarContainer.HealthBarText, healthBarContainer.LeftText, healthBarContainer.RightText);

	local healthBarTexture = healthBar:GetStatusBarTexture();
	healthBarTexture:AddMaskTexture(healthBarContainer.HealthBarMask);
	healthBarTexture:SetTexelSnappingBias(0);
	healthBarTexture:SetSnapToPixelGrid(false);
	
	local healthLossTexture = PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.HealthBarsContainer.PlayerFrameHealthBarAnimatedLoss:GetStatusBarTexture();
	healthLossTexture:AddMaskTexture(healthBarContainer.HealthBarMask);
	healthLossTexture:SetTexelSnappingBias(0);
	healthLossTexture:SetSnapToPixelGrid(false);
	
	tempMaxHealthLossBar:InitializeMaxHealthLossBar(healthBarContainer, healthBar, healthBarContainer.TempMaxHealthLossDivider);
	
	local tempMaxHPLossTexture = tempMaxHealthLossBar:GetStatusBarTexture();
	tempMaxHPLossTexture:AddMaskTexture(healthBarContainer.HealthBarMask);
	tempMaxHPLossTexture:SetTexelSnappingBias(0);
	tempMaxHPLossTexture:SetSnapToPixelGrid(false);

	manaBar.FeedbackFrame:AddMaskTexture(manaBar.ManaBarMask);
	local manaBarTexture = manaBar:GetStatusBarTexture();
	manaBarTexture:AddMaskTexture(manaBar.ManaBarMask);
	manaBarTexture:SetTexelSnappingBias(0);
	manaBarTexture:SetSnapToPixelGrid(false);

	CombatFeedback_Initialize(self, PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.HitIndicator.HitText, 30);
	PlayerFrame_Update();

	self:RegisterEvent("PLAYER_LEVEL_CHANGED");
	self:RegisterEvent("UNIT_FACTION");
	self:RegisterEvent("PLAYER_ENTERING_WORLD");
	self:RegisterEvent("PLAYER_ENTER_COMBAT");
	self:RegisterEvent("PLAYER_LEAVE_COMBAT");
	self:RegisterEvent("PLAYER_REGEN_DISABLED");
	self:RegisterEvent("PLAYER_REGEN_ENABLED");
	self:RegisterEvent("PLAYER_UPDATE_RESTING");
	self:RegisterEvent("PARTY_LEADER_CHANGED");
	self:RegisterEvent("GROUP_ROSTER_UPDATE");
	self:RegisterEvent("READY_CHECK");
	self:RegisterEvent("READY_CHECK_CONFIRM");
	self:RegisterEvent("READY_CHECK_FINISHED");
	self:RegisterEvent("UNIT_ENTERED_VEHICLE");
	self:RegisterEvent("UNIT_EXITING_VEHICLE");
	self:RegisterEvent("UNIT_EXITED_VEHICLE");
	self:RegisterEvent("PVP_TIMER_UPDATE");
	self:RegisterEvent("PLAYER_ROLES_ASSIGNED");
	self:RegisterEvent("HONOR_LEVEL_UPDATE");
	self:RegisterUnitEvent("UNIT_COMBAT", "player", "vehicle");
	self:RegisterUnitEvent("UNIT_MAXPOWER", "player", "vehicle");

	-- Chinese playtime stuff
	self:RegisterEvent("PLAYTIME_CHANGED");

	UIParent_UpdateTopFramePositions();

	local function OpenContextMenu(frame, unit, button, isKeyPress)
		local which = nil;
		local contextData = {
			fromPlayerFrame = true;
		};

		if unit == "vehicle" then
			which = "VEHICLE";
			contextData.unit = "vehicle";
		else
			which = "SELF";
			contextData.unit = "player";
		end
		UnitPopup_OpenMenu(which, contextData);
	end

	SecureUnitButton_OnLoad(self, "player", OpenContextMenu);

	PlayerFrame_UpdateGroupIndicator();

	if C_GameRules.IsGameRuleActive(Enum.GameRule.PlayerFrameDisabled) then
		self:Hide();
	end
end

function PlayerFrame_OnEvent(self, event, ...)
	UnitFrame_OnEvent(self, event, ...);

	local arg1, arg2, arg3, arg4, arg5 = ...;
	if (event == "PLAYER_LEVEL_CHANGED") then
		PlayerFrame_Update();
	elseif (event == "UNIT_COMBAT") then
		if (arg1 == self.unit) then
			CombatFeedback_OnCombatEvent(self, arg2, arg3, arg4, arg5);
		end
	elseif (event == "UNIT_FACTION") then
		if (arg1 == "player") then
			PlayerFrame_UpdatePvPStatus();
		end
	elseif (event == "PLAYER_ENTERING_WORLD") then
		UnitFrame_Update(self);
		PlayerFrame_UpdateArt(self);
		self.inCombat = nil;
		self.onHateList = nil;
		PlayerFrame_Update();
		PlayerFrame_UpdateStatus();
		PlayerFrame_UpdateRolesAssigned();

		if (IsPVPTimerRunning()) then
			PlayerPVPTimerText:Show();
			PlayerPVPTimerText.timeLeft = GetPVPTimer();
		else
			PlayerPVPTimerText:Hide();
			PlayerPVPTimerText.timeLeft = nil;
		end
	elseif (event == "PLAYER_ENTER_COMBAT") then
		self.inCombat = 1;
		PlayerFrame_UpdateStatus();
	elseif (event == "PLAYER_LEAVE_COMBAT") then
		self.inCombat = nil;
		PlayerFrame_UpdateStatus();
	elseif (event == "PLAYER_REGEN_DISABLED") then
		self.onHateList = 1;
		PlayerFrame_UpdateStatus();
	elseif (event == "PLAYER_REGEN_ENABLED") then
		self.onHateList = nil;
		PlayerFrame_UpdateStatus();
	elseif (event == "PLAYER_UPDATE_RESTING") then
		PlayerFrame_UpdateStatus();
	elseif (event == "PARTY_LEADER_CHANGED" or event == "GROUP_ROSTER_UPDATE") then
		PlayerFrame_UpdateGroupIndicator();
		PlayerFrame_UpdatePartyLeader();
		PlayerFrame_UpdateReadyCheck();
	elseif (event == "PLAYTIME_CHANGED") then
		PlayerFrame_UpdatePlaytime();
	elseif (event == "READY_CHECK" or event == "READY_CHECK_CONFIRM") then
		PlayerFrame_UpdateReadyCheck();
	elseif (event == "READY_CHECK_FINISHED") then
		ReadyCheck_Finish(PlayerFrame.PlayerFrameContent.PlayerFrameContentContextual.ReadyCheck, DEFAULT_READY_CHECK_STAY_TIME);
	elseif (event == "UNIT_ENTERED_VEHICLE") then
		if (arg1 == "player") then
			if (UnitInVehicleHidesPetFrame("player")) then
				self.vehicleHidesPet = true;
			end
			PlayerFrame_UpdateArt(self);
		end
	elseif (event == "UNIT_EXITING_VEHICLE") then
		if (arg1 == "player") then
			if (self.state == "vehicle") then
				PlayerFrame_UpdateArt(self);
			else
				self.updatePetFrame = true;
			end
			self.vehicleHidesPet = false;
		end
	elseif (event == "UNIT_EXITED_VEHICLE") then
		if (arg1 == "player") then
			PlayerFrame_UpdateArt(self);
		end
	elseif (event == "PVP_TIMER_UPDATE") then
		if (IsPVPTimerRunning()) then
			PlayerPVPTimerText:Show();
			PlayerPVPTimerText.timeLeft = GetPVPTimer();
		else
			PlayerPVPTimerText:Hide();
			PlayerPVPTimerText.timeLeft = nil;
		end
	elseif (event == "PLAYER_ROLES_ASSIGNED") then
		PlayerFrame_UpdateRolesAssigned();
	elseif (event == "HONOR_LEVEL_UPDATE") then
		PlayerFrame_UpdatePvPStatus();
	end
end

function PlayerFrame_OnUpdate(self, elapsed)
	if (PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.StatusTexture:IsShown()) then
		local alpha = 255;
		local counter = self.statusCounter + elapsed;
		local sign    = self.statusSign;

		if (counter > 0.5) then
			sign = -sign;
			self.statusSign = sign;
		end
		counter = mod(counter, 0.5);
		self.statusCounter = counter;

		if (sign == 1) then
			alpha = (55 + (counter * 400)) / 255;
		else
			alpha = (255 - (counter * 400)) / 255;
		end
		PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.StatusTexture:SetAlpha(alpha);
	end

	if (PlayerPVPTimerText.timeLeft) then
		PlayerPVPTimerText.timeLeft = PlayerPVPTimerText.timeLeft - elapsed*1000;
		local timeLeft = PlayerPVPTimerText.timeLeft;
		if (timeLeft < 0) then
			PlayerPVPTimerText:Hide()
		end
		PlayerPVPTimerText:SetFormattedText(SecondsToTimeAbbrev(floor(timeLeft/1000)));
	else
		PlayerPVPTimerText:Hide();
	end
	CombatFeedback_OnUpdate(self, elapsed);
end

function PlayerFrame_OnReceiveDrag()
	if (CursorHasItem()) then
		AutoEquipCursorItem();
	end
end

--
-- Helper functions to access frequently needed UI.
--

function PlayerFrame_GetPlayerFrameContentContextual()
	return PlayerFrame.PlayerFrameContent.PlayerFrameContentContextual;
end

function PlayerFrame_GetHealthBar()
	return PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.HealthBarsContainer.HealthBar;
end

function PlayerFrame_GetHealthBarContainer()
	return PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.HealthBarsContainer;
end

function PlayerFrame_GetTempMaxHealthLossBar()
	return PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.HealthBarsContainer.PlayerFrameTempMaxHealthLoss;
end

function PlayerFrame_GetManaBar()
	return PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.ManaBarArea.ManaBar;
end

function PlayerFrame_GetAlternatePowerBar()
	return PlayerFrame.activeAlternatePowerBar;
end

--
-- Functions related to localization anchoring, which can be overritten in LocalizationPost for different languages.
--

function PlayerFrame_UpdatePlayerNameTextAnchor()
	if PlayerFrame.unit == "vehicle" then
		PlayerName:SetPoint("TOPLEFT", 96, -27);
	else
		PlayerName:SetPoint("TOPLEFT", 88, -27);
	end
end

--
-- Functions related to various update calls.
--

function PlayerFrame_Update()
	if (UnitExists("player")) then
		PlayerFrame_UpdateLevel();
		PlayerFrame_UpdatePartyLeader();
		PlayerFrame_UpdatePvPStatus();
		PlayerFrame_UpdateStatus();
		PlayerFrame_UpdatePlaytime();
	end
end

function PlayerFrame_UpdateLevel()
	if (UnitExists("player")) then
		local level = UnitLevel(PlayerFrame.unit);
		local effectiveLevel = UnitEffectiveLevel(PlayerFrame.unit);
		if (effectiveLevel ~= level) then
			PlayerLevelText:SetVertexColor(0.1, 1.0, 0.1, 1.0);
		else
			PlayerLevelText:SetVertexColor(1.0, 0.82, 0.0, 1.0);
		end
		PlayerLevelText:SetText(effectiveLevel);
	end
end

function PlayerFrame_UpdatePartyLeader()
	local playerFrameTargetContextual = PlayerFrame_GetPlayerFrameContentContextual();
	if (UnitIsGroupLeader("player")) then
		playerFrameTargetContextual.LeaderIcon:SetShown(not HasLFGRestrictions());
		playerFrameTargetContextual.GuideIcon:SetShown(HasLFGRestrictions());
	else
		playerFrameTargetContextual.LeaderIcon:Hide();
		playerFrameTargetContextual.GuideIcon:Hide();
	end
end

function PlayerFrame_CanPlayPVPUpdateSound()
	local playerFrameTargetContextual = PlayerFrame_GetPlayerFrameContentContextual();

	return not playerFrameTargetContextual.PVPIcon:IsShown() and not playerFrameTargetContextual.PrestigePortrait:IsShown();
end

function PlayerFrame_UpdatePvPStatus()
	local playerFrameTargetContextual = PlayerFrame_GetPlayerFrameContentContextual();
	local pvpIcon = playerFrameTargetContextual.PVPIcon;
	local prestigePortrait = playerFrameTargetContextual.PrestigePortrait;
	local prestigeBadge = playerFrameTargetContextual.PrestigeBadge;
	local unitFramePvPContextualDisabled = C_GameRules.IsGameRuleActive(Enum.GameRule.UnitFramePvPContextualDisabled);
	if unitFramePvPContextualDisabled then
		prestigePortrait:Hide();
		prestigeBadge:Hide();
		pvpIcon:Hide();
		PlayerPVPTimerText:Hide();
		PlayerPVPTimerText.timeLeft = nil;
		return;
	end

	local factionGroup, factionName = UnitFactionGroup("player");
	local activePvPBadgeContainer = nil;

	if (UnitIsPVPFreeForAll("player")) then
		if (PlayerFrame_CanPlayPVPUpdateSound()) then
			PlaySound(SOUNDKIT.IG_PVP_UPDATE);
		end
		local honorLevel = UnitHonorLevel("player");
		local honorRewardInfo = C_PvP.GetHonorRewardInfo(honorLevel);
		if (honorRewardInfo) then
			prestigePortrait:SetAtlas("honorsystem-portrait-neutral", TextureKitConstants.IgnoreAtlasSize);
			prestigeBadge:SetTexture(honorRewardInfo.badgeFileDataID);
			prestigePortrait:Show();
			prestigeBadge:Show();
			pvpIcon:Hide();
			activePvPBadgeContainer = prestigePortrait;
		else
			prestigePortrait:Hide();
			prestigeBadge:Hide();
			pvpIcon:SetAtlas("UI-HUD-UnitFrame-Player-PVP-FFAIcon", TextureKitConstants.UseAtlasSize);
			pvpIcon:Show();
			activePvPBadgeContainer = pvpIcon;
		end

		PlayerPVPTimerText:Hide();
		PlayerPVPTimerText.timeLeft = nil;
	elseif (factionGroup and factionGroup ~= "Neutral" and UnitIsPVP("player")) then
		if (PlayerFrame_CanPlayPVPUpdateSound()) then
			PlaySound(SOUNDKIT.IG_PVP_UPDATE);
		end

		local honorLevel = UnitHonorLevel("player");
		local honorRewardInfo = C_PvP.GetHonorRewardInfo(honorLevel);
		if (honorRewardInfo) then
			-- ugly special case handling for mercenary mode
			if (UnitIsMercenary("player")) then
				if (factionGroup == "Horde") then
					factionGroup = "Alliance";
				elseif (factionGroup == "Alliance") then
					factionGroup = "Horde";
				end
			end

			prestigePortrait:SetAtlas("honorsystem-portrait-"..factionGroup, TextureKitConstants.IgnoreAtlasSize);
			prestigeBadge:SetTexture(honorRewardInfo.badgeFileDataID);
			prestigePortrait:Show();
			prestigeBadge:Show();
			pvpIcon:Hide();
			activePvPBadgeContainer = prestigePortrait;
		else
			prestigePortrait:Hide();
			prestigeBadge:Hide();
			if (factionGroup == "Horde") then
				pvpIcon:SetAtlas("UI-HUD-UnitFrame-Player-PVP-HordeIcon", TextureKitConstants.UseAtlasSize);
			elseif (factionGroup == "Alliance") then
				pvpIcon:SetAtlas("UI-HUD-UnitFrame-Player-PVP-AllianceIcon", TextureKitConstants.UseAtlasSize);
			end

			-- ugly special case handling for mercenary mode
			if (UnitIsMercenary("player")) then
				if (factionGroup == "Horde") then
					pvpIcon:SetAtlas("UI-HUD-UnitFrame-Player-PVP-AllianceIcon", TextureKitConstants.UseAtlasSize);
				elseif ( factionGroup == "Alliance" ) then
					pvpIcon:SetAtlas("UI-HUD-UnitFrame-Player-PVP-HordeIcon", TextureKitConstants.UseAtlasSize);
				end
			end

			pvpIcon:Show();
			activePvPBadgeContainer = pvpIcon;
		end
	else
		prestigePortrait:Hide();
		prestigeBadge:Hide();
		pvpIcon:Hide();
		PlayerPVPTimerText:Hide();
		PlayerPVPTimerText.timeLeft = nil;
	end

	if activePvPBadgeContainer == prestigePortrait then
		PlayerPVPTimerText:SetPoint("TOP", prestigePortrait, "BOTTOM", 0, 10);
	elseif activePvPBadgeContainer == pvpIcon then
		PlayerPVPTimerText:SetPoint("TOP", pvpIcon, "BOTTOM", 0, 2);
	end
end

function PlayerFrame_UpdateRolesAssigned()
	local roleIcon = PlayerFrame.PlayerFrameContent.PlayerFrameContentContextual.RoleIcon;
	local hasIcon = false;

	-- Only show role icons when in instanced content areas (raids, dungeons, battleground, etc.)
	local _, instanceType = GetInstanceInfo();
	if instanceType ~= "none" then
		local role = UnitGroupRolesAssignedEnum("player");
		if (role == Enum.LFGRole.Tank) then
			roleIcon:SetAtlas("roleicon-tiny-tank", TextureKitConstants.IgnoreAtlasSize);
			hasIcon = true;
		elseif (role == Enum.LFGRole.Healer) then
			roleIcon:SetAtlas("roleicon-tiny-healer", TextureKitConstants.IgnoreAtlasSize);
			hasIcon = true;
		elseif (role == Enum.LFGRole.Damage) then
			roleIcon:SetAtlas("roleicon-tiny-dps", TextureKitConstants.IgnoreAtlasSize);
			hasIcon = true;
		end
	end

	-- If we show the role, hide the level text which is in the same location.
	roleIcon:SetShown(hasIcon);
	PlayerLevelText:SetShown(not hasIcon);
end

function PlayerFrame_UpdateArt(self)
	if (UnitHasVehiclePlayerFrameUI("player")) then
		PlayerFrame_ToVehicleArt(self);
	else
		PlayerFrame_ToPlayerArt(self);
	end

	if (self.updatePetFrame) then
		-- leaving a vehicle that didn't change player art
		self.updatePetFrame = false;
		PetFrame:Update();
	end
end

function PlayerFrame_UpdateVoiceStatus(status)
	PlayerSpeakerFrame:Hide();
end

function PlayerFrame_UpdateReadyCheck()
	local readyFrame = PlayerFrame.PlayerFrameContent.PlayerFrameContentContextual.ReadyCheck;
	local readyCheckStatus = GetReadyCheckStatus("player");
	if (readyCheckStatus) then
		if (readyCheckStatus == "ready") then
			ReadyCheck_Confirm(readyFrame, 1);
		elseif (readyCheckStatus == "notready") then
			ReadyCheck_Confirm(readyFrame, 0);
		else -- "waiting"
			ReadyCheck_Start(readyFrame);
		end
	else
		readyFrame:Hide();
	end
end

function PlayerFrame_UpdateStatus()
	local playerFrameTargetContextual = PlayerFrame_GetPlayerFrameContentContextual();
	local attackIcon = playerFrameTargetContextual.AttackIcon;
	local playerPortraitCornerIcon = playerFrameTargetContextual.PlayerPortraitCornerIcon;
	local statusTexture = PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.StatusTexture;

	if (IsResting()) then
		statusTexture:SetVertexColor(1.0, 0.88, 0.25, 1.0);
		statusTexture:Show();
		attackIcon:Hide();
		playerPortraitCornerIcon:Show();

		PlayerFrame_UpdatePlayerRestLoop(true);
	elseif (PlayerFrame.inCombat) then
		statusTexture:SetVertexColor(1.0, 0.0, 0.0, 1.0);
		statusTexture:Show();
		attackIcon:Show();
		playerPortraitCornerIcon:Hide();

		PlayerFrame_UpdatePlayerRestLoop(false);
	elseif (PlayerFrame.onHateList) then
		attackIcon:Show();
		playerPortraitCornerIcon:Hide();

		PlayerFrame_UpdatePlayerRestLoop(false);
	else
		statusTexture:Hide();
		attackIcon:Hide();
		playerPortraitCornerIcon:Show();

		PlayerFrame_UpdatePlayerRestLoop(false);
	end
end

function PlayerFrame_UpdatePlayerRestLoop(state)
	local playerRestLoop = PlayerFrame.PlayerFrameContent.PlayerFrameContentContextual.PlayerRestLoop;

	if(state) then
		playerRestLoop:Show();
		playerRestLoop.PlayerRestLoopAnim:Play();
	else
		playerRestLoop:Hide();
		playerRestLoop.PlayerRestLoopAnim:Stop();
	end
end

function PlayerFrame_UpdateGroupIndicator()
	local groupIndicator = PlayerFrame.PlayerFrameContent.PlayerFrameContentContextual.GroupIndicator;

	groupIndicator:Hide();
	local name, rank, subgroup;
	if (not IsInRaid()) then
		return;
	end

	local numGroupMembers = GetNumGroupMembers();
	for i=1, MAX_RAID_MEMBERS do
		if (i <= numGroupMembers) then
			name, rank, subgroup = GetRaidRosterInfo(i);
			-- Set the player's group number indicator
			if (name == UnitName("player")) then
				PlayerFrameGroupIndicatorText:SetText(GROUP.." "..subgroup);
				groupIndicator:SetWidth(PlayerFrameGroupIndicatorText:GetWidth()+40);
				groupIndicator:Show();
				break;
			end
		end
	end
end

function PlayerFrame_UpdatePlaytime()
	local playerFrameTargetContextual = PlayerFrame_GetPlayerFrameContentContextual();
	local playerPlayTime = playerFrameTargetContextual.PlayerPlayTime;
	local playTimeIcon = playerFrameTargetContextual.PlayerPlayTime.PlayTimeIcon;

	if (PartialPlayTime()) then
		playTimeIcon:SetAtlas("UI-HUD-UnitFrame-Player-PlayTimeTired", TextureKitConstants.UseAtlasSize);
		playerPlayTime.tooltip = format(PLAYTIME_TIRED, REQUIRED_REST_HOURS - floor(GetBillingTimeRested()/60));
		playerPlayTime:Show();
	elseif (NoPlayTime()) then
		playTimeIcon:SetAtlas("UI-HUD-UnitFrame-Player-PlayTimeUnhealthy", TextureKitConstants.UseAtlasSize);
		playerPlayTime.tooltip = format(PLAYTIME_UNHEALTHY, REQUIRED_REST_HOURS - floor(GetBillingTimeRested()/60));
		playerPlayTime:Show();
	else
		playerPlayTime:Hide();
	end
end

--
-- Functions related to swapping between player and vehicle art.
--

function PlayerFrame_ToVehicleArt(self, vehicleType)
	PlayerFrame.state = "vehicle";

	local healthBarContainer = PlayerFrame_GetHealthBarContainer();
	local healthBar = PlayerFrame_GetHealthBar();
	local manaBar = PlayerFrame_GetManaBar();

	--Swap pet and player frames
	UnitFrame_SetUnit(self, "vehicle", healthBar, manaBar);
	UnitFrame_SetUnit(PetFrame, "player", PetFrameHealthBar, PetFrameManaBar);

	-- Swap frame textures
	PlayerFrame.PlayerFrameContainer.FrameTexture:Hide();
	PlayerFrame.PlayerFrameContainer.VehicleFrameTexture:Show();
	PlayerFrame.PlayerFrameContainer.AlternatePowerFrameTexture:Hide();

	-- Update Flash and Status Textures
	local frameFlash = PlayerFrame.PlayerFrameContainer.FrameFlash;
	frameFlash:SetAtlas("UI-HUD-UnitFrame-Player-PortraitOn-Vehicle-InCombat", TextureKitConstants.UseAtlasSize);
	frameFlash:SetPoint("CENTER", frameFlash:GetParent(), "CENTER", -3.5, 1);

	local statusTexture = PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.StatusTexture;
	statusTexture:SetAtlas("UI-HUD-UnitFrame-Player-PortraitOn-Vehicle-Status", TextureKitConstants.UseAtlasSize);
	statusTexture:SetPoint("TOPLEFT", frameFlash:GetParent(), "TOPLEFT", 11, -8);

	-- Update health bar
	healthBarContainer:SetWidth(118);
	
	if UNIT_FRAME_SHOW_HEALTH_ONLY then 
		healthBar:SetHeight(32);
		healthBarContainer:SetHeight(32);
	else 
		healthBar:SetHeight(20);
		healthBarContainer:SetHeight(20);
	end
	healthBarContainer:SetPoint("TOPLEFT", 91, -40);

	healthBarContainer.HealthBarMask:SetPoint("TOPLEFT", healthBarContainer, "TOPLEFT", -8, 6);

	-- Update mana bar
	manaBar:SetWidth(118);
	manaBar:SetHeight(10);
	manaBar:SetPoint("TOPLEFT",91,-61);

	manaBar.ManaBarMask:SetWidth(121);
	manaBar.ManaBarMask:SetAtlas("UI-HUD-UnitFrame-Player-PortraitOn-Bar-Mana-Mask");

	-- Update alternate power bar
	PlayerFrameAlternatePowerBarArea:Hide();
	local alternatePowerBar = PlayerFrame_GetAlternatePowerBar();
	if alternatePowerBar then
		alternatePowerBar:Hide();
	end

	-- Update power bar
	local _, class = UnitClass("player");
	if PlayerFrame.classPowerBar then
		PlayerFrame.classPowerBar:Hide();
	elseif class == "SHAMAN" then
		TotemFrame:Hide();
	elseif class == "DEATHKNIGHT" then
		RuneFrame:Hide();
	end
	EssencePlayerFrame:Setup();

	-- Update other stuff
	PlayerFrame_Update();
	PetFrame:Update();
	BuffFrame:Update();
	DebuffFrame:Update();
	ComboFrame_Update(ComboFrame);

	PlayerFrame_UpdateRolesAssigned();
	PlayerFrame_UpdatePlayerNameTextAnchor();
	local playerFrameTargetContextual = PlayerFrame_GetPlayerFrameContentContextual();
	playerFrameTargetContextual.GroupIndicator:SetPoint("BOTTOMRIGHT", PlayerFrame, "TOPLEFT", 210, -28);
	playerFrameTargetContextual.RoleIcon:SetPoint("TOPLEFT", 194, -27);
	PlayerLevelText:Hide();

	PlayerFrameBottomManagedFramesContainer:SetPoint("TOP", PlayerFrame, "BOTTOM", 30, 25);
	if PlayerFrameBottomManagedFramesContainer:IsShown() then
		PlayerFrameBottomManagedFramesContainer:Layout();
	end
end

function PlayerFrame_ToPlayerArt(self)
	PlayerFrame.state = "player";

	local healthBarContainer = PlayerFrame_GetHealthBarContainer();
	local healthBar = PlayerFrame_GetHealthBar();
	local manaBar = PlayerFrame_GetManaBar();
	local alternatePowerBar = PlayerFrame_GetAlternatePowerBar();

	-- Unswap pet and player frames
	UnitFrame_SetUnit(self, "player", healthBar, manaBar);
	UnitFrame_SetUnit(PetFrame, "pet", PetFrameHealthBar, PetFrameManaBar);

	-- Swap frame textures
	PlayerFrame.PlayerFrameContainer.VehicleFrameTexture:Hide();
	if UNIT_FRAME_SHOW_HEALTH_ONLY then
		PlayerFrame.PlayerFrameContainer.FrameTexture:SetAtlas("plunderstorm-ui-hud-unitframe-player-portraiton");
		PlayerFrame.PlayerFrameContainer.FrameTexture:Show();
		PlayerFrame.PlayerFrameContainer.AlternatePowerFrameTexture:Hide();
	else
		PlayerFrame.PlayerFrameContainer.FrameTexture:SetAtlas("UI-HUD-UnitFrame-Player-PortraitOn");
		PlayerFrame.PlayerFrameContainer.FrameTexture:SetShown(alternatePowerBar == nil);
		PlayerFrame.PlayerFrameContainer.AlternatePowerFrameTexture:SetShown(alternatePowerBar ~= nil);
	end

	-- Update Flash and Status Textures
	local frameFlash = PlayerFrame.PlayerFrameContainer.FrameFlash;
	if UNIT_FRAME_SHOW_HEALTH_ONLY then
		frameFlash:SetAtlas("plunderstorm-ui-hud-unitframe-player-portraiton-incombat", TextureKitConstants.UseAtlasSize);
		frameFlash:SetPoint("CENTER", frameFlash:GetParent(), "CENTER", -1, 0.5);
	elseif alternatePowerBar then
		frameFlash:SetAtlas("UI-HUD-UnitFrame-Player-PortraitOn-ClassResource-InCombat", TextureKitConstants.UseAtlasSize);
		frameFlash:SetPoint("CENTER", frameFlash:GetParent(), "CENTER", -2, 0.5);
	else
		frameFlash:SetAtlas("UI-HUD-UnitFrame-Player-PortraitOn-InCombat", TextureKitConstants.UseAtlasSize);
		frameFlash:SetPoint("CENTER", frameFlash:GetParent(), "CENTER", -1.5, 1);
	end

	local statusTexture = PlayerFrame.PlayerFrameContent.PlayerFrameContentMain.StatusTexture;
	statusTexture:SetAtlas("UI-HUD-UnitFrame-Player-PortraitOn-Status", TextureKitConstants.UseAtlasSize);
	statusTexture:SetPoint("TOPLEFT", frameFlash:GetParent(), "TOPLEFT", 18, -14);

	healthBarContainer:SetWidth(124);
	healthBarContainer:SetPoint("TOPLEFT", 85, -41);

	healthBarContainer.HealthBarMask:SetPoint("TOPLEFT", healthBar, "TOPLEFT", -2, 6);

	if UNIT_FRAME_SHOW_HEALTH_ONLY then
		healthBar:SetHeight(32);
		healthBarContainer:SetHeight(32);
		healthBarContainer.HealthBarMask:SetAtlas("plunderstorm-ui-hud-unitframe-player-portraiton-bar-health-mask");
		healthBarContainer.HealthBarMask:SetHeight(37);
	else
		healthBar:SetHeight(19);
		healthBarContainer:SetHeight(19);
		healthBarContainer.HealthBarMask:SetAtlas("UI-HUD-UnitFrame-Player-PortraitOn-Bar-Health-Mask");
		healthBarContainer.HealthBarMask:SetHeight(31);
	end

	-- Update mana bar
	manaBar:SetHeight(10);
	manaBar:SetWidth(124);
	manaBar:SetPoint("TOPLEFT", 85, -61);

	manaBar.ManaBarMask:SetWidth(128);

	local maskTexture = alternatePowerBar and "Unit_BarMask" or "UI-HUD-UnitFrame-Player-PortraitOn-Bar-Mana-Mask";
	manaBar.ManaBarMask:SetAtlas(maskTexture, TextureKitConstants.UseAtlasSize);

	-- Update alternate power bar area
	if alternatePowerBar then
		PlayerFrameAlternatePowerBarArea:Show();
		alternatePowerBar:Show();
	else
		PlayerFrameAlternatePowerBarArea:Hide();
	end

	-- Update power bar
	local _, class = UnitClass("player");
	if (PlayerFrame.classPowerBar) then
		PlayerFrame.classPowerBar:Setup();
	elseif (class == "SHAMAN") then
		TotemFrame:Update(); 
	elseif (class == "DEATHKNIGHT") then
		RuneFrame:Show();
	end
	EssencePlayerFrame:Setup();

	-- Update other stuff
	PlayerFrame_Update();
	PetFrame:Update();
	BuffFrame:Update();
	DebuffFrame:Update();
	ComboFrame_Update(ComboFrame);

	PlayerFrame_UpdateRolesAssigned();
	PlayerFrame_UpdatePlayerNameTextAnchor();
	local playerFrameTargetContextual = PlayerFrame_GetPlayerFrameContentContextual();
	playerFrameTargetContextual.GroupIndicator:SetPoint("BOTTOMRIGHT", PlayerFrame, "TOPLEFT", 210, -29);
	playerFrameTargetContextual.RoleIcon:SetPoint("TOPLEFT", 196, -27);

	if alternatePowerBar then
		PlayerFrameBottomManagedFramesContainer:SetPoint("TOP", PlayerFrame, "BOTTOM", 30, 15);
	else
		PlayerFrameBottomManagedFramesContainer:SetPoint("TOP", PlayerFrame, "BOTTOM", 30, 25);
	end

	if PlayerFrameBottomManagedFramesContainer:IsShown() then
		PlayerFrameBottomManagedFramesContainer:Layout();
	end
end

--
--	Functions related to the alternate power bar
--

function PlayerFrame_OnAlternatePowerBarEnabled(alternatePowerBar)
	PlayerFrame.activeAlternatePowerBar = alternatePowerBar;
	PlayerFrame_UpdateArt(PlayerFrame);
end

function PlayerFrame_OnAlternatePowerBarDisabled(alternatePowerBar)
	if PlayerFrame.activeAlternatePowerBar == alternatePowerBar then
		PlayerFrame.activeAlternatePowerBar = nil;
		PlayerFrame_UpdateArt(PlayerFrame);
	end
end

TempMaxHealthLossDividerMixin = {};

function TempMaxHealthLossDividerMixin:SetXPosition(xPosition)
	self.TempHPLossDividerShadow:SetPoint("CENTER", self, "LEFT", xPosition, 0);
	self.TempHPLossDividerMask:SetPoint("CENTER", self, "LEFT", xPosition, 0);
	--Hide when position = 0
	self:SetShown(xPosition ~= 0);
end
