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--                        A L L   T H E   T H I N G S                         --
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--            Copyright 2017-2024 Dylan Fortune (Crieve-Sargeras)             --
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local rawget, ipairs, pairs, tinsert, setmetatable, print = rawget, ipairs, pairs, tinsert, setmetatable, print
-- This is a hidden frame that intercepts all of the event notifications that we have registered for.
local appName, app = ...;
app.EmptyFunction = function() end;
app.EmptyTable = setmetatable({}, { __newindex = app.EmptyFunction });


-- Generate the version identifier.
local v = (C_AddOns and C_AddOns.GetAddOnMetadata or GetAddOnMetadata)(appName, "Version");
if v:match("version") then
	app.Version = "[Git]";
	app.IsGit = true;
else
	app.Version = "" .. v;
end
app.GameBuildVersion = select(4, GetBuildInfo());
app.IsRetail = app.GameBuildVersion >= 100000;
app.IsClassic = not app.IsRetail;
app.DESCRIPTION_SEPARATOR = "`"

-- ReloadUI slash command (for ease of use)
SLASH_RELOADUI1 = "/reloadui";
SLASH_RELOADUI2 = "/rl";
SlashCmdList["RELOADUI"] = ReloadUI;

local assetRootPath = "Interface\\Addons\\" .. appName .. "\\assets\\";
app.asset = function(path)
	return assetRootPath .. path;
end
app.AlwaysShowUpdate = function(data) data.visible = true; return true; end
app.AlwaysShowUpdateWithoutReturn = function(data) data.visible = true; end
app.ReturnTrue = function() return true; end
app.ReturnFalse = function() return false; end

-- External API
-- TODO: We will use a common API eventually.
if not _G["ATTC"] then
	_G["ATTC"] = app;
end
if not _G["AllTheThings"] then
	_G["AllTheThings"] = app;
end

-- API Functions
local function AssignChildren(parent)
	local g = parent.g;
	if g then
		-- Iterate through the groups
		local group;
		for i=1,#g,1 do
			-- Set the group's parent
			group = g[i];
			group.parent = parent;
			AssignChildren(group);
		end
	end
end
local function AssignFieldValue(group, field, value)
	if group then
		group[field] = value;
		if group.g then
			for i,o in ipairs(group.g) do
				AssignFieldValue(o, field, value)
			end
		end
	end
end
local function CloneArray(arr)
	local clone = {};
	for i,value in ipairs(arr) do
		tinsert(clone, value);
	end
	return clone;
end
local function CloneDictionary(data)
	local clone = {};
	for key,value in pairs(data) do
		clone[key] = value;
	end
	return clone;
end
local function CloneReference(group)
	local clone = {};
	if group.g then
		local g = {};
		for i,group in ipairs(group.g) do
			local child = CloneReference(group);
			child.parent = clone;
			tinsert(g, child);
		end
		clone.g = g;
	end
	return setmetatable(clone, { __index = group });
end
-- Returns the best mapID for a group based on that group's coordinate and map data. If the current mapID is included in any of those fields, it will return that. This is used exclusively within tooltips and does not need to reference the source parent.
local function GetBestMapForGroup(group, currentMapID)
	if group then
		local mapID = group.mapID;
		if mapID and mapID == currentMapID then
			return mapID;
		end

		local coords = group.coords;
		if coords then
			for i,coord in ipairs(coords) do
				mapID = coord[3];
				if mapID == currentMapID then
					return mapID;
				end
			end
		end
		local maps = group.maps;
		if maps then
			for i,otherMapID in ipairs(maps) do
				mapID = otherMapID;
				if mapID == currentMapID then
					return mapID;
				end
			end
		end

		return mapID or GetBestMapForGroup(group.parent, currentMapID);
	end
end
-- Returns the first matching relative value from the "oldest" parent in the hierarchy where you need to go recursively deeper in the hierarchy to find the value from the top down. (meaning if you're 4 headerIDs deep and looking for "headerID", it'll return the root category's headerID rather than the immediate parent or grandparent's headerID)
local function GetDeepestRelativeValue(group, field)
	if group then
		return GetDeepestRelativeValue(group.sourceParent or group.parent, field) or group[field];
	end
end
local function GetRelativeField(group, field, value)
	if group then
		return group[field] == value or GetRelativeField(group.sourceParent or group.parent, field, value);
	end
end
-- Returns the first encountered group's value tracing upwards in parent hierarchy which has a value for the provided field
-- Prioritizes sourceParent before parent
local function GetRelativeValue(group, field)
	if group then
		return group[field] or GetRelativeValue(group.sourceParent or group.parent, field);
	end
end
-- Returns the first encountered group tracing upwards in parent hierarchy which has a value for the provided field.
-- Specify 'followSource' to prioritize the Source Parent of a group over the direct Parent
local function GetRelativeGroup(group, field, followSource)
	if group then
		return (group[field] and group) or GetRelativeGroup(followSource and group.sourceParent or group.parent, field);
	end
end
app.GetRelativeGroup = GetRelativeGroup;
-- Returns the first encountered group tracing upwards in direct parent hierarchy which has a value for the provided field
local function GetRelativeRawWithField(group, field)
	if group then
		return group[field] or GetRelativeRawWithField(rawget(group, "parent"), field);
	end
end
app.GetRelativeRawWithField = GetRelativeRawWithField;
-- Returns the first encountered group tracing upwards in direct parent hierarchy which returns a value from when passed into the provided function
local function GetRelativeByFunc(group, func)
	if group then
		return func(group) or GetRelativeByFunc(group.sourceParent or group.parent, func)
	end
end
app.GetRelativeByFunc = GetRelativeByFunc;
app.AssignChildren = AssignChildren;
app.AssignFieldValue = AssignFieldValue;
app.CloneArray = CloneArray;
app.CloneDictionary = CloneDictionary;
app.CloneReference = CloneReference;
app.GetBestMapForGroup = GetBestMapForGroup;
app.GetDeepestRelativeValue = GetDeepestRelativeValue;
app.GetRelativeField = GetRelativeField;
app.GetRelativeValue = GetRelativeValue;

-- Cache information about the player.
app.Gender = UnitSex("player");
app.GUID = UnitGUID("player");
app.Level = UnitLevel("player");

-- Determine the player's faction.
local factionGroup = UnitFactionGroup("player");
app.Faction = factionGroup;
if factionGroup == "Horde" then
	app.FactionID = Enum.FlightPathFaction.Horde;
elseif factionGroup == "Alliance" then
	app.FactionID = Enum.FlightPathFaction.Alliance;
else
	-- Neutral Pandaren or... something else. Scourge? Neat.
	app.FactionID = 0;
end

-- Determine the player's name and class information.
local name, realm = UnitName("player");
if not realm then realm = GetRealmName(); end
local className, classFile, classID = UnitClass("player");
local classColorPrefix = "|c".. (RAID_CLASS_COLORS[classFile].colorStr or "ff1eff00");
app.Me = classColorPrefix .. name .. "-" .. realm .. "|r";
app.ClassName = classColorPrefix..className.."|r";
app.ClassIndex = classID;
app.Class = classFile;

-- Determine the player's race information.
local _, race, raceID = UnitRace("player");
local raceIndex = app.RaceDB[race] or raceID;
app.RaceIndex = type(raceIndex) == "table" and raceIndex[factionGroup] or raceIndex;
app.RaceID = raceID;
app.Race = race;

-- Whether ATT should ignore saving data experienced during the play session
app.IgnoreDataCaching = function()
	-- This function currently returns false on Tournament realms. Very good. >_<
	if IsOnTournamentRealm() then
		app.print("Data will not be saved for this Realm");
		app.IgnoreDataCaching = app.ReturnTrue;
		return true;
	end
	local realmName = GetRealmName();
	if  realmName:find("Mythic Dungeons") or
		realmName:find("Arena Champions") or
		realmName:find("US") or
		realmName:find("AU") or
		realmName:find("EU")
		-- confirm realm tournament names elsewhere
		-- or realmName:find("CN")
		-- or realmName:find("TW")
	then
		app.print("Data will not be saved for this Realm");
		app.IgnoreDataCaching = app.ReturnTrue;
		return true;
	end
end
-- Returns the Global reference by name, setting it to the 'init' value if not already existing
app.LocalizeGlobal = function(globalName, init)
	local val = _G[globalName];
	if init and not val then
		val = {};
		_G[globalName] = val;
	end
	-- app.PrintDebug("LocalizeGlobal",globalName,val)
	return val;
end
-- Returns the Global reference by name, setting it to the 'init' value if not already existing
-- ONLY if no value returned from app.IgnoreDataCaching(). Otherwise the captured Global reference will be
-- forced to an alternate value to prevent being captured into the Saved Variables when unloading
app.LocalizeGlobalIfAllowed = function(globalName, init)
	if app.IgnoreDataCaching() then
		globalName = globalName.."__NOSTORE";
	end
	return app.LocalizeGlobal(globalName, init);
end

(function()
-- Extend the Frame Class and give them ATT-Style Coroutines and Tooltips!
local coroutineStack = {};
local tinsert, tremove = tinsert, tremove;
local frame = app.frame
local function OnCoroutineUpdate()
	for i=#coroutineStack,1,-1 do
		if not coroutineStack[i][3]() then
			tremove(coroutineStack, i);
			if #coroutineStack < 1 then
				frame:SetScript("OnUpdate", nil);
				--print("Coroutines Finished.");
			end
		--else
			--print(coroutineStack[i][1], coroutineStack[i][2]);
		end
	end
end
local function Push(self, name, method)
	if #coroutineStack < 1 then
		frame:SetScript("OnUpdate", OnCoroutineUpdate);
	end
	local owner = self.Suffix or (self.GetName and self:GetName()) or self.text;
	--print(owner, "Push ->", name);
	tinsert(coroutineStack, { owner, name, method });
end
local function StartATTCoroutine(self, name, method)
	if method then
		local refreshing = self.__attActiveCoroutines;
		if not refreshing then
			refreshing = {};
			self.__attActiveCoroutines = refreshing;
		end
		if not refreshing[name] then
			refreshing[name] = true;
			local co = coroutine.create(method);
			Push(self, name, function()
				-- Check the status of the coroutine
				if co and coroutine.status(co) ~= "dead" then
					local ok, err = coroutine.resume(co, self);
					if ok then return true;	-- This means more work is required.
					else
						-- Show the error. Returning nothing is the same as canceling the work.
						print(debugstack(co));
						error(err,2);
					end
				end
				refreshing[name] = nil;
			end);
		end
	end
end
local SetATTTooltip = function(self, text)
	self:SetScript("OnEnter", function(self)
		GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
		GameTooltip:SetText(text, nil, nil, nil, nil, true);
		if self.OnTooltip then
			local tooltipInfo = {};
			self:OnTooltip(tooltipInfo);
			app.Modules.Tooltip.AttachTooltipInformation(GameTooltip, tooltipInfo);
		end
		GameTooltip:Show();
	end);
	self:SetScript("OnLeave", function(self)
		if GameTooltip:GetOwner() == self then
			GameTooltip:Hide();
		end
	end);
end

local frameClass = getmetatable(frame).__index;
frameClass.SetATTTooltip = SetATTTooltip;
frameClass.StartATTCoroutine = StartATTCoroutine;
if app.IsRetail then
	local StartCoroutine = app.StartCoroutine
	app.StartATTCoroutine = function(self, ...)
		StartCoroutine(...);
	end
else
	app.StartATTCoroutine = function(self, ...)
		StartATTCoroutine(frame, ...);
	end
end

local button = CreateFrame("BUTTON", nil, frame);
local buttonClass = getmetatable(button).__index;
buttonClass.StartATTCoroutine = StartATTCoroutine;
buttonClass.SetATTTooltip = SetATTTooltip;
button:Hide();

local checkbutton = CreateFrame("CHECKBUTTON", nil, frame);
getmetatable(checkbutton).__index.SetATTTooltip = SetATTTooltip;
checkbutton:Hide();

local editbox = CreateFrame("EDITBOX", nil, frame);
getmetatable(editbox).__index.SetATTTooltip = SetATTTooltip;
editbox:Hide();
end)();

function app:ShowPopupDialog(msg, callback)
	local popup = StaticPopupDialogs["ALL_THE_THINGS"];
	if not popup then
		popup = {
			button1 = "Yes",
			button2 = "No",
			timeout = 0,
			showAlert = true,
			whileDead = true,
			hideOnEscape = true,
			enterClicksFirstButton = true,
			preferredIndex = 3,  -- avoid some UI taint, see http://www.wowace.com/announcements/how-to-avoid-some-ui-taint/
		};
		StaticPopupDialogs["ALL_THE_THINGS"] = popup;
	end
	popup.text = msg or "Are you sure?";
	popup.OnAccept = callback or print;
	StaticPopup_Hide ("ALL_THE_THINGS");
	StaticPopup_Show ("ALL_THE_THINGS");
end
function app:ShowPopupDialogWithEditBox(msg, text, callback, timeout)
	local popup = StaticPopupDialogs["ALL_THE_THINGS_EDITBOX"];
	if not popup then
		popup = {
			button1 = "Okay",
			timeout = timeout,
			showAlert = true,
			whileDead = true,
			hideOnEscape = true,
			enterClicksFirstButton = true,
			hasEditBox = true,
			OnAccept = function(self)
				if popup.callback and type(popup.callback) == "function" then
					popup.callback(self.editBox:GetText());
				end
			end,
			preferredIndex = 3,  -- avoid some UI taint, see http://www.wowace.com/announcements/how-to-avoid-some-ui-taint/
		};
		StaticPopupDialogs["ALL_THE_THINGS_EDITBOX"] = popup;
	end
	popup.OnShow = function (self, data)
		self.editBox:SetText(text);
		self.editBox:SetJustifyH("CENTER");
		self.editBox:SetWidth(240);
		if self.editBox.HighlightText then
			self.editBox:HighlightText();
		end
	end;
	popup.text = msg or "";
	popup.callback = callback;
	StaticPopup_Hide ("ALL_THE_THINGS_EDITBOX");
	StaticPopup_Show ("ALL_THE_THINGS_EDITBOX");
end
function app:ShowPopupDialogWithMultiLineEditBox(text, onclick, label)
	if not ATTEditBox then
		local f = CreateFrame("Frame", "ATTEditBox", UIParent, "DialogBoxFrame")
		f:SetPoint("CENTER")
		f:SetSize(600, 500)
		f:SetBackdrop({
			bgFile = "Interface/Tooltips/UI-Tooltip-Background",
			edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
			tile = true, tileSize = 16, edgeSize = 16,
			insets = { left = 4, right = 4, top = 4, bottom = 4 }
		})
		f:SetBackdropColor(0, 0, 0, 1);
		f:SetMovable(true)
		f:SetClampedToScreen(true)
		f:SetScript("OnMouseDown", function(self, button)
			if button == "LeftButton" then
				self:StartMoving()
			end
		end)
		f:SetScript("OnMouseUp", f.StopMovingOrSizing)

		-- ScrollFrame
		local sf = CreateFrame("ScrollFrame", "ATTEditBoxScrollFrame", ATTEditBox, "UIPanelScrollFrameTemplate")
		sf:SetPoint("LEFT", 16, 0)
		sf:SetPoint("RIGHT", -32, 0)
		sf:SetPoint("BOTTOM", ATTEditBoxButton, "TOP", 0, 0)

		-- Label (conditionally create)
		if label then
			local l = f:CreateFontString(nil, "ARTWORK", "GameFontNormalLarge");
			l:SetPoint("TOP", f, "TOP", 0, -3);
			l:SetJustifyH("CENTER");
			l:SetText(label or "");
			f.Label = l;
			sf:SetPoint("TOP", l, "BOTTOM", 0, -5)
		else
			sf:SetPoint("TOP", 0, -16);
		end

		-- EditBox
		local eb = CreateFrame("EditBox", "ATTEditBoxEditBox", ATTEditBoxScrollFrame)
		eb:SetSize(sf:GetSize())
		eb:SetMultiLine(true)
		eb:SetAutoFocus(false) -- dont automatically focus
		eb:SetFontObject("ChatFontNormal")
		eb:SetScript("OnEscapePressed", function() f:Hide() end)
		ATTEditBoxButton:SetScript("OnClick", function (self, button, down)
			if self:GetParent().OnClick then
				self:GetParent().OnClick(ATTEditBoxEditBox:GetText());
			end
			self:GetParent():Hide();
		end);
		sf:SetScrollChild(eb)

		-- Resizable
		f:SetResizable(true)
		if f.SetResizeBounds then
			f:SetResizeBounds(150, 100, 600, 600);
		else
			f:SetMinResize(150, 100);
		end

		local rb = CreateFrame("Button", "ATTEditBoxResizeButton", ATTEditBox)
		rb:SetPoint("BOTTOMRIGHT", -6, 7)
		rb:SetSize(16, 16)

		rb:SetNormalTexture("Interface\\ChatFrame\\UI-ChatIM-SizeGrabber-Up")
		rb:SetHighlightTexture("Interface\\ChatFrame\\UI-ChatIM-SizeGrabber-Highlight")
		rb:SetPushedTexture("Interface\\ChatFrame\\UI-ChatIM-SizeGrabber-Down")

		rb:SetScript("OnMouseDown", function(self, button)
			if button == "LeftButton" then
				f:StartSizing("BOTTOMRIGHT")
				self:GetHighlightTexture():Hide() -- more noticeable
			end
		end)
		rb:SetScript("OnMouseUp", function(self, button)
			f:StopMovingOrSizing()
			self:GetHighlightTexture():Show()
			eb:SetWidth(sf:GetWidth())
		end)
		f:Show()
	end
	ATTEditBox.OnClick = onclick;
	if text then
		ATTEditBoxEditBox:SetText(text)
		ATTEditBoxEditBox:HighlightText();
		ATTEditBoxEditBox:SetFocus();
	end
	ATTEditBox:Show()
end
function app:ShowPopupDialogToReport(reportReason, text)
	app:ShowPopupDialogWithMultiLineEditBox(text, nil, (reportReason or "Missing Data").."\n"..app.L["PLEASE_REPORT_MESSAGE"]..app.L["REPORT_TIP"]);
end

-- Define Modules
app.Modules = {};

-- Global Variables
AllTheThingsSavedVariables = {};
