--[[
  /$$$$$$            /$$                           /$$
 /$$__  $$          |__/                          | $$
| $$  \ $$ /$$$$$$$  /$$ /$$$$$$/$$$$   /$$$$$$  /$$$$$$    /$$$$$$
| $$$$$$$$| $$__  $$| $$| $$_  $$_  $$ |____  $$|_  $$_/   /$$__  $$
| $$__  $$| $$  \ $$| $$| $$ \ $$ \ $$  /$$$$$$$  | $$    | $$$$$$$$
| $$  | $$| $$  | $$| $$| $$ | $$ | $$ /$$__  $$  | $$ /$$| $$_____/
| $$  | $$| $$  | $$| $$| $$ | $$ | $$|  $$$$$$$  |  $$$$/|  $$$$$$$
|__/  |__/|__/  |__/|__/|__/ |__/ |__/ \_______/   \___/   \_______/
--]]

--[[ LOCALIZED GLOBALS ]]--
--GLOBAL NAMESPACE
local _G = getfenv(0);
--LUA
local select        = _G.select;
local assert        = _G.assert;
local type          = _G.type;
local error         = _G.error;
local pcall         = _G.pcall;
--BLIZZARD API
local UIParent          = _G.UIParent;
local UIFrameFadeOut    = _G.UIFrameFadeOut;
local FlickerAlpha      = {0.2,0.15,0.1,0.15,0.2,0.15,0.1,0.15}
--[[ LIB CONSTRUCT ]]--

local lib = Librarian:NewLibrary("Animate")

if not lib then return end -- No upgrade needed

local MANAGED_ANIMATIONS = {
    ["Orbit"] = true,
    ["Sprite4"] = true,
    ["Sprite8"] = true,
    ["StopSprite"] = false,
    ["Pulse"] = false,
    ["Kapow"] = false,
    ["Flash"] = false,
    ["StopFlash"] = false,
    ["Slide"] = false,
    ["SlideIn"] = false,
    ["SlideOut"] = false,
    ["RandomSlide"] = false,
};

--[[ LOCAL FUNCTIONS ]]--

local Anim_OnShow = function(self)
    if self.anim:IsPlaying() then
        self.anim:Finish()
    end
    self.anim:Play()
end

local Anim_OnHide = function(self)
    self.anim:Finish()
end

local Anim_OnPlay = function(self)
    local parent = self.parent
    parent:SetAlpha(1)
    if self.hideOnFinished and not parent:IsShown() then
        parent:Show()
    end
end

local Anim_OnStop = function(self)
    local parent = self.parent
    if self.fadeOnFinished then
        parent:SetAlpha(0)
    end
    if self.hideOnFinished and parent:IsShown() then
        parent:Hide()
    end
    if self.startscale then
        parent:SetScale(1)
        self.startscale = 1
    end
end

local Anim_OnFinished = function(self)
    local parent = self.parent
    local looped = self:GetLooping()
    self:Stop()
    if(looped and looped == "REPEAT" and parent:IsShown()) then
        self:Play()
    end
end

local Sprite4_OnUpdate = function(self)
    local order = self:GetOrder()
    local parent = self.parent
    local left, right;
    if(self.isFadeFrame) then
        parent:SetAlpha(0)
        return
    end
    left = (order - 1) * 0.25;
    right = left + 0.25;
    parent:SetTexCoord(left,right,0,1)
    if parent.overlay then
        parent.overlay:SetTexCoord(left,right,0,1)
        parent.overlay:SetVertexColor(1,1,1,FlickerAlpha[order])
    end
end

local Sprite8_OnUpdate = function(self)
    local order = self:GetOrder()
    local parent = self.parent
    local left, right;
    if(self.isFadeFrame) then
        parent:SetAlpha(0)
        return
    end
    left = (order - 1) * 0.125;
    right = left + 0.125;
    parent:SetTexCoord(left,right,0,1)
    if parent.overlay then
        parent.overlay:SetTexCoord(left,right,0,1)
        parent.overlay:SetVertexColor(1,1,1,FlickerAlpha[order])
    end
end

local Pulse_OnPlay = function(self)
    local parent = self.parent
    parent:SetAlpha(1)
    parent:SetScale(1)
end

local Pulse_OnUpdate1 = function(self)
    local parent = self.parent
    local step = self:GetProgress()
    parent:SetScale(1 + (1.05 * step))
end

local Pulse_OnUpdate2 = function(self)
    local parent = self.parent
    local step = self:GetProgress()
    parent:SetScale(1 + (1.05 * (1 - step)))
end

local Kapow_OnUpdate1 = function(self)
    local parent = self.parent
    local step = self:GetProgress()
    if(not parent.startscale) then
        parent.startscale = parent:GetScale()
    end
    local scale = parent.startscale
    parent:SetAlpha(1)
    parent:SetScale(scale + (1.05 * step))
end

local Kapow_OnUpdate2 = function(self)
    local parent = self.parent
    local step = self:GetProgress()
    UIFrameFadeOut(parent, 0.3, 1, 0)
end

local Kapow_OnUpdate2Special = function(self)
    local parent = self.parent
    local step = self:GetProgress()
    local scale = 1
    if(parent.startscale) then
        scale = scale * parent.startscale
    end
    parent:SetScale(scale + (1.05 * (scale - step)))
end

local Slide_OnUpdate = function(self)
    local parent = self.parent
    local step = self:GetProgress()
    parent:SetScale(1 + (1.05 * step))
end

local Slide_OnPlay = function(self)
    local parent = self.parent
    parent:SetScale(0.01)
    parent:SetAlpha(1)
end

local Slide_FadeStart = function(self)
    local parent = self.parent
    UIFrameFadeOut(parent, 0.3, 1, 0)
end

local Slide_FadeStop = function(self)
    self.parent:SetAlpha(0)
end

--[[ HELPER FUNCTION ]]--

local function SetNewAnimation(frame, animType)
    local anim = frame:CreateAnimation(animType)
    anim.parent = frame.parent
    return anim
end

--[[ LIB METHODS ]]--

local function AnimationTemplate(frame, animType, hideOnFinished, speed, special, scriptToParent, noShowHide)
    if(not frame or not animType) then return end

    frame.anim = frame:CreateAnimationGroup(animType)
    frame.anim.parent = frame;
    frame.anim.hideOnFinished = hideOnFinished

    if(MANAGED_ANIMATIONS[animType]) then
        if(animType ~= 'Pulse' and animType ~= 'Kapow') then
            frame.anim:SetScript("OnPlay", Anim_OnPlay)
        end
        if(animType ~= 'Kapow' or (animType == 'Kapow' and (not special))) then
            frame.anim:SetScript("OnFinished", Anim_OnFinished)
            frame.anim:SetScript("OnStop", Anim_OnStop)
        end
    end

    if(not noShowHide) then
        if(scriptToParent) then
            local frameParent = frame:GetParent();
            if(frameParent.SetScript) then
                frameParent.anim = frame.anim;
                frameParent:SetScript("OnShow", Anim_OnShow)
                frameParent:SetScript("OnHide", Anim_OnHide)
            end
        elseif(frame.SetScript) then
            frame:SetScript("OnShow", Anim_OnShow)
            frame:SetScript("OnHide", Anim_OnHide)
        end
    end

    if(animType == 'Flash') then
        frame.anim.fadeOnFinished = true
        if not speed then speed = 0.33 end

        frame.anim[1] = SetNewAnimation(frame.anim, "Alpha")
        frame.anim[1]:SetChange(1)
        frame.anim[1]:SetOrder(2)
        frame.anim[1]:SetDuration(speed)

        frame.anim[2] = SetNewAnimation(frame.anim, "Alpha")
        frame.anim[2]:SetChange(-1)
        frame.anim[2]:SetOrder(1)
        frame.anim[2]:SetDuration(speed)

        if special then
            frame.anim:SetLooping("REPEAT")
        end
    elseif(animType == 'Orbit') then
        frame.anim[1] = SetNewAnimation(frame.anim, "Rotation")
        if special then
            frame.anim[1]:SetDegrees(-360)
        else
            frame.anim[1]:SetDegrees(360)
        end
        frame.anim[1]:SetDuration(speed)
        frame.anim:SetLooping("REPEAT")
        frame.anim:Play()
    elseif(animType == 'Sprite4') then
        frame.anim[1] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[1]:SetOrder(1)
        frame.anim[1]:SetDuration(speed)
        frame.anim[1]:SetScript("OnUpdate", Sprite4_OnUpdate)

        frame.anim[2] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[2]:SetOrder(2)
        frame.anim[2]:SetDuration(speed)
        frame.anim[2]:SetScript("OnUpdate", Sprite4_OnUpdate)

        frame.anim[3] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[3]:SetOrder(3)
        frame.anim[3]:SetDuration(speed)
        frame.anim[3]:SetScript("OnUpdate", Sprite4_OnUpdate)

        frame.anim[4] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[4]:SetOrder(4)
        frame.anim[4]:SetDuration(speed)
        frame.anim[4]:SetScript("OnUpdate", Sprite4_OnUpdate)

        if special then
            frame.anim[5] = SetNewAnimation(frame.anim, "Translation")
            frame.anim[5]:SetOrder(5)
            frame.anim[5]:SetDuration(special)
            frame.anim[5].isFadeFrame = true;
            frame.anim[5]:SetScript("OnUpdate", Sprite4_OnUpdate)
        end
        if(not hideOnFinished) then
            frame.anim:SetLooping("REPEAT")
        end
    elseif(animType == 'Sprite8') then
        frame.anim[1] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[1]:SetOrder(1)
        frame.anim[1]:SetDuration(speed)
        frame.anim[1]:SetScript("OnUpdate", Sprite8_OnUpdate)

        frame.anim[2] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[2]:SetOrder(2)
        frame.anim[2]:SetDuration(speed)
        frame.anim[2]:SetScript("OnUpdate", Sprite8_OnUpdate)

        frame.anim[3] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[3]:SetOrder(3)
        frame.anim[3]:SetDuration(speed)
        frame.anim[3]:SetScript("OnUpdate", Sprite8_OnUpdate)

        frame.anim[4] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[4]:SetOrder(4)
        frame.anim[4]:SetDuration(speed)
        frame.anim[4]:SetScript("OnUpdate", Sprite8_OnUpdate)

        frame.anim[5] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[5]:SetOrder(5)
        frame.anim[5]:SetDuration(speed)
        frame.anim[5]:SetScript("OnUpdate", Sprite8_OnUpdate)

        frame.anim[6] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[6]:SetOrder(6)
        frame.anim[6]:SetDuration(speed)
        frame.anim[6]:SetScript("OnUpdate", Sprite8_OnUpdate)

        frame.anim[7] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[7]:SetOrder(7)
        frame.anim[7]:SetDuration(speed)
        frame.anim[7]:SetScript("OnUpdate", Sprite8_OnUpdate)

        frame.anim[8] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[8]:SetOrder(8)
        frame.anim[8]:SetDuration(speed)
        frame.anim[8]:SetScript("OnUpdate", Sprite8_OnUpdate)

        if(special) then
            frame.anim[9] = SetNewAnimation(frame.anim, "Translation")
            frame.anim[9]:SetOrder(9)
            frame.anim[9]:SetDuration(special)
            frame.anim[9].isFadeFrame = true;
            frame.anim[9]:SetScript("OnUpdate", Sprite4_OnUpdate)
        end

        if(not hideOnFinished) then
            frame.anim:SetLooping("REPEAT")
        end
    elseif(animType == 'Pulse') then
        frame.anim:SetScript("OnPlay", Pulse_OnPlay)

        frame.anim[1] = SetNewAnimation(frame.anim)
        frame.anim[1]:SetDuration(0.2)
        frame.anim[1]:SetOrder(1)
        frame.anim[1]:SetScript("OnUpdate", Pulse_OnUpdate1)

        frame.anim[2] = SetNewAnimation(frame.anim)
        frame.anim[2]:SetDuration(0.6)
        frame.anim[2]:SetOrder(2)
        frame.anim[2]:SetScript("OnUpdate", Pulse_OnUpdate2)
    elseif(animType == 'Kapow') then
        --frame.anim:SetScript("OnPlay", Kapow_OnPlay)

        frame.anim.startscale = frame:GetScale()

        frame.anim[1] = SetNewAnimation(frame.anim, "Rotation")
        frame.anim[1]:SetDuration(0.2)
        frame.anim[1]:SetOrder(1)
        frame.anim[1]:SetDegrees(360)
        frame.anim[1]:SetScript("OnUpdate", Kapow_OnUpdate1)

        frame.anim[2] = SetNewAnimation(frame.anim)
        frame.anim[2]:SetDuration(0.3)
        frame.anim[2]:SetOrder(2)

        if(not special) then
            frame.anim[2]:SetScript("OnUpdate", Kapow_OnUpdate2)
        else
            frame.anim[2]:SetScript("OnUpdate", Kapow_OnUpdate2Special)
        end
    end
end

--[[ ROTATE AND WOBBLE (kinda like twerking i guess...) ]]--

function lib:Orbit(frame, speed, reversed, hideOnFinished)
    if not frame then return end
    if not speed then speed = 1 end
    AnimationTemplate(frame, 'Orbit', hideOnFinished, speed, reversed)
end

function lib:Pulse(frame, hideOnFinished)
    if not frame then return end
    AnimationTemplate(frame, 'Pulse', hideOnFinished)
end

function lib:Kapow(frame, hideOnFinished, noShowHide, noHide)
    if not frame then return end
    AnimationTemplate(frame, 'Kapow', hideOnFinished, nil, noHide, nil, noShowHide)
end

--[[ ANIMATED SPRITES ]]--

function lib:Sprite4(frame, speed, fadeTime, scriptToParent)
    if not frame then return end
    speed = speed or 0.08;
    AnimationTemplate(frame, 'Sprite4', false, speed, fadeTime, scriptToParent)
end

function lib:Sprite8(frame, speed, fadeTime, scriptToParent, hideOnFinished)
    if not frame then return end
    speed = speed or 0.08;
    AnimationTemplate(frame, 'Sprite8', hideOnFinished, speed, fadeTime, scriptToParent)
end

function lib:StopSprite(frame)
    if not frame then return end
    frame.anim:Finish()
end

--[[ FLASHING ]]--

function lib:Flash(frame, speed, looped)
    if not frame.anim then
        AnimationTemplate(frame, 'Flash', false, speed, looped)
    end
    if not frame.anim:IsPlaying() then
        frame.anim:Play()
    end
end

function lib:StopFlash(frame)
    if not frame.anim then return end
    frame.anim:Finish()
    frame.anim:Stop()
end

--[[ SLIDING ]]--

function lib:Slide(frame, xDirection, yDirection, bounce, extendedTime)
    if(not frame or (frame and frame.anim)) then return end

    frame.anim = frame:CreateAnimationGroup("Slide")
    frame.anim.hideOnFinished = true;
    frame.anim.parent = frame;
    frame.anim:SetScript("OnPlay", Anim_OnPlay)
    frame.anim:SetScript("OnFinished", Anim_OnFinished)
    frame.anim:SetScript("OnStop", Anim_OnStop)

    frame.anim[1] = SetNewAnimation(frame.anim, "Translation")
    frame.anim[1]:SetDuration(0)
    frame.anim[1]:SetOrder(1)

    frame.anim[2] = SetNewAnimation(frame.anim, "Translation")
    frame.anim[2]:SetDuration(0.3)
    frame.anim[2]:SetOrder(2)
    frame.anim[2]:SetSmoothing("OUT")

    if bounce then
        frame.anim[3] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[3]:SetDuration(extendedTime or 0.5)
        frame.anim[3]:SetOrder(3)

        frame.anim[4] = SetNewAnimation(frame.anim, "Translation")
        frame.anim[4]:SetDuration(0.3)
        frame.anim[4]:SetOrder(4)
        frame.anim[4]:SetSmoothing("IN")
        frame.anim[4]:SetOffset(xDirection, yDirection)
    end
end

function lib:RandomSlide(frame, raised)
    if not frame then return end
    if raised then
        frame:SetFrameLevel(30)
    else
        frame:SetFrameLevel(20)
    end
    frame:SetPoint("CENTER", UIParent, "CENTER", 0, -150)

    frame.anim = frame:CreateAnimationGroup("RandomSlide")
    frame.anim.parent = frame;
    frame.anim[1] = SetNewAnimation(frame.anim, "Translation")
    frame.anim[1]:SetOrder(1)
    frame.anim[1]:SetDuration(0.1)
    frame.anim[1]:SetScript("OnUpdate", Slide_OnUpdate)
    frame.anim[1]:SetScript("OnPlay", Slide_OnPlay)

    frame.anim[2] = SetNewAnimation(frame.anim, "Translation")
    frame.anim[2]:SetOrder(2)
    frame.anim[2]:SetDuration(1)

    frame.anim[3] = SetNewAnimation(frame.anim, "Translation")
    frame.anim[3]:SetOrder(3)
    frame.anim[3]:SetDuration(0.3)
    frame.anim[3]:SetSmoothing("OUT")
    frame.anim[3]:SetScript("OnPlay", Slide_FadeStart)
    frame.anim[3]:SetScript("OnStop", Slide_FadeStop)

    frame.anim:SetScript("OnFinished", Slide_FadeStop)
end

function lib:SlideIn(frame)
    if not frame.anim then return end
    frame:Show()
    frame.anim:Play()
end

function lib:SlideOut(frame)
    if not frame.anim then return end
    frame.anim:Finish()
    frame.anim:Stop()
end
