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--	Based on teksLoot(by Tekkub)
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local T, C, L, _ = unpack(select(2, ...))

local pos = "TOP"
local frames = {}
local cancelled_rolls = {}
local rolltypes = {"need", "greed", "disenchant", [0] = "pass"}

local LootRollAnchor = CreateFrame("Frame", "LootRollAnchor", UIParent)
LootRollAnchor:SetSize(313, 26)

local function ClickRoll(frame)
	RollOnLoot(frame.parent.rollID, frame.rolltype)
end

local function HideTip() GameTooltip:Hide() end
local function HideTip2() GameTooltip:Hide() ResetCursor() end

local function SetTip(frame)
	GameTooltip:SetOwner(frame, "ANCHOR_TOPLEFT")
	GameTooltip:SetText(frame.tiptext)
	if not frame:IsEnabled() then
		GameTooltip:AddLine(frame.errtext, 1, 0.2, 0.2, 1)
	end
	for name, roll in pairs(frame.parent.rolls) do if roll == rolltypes[frame.rolltype] then GameTooltip:AddLine(name, 1, 1, 1) end end
	GameTooltip:Show()
end

local function SetItemTip(frame)
	if not frame.link then return end
	GameTooltip:SetOwner(frame, "ANCHOR_TOPLEFT")
	GameTooltip:SetHyperlink(frame.link)
	if IsShiftKeyDown() then GameTooltip_ShowCompareItem() end
	if IsModifiedClick("DRESSUP") then ShowInspectCursor() else ResetCursor() end
end

local function ItemOnUpdate(frame)
	if GameTooltip:IsOwned(frame) then
		if IsShiftKeyDown() then
			GameTooltip_ShowCompareItem()
		else
			ShoppingTooltip1:Hide()
			ShoppingTooltip2:Hide()
		end

		if IsControlKeyDown() then
			ShowInspectCursor()
		else
			ResetCursor()
		end
	end
end

local function LootClick(frame)
	if IsControlKeyDown() then
		DressUpItemLink(frame.link)
	elseif IsShiftKeyDown() then
		local _, item = GetItemInfo(frame.link)
		if ChatEdit_GetActiveWindow() then
			ChatEdit_InsertLink(item)
		else
			ChatFrame_OpenChat(item)
		end
	end
end

local function OnEvent(frame, event, rollID)
	cancelled_rolls[rollID] = true
	if frame.rollID ~= rollID then return end

	frame.rollID = nil
	frame.time = nil
	frame:Hide()
end

local function StatusUpdate(frame)
	if not frame.parent.rollID then return end
	local t = GetLootRollTimeLeft(frame.parent.rollID)
	local perc = t / frame.parent.time
	frame:SetValue(t)
end

local function CreateRollButton(parent, ntex, ptex, htex, rolltype, tiptext, ...)
	local f = CreateFrame("Button", nil, parent)
	f:SetPoint(...)
	f:SetSize(28, 28)
	f:SetNormalTexture(ntex)
	if ptex then f:SetPushedTexture(ptex) end
	f:SetHighlightTexture(htex)
	f.rolltype = rolltype
	f.parent = parent
	f.tiptext = tiptext
	f:SetScript("OnEnter", SetTip)
	f:SetScript("OnLeave", HideTip)
	f:SetScript("OnClick", ClickRoll)
	f:SetMotionScriptsWhileDisabled(true)
	local txt = f:CreateFontString(nil, nil)
	txt:SetFont(STANDARD_TEXT_FONT, 14, "OUTLINEMONOCHROME")
	txt:SetShadowOffset(1, -1)
	txt:SetPoint("CENTER", 0, rolltype == 2 and 1 or rolltype == 0 and -1.2 or 0)
	return f, txt
end

local function CreateRollFrame()
	local frame = CreateFrame("Frame", nil, UIParent)
	frame:CreateBackdrop("Default")
	frame:SetSize(280, 22)
	frame:SetFrameStrata("MEDIUM")
	frame:SetFrameLevel(10)
	frame:SetScript("OnEvent", OnEvent)
	frame:RegisterEvent("CANCEL_LOOT_ROLL")
	frame:Hide()

	local button = CreateFrame("Button", nil, frame)
	button:SetPoint("LEFT", -29, 0)
	button:SetSize(22, 22)
	button:CreateBackdrop("Default")
	button:SetScript("OnEnter", SetItemTip)
	button:SetScript("OnLeave", HideTip2)
	button:SetScript("OnUpdate", ItemOnUpdate)
	button:SetScript("OnClick", LootClick)
	frame.button = button

	button.icon = button:CreateTexture(nil, "OVERLAY")
	button.icon:SetAllPoints()
	button.icon:SetTexCoord(0.1, 0.9, 0.1, 0.9)

	local status = CreateFrame("StatusBar", nil, frame)
	status:SetSize(326, 20)
	status:SetPoint("TOPLEFT", 0, 0)
	status:SetPoint("BOTTOMRIGHT", 0, 0)
	status:SetScript("OnUpdate", StatusUpdate)
	status:SetFrameLevel(status:GetFrameLevel() - 1)
	status:SetStatusBarTexture(C.Media.Texture.status)
	status:SetStatusBarColor(0.8, 0.8, 0.8, 0.9)
	status.parent = frame
	frame.status = status

	status.bg = status:CreateTexture(nil, "BACKGROUND")
	status.bg:SetAlpha(0.1)
	status.bg:SetAllPoints()
	status.bg:SetDrawLayer("BACKGROUND", 2)

	local need, needtext = CreateRollButton(frame, "Interface\\Buttons\\UI-GroupLoot-Dice-Up", "Interface\\Buttons\\UI-GroupLoot-Dice-Highlight", "Interface\\Buttons\\UI-GroupLoot-Dice-Down", 1, NEED, "LEFT", frame.button, "RIGHT", 5, -1)
	local greed, greedtext = CreateRollButton(frame, "Interface\\Buttons\\UI-GroupLoot-Coin-Up", "Interface\\Buttons\\UI-GroupLoot-Coin-Highlight", "Interface\\Buttons\\UI-GroupLoot-Coin-Down", 2, GREED, "LEFT", need, "RIGHT", 0, -1)
	local de, detext = CreateRollButton(frame, "Interface\\Buttons\\UI-GroupLoot-DE-Up", "Interface\\Buttons\\UI-GroupLoot-DE-Highlight", "Interface\\Buttons\\UI-GroupLoot-DE-Down", 3, ROLL_DISENCHANT, "LEFT", greed, "RIGHT", 0, -1)
	local pass, passtext = CreateRollButton(frame, "Interface\\Buttons\\UI-GroupLoot-Pass-Up", nil, "Interface\\Buttons\\UI-GroupLoot-Pass-Down", 0, PASS, "LEFT", de or greed, "RIGHT", 0, 2.2)
	frame.needbutt, frame.greedbutt, frame.disenchantbutt = need, greed, de
	frame.need, frame.greed, frame.pass, frame.disenchant = needtext, greedtext, passtext, detext

	local bind = frame:CreateFontString()
	bind:SetPoint("LEFT", pass, "RIGHT", 3, 1)
	bind:SetFont(STANDARD_TEXT_FONT, 14, "OUTLINE")
	bind:SetShadowOffset(1, -1)
	frame.fsbind = bind

	local loot = frame:CreateFontString(nil, "ARTWORK")
	loot:SetFont(STANDARD_TEXT_FONT, 14, "OUTLINE")
	loot:SetShadowOffset(1, -1)
	loot:SetPoint("LEFT", bind, "RIGHT", 0, 0)
	loot:SetPoint("RIGHT", frame, "RIGHT", -5, 0)
	loot:SetSize(200, 10)
	loot:SetJustifyH("LEFT")
	frame.fsloot = loot

	frame.rolls = {}

	return frame
end

local function GetFrame()
	for i, f in ipairs(frames) do
		if not f.rollID then return f end
	end

	local f = CreateRollFrame()
	if pos == "TOP" then
		f:SetPoint("TOPRIGHT", next(frames) and frames[#frames] or LootRollAnchor, "BOTTOMRIGHT", next(frames) and 0 or -2, next(frames) and -7 or -5)
	else
		f:SetPoint("BOTTOMRIGHT", next(frames) and frames[#frames] or LootRollAnchor, "TOPRIGHT", next(frames) and 0 or -2, next(frames) and 7 or 5)
	end
	table.insert(frames, f)
	return f
end

local function FindFrame(rollID)
	for _, f in ipairs(frames) do
		if f.rollID == rollID then return f end
	end
end

local typemap = {[0] = "pass", "need", "greed", "disenchant"}
local function UpdateRoll(i, rolltype)
	local num = 0
	local rollID, itemLink, numPlayers, isDone = C_LootHistory.GetItem(i)

	if isDone or not numPlayers then return end

	local f = FindFrame(rollID)
	if not f then return end

	for j = 1, numPlayers do
		local name, class, thisrolltype = C_LootHistory.GetPlayerInfo(i, j)
		f.rolls[name] = typemap[thisrolltype]
		if rolltype == thisrolltype then num = num + 1 end
	end

	f[typemap[rolltype]]:SetText(num)
end

local function START_LOOT_ROLL(rollID, time)
	if cancelled_rolls[rollID] then return end

	local f = GetFrame()
	f.rollID = rollID
	f.time = time
	for i in pairs(f.rolls) do f.rolls[i] = nil end
	f.need:SetText(0)
	f.greed:SetText(0)
	f.pass:SetText(0)
	f.disenchant:SetText(0)

	local texture, name, count, quality, bop, canNeed, canGreed, canDisenchant, reasonNeed, reasonGreed, reasonDisenchant, deSkillRequired = GetLootRollItemInfo(rollID)
	f.button.icon:SetTexture(texture)
	f.button.link = GetLootRollItemLink(rollID)

	if C.Module.Automation.auto_greed and T.level == MAX_PLAYER_LEVEL and quality == 2 and not bop then return end

	if canNeed then
		f.needbutt:Enable()
		f.needbutt:SetAlpha(1)
		SetDesaturation(f.needbutt:GetNormalTexture(), false)
	else
		f.needbutt:Disable()
		f.needbutt:SetAlpha(0.2)
		SetDesaturation(f.needbutt:GetNormalTexture(), true)
		f.needbutt.errtext = _G["LOOT_ROLL_INELIGIBLE_REASON"..reasonNeed]
	end

	if canGreed then
		f.greedbutt:Enable()
		f.greedbutt:SetAlpha(1)
		SetDesaturation(f.greedbutt:GetNormalTexture(), false)
	else
		f.greedbutt:Disable()
		f.greedbutt:SetAlpha(0.2)
		SetDesaturation(f.greedbutt:GetNormalTexture(), true)
		f.greedbutt.errtext = _G["LOOT_ROLL_INELIGIBLE_REASON"..reasonGreed]
	end

	if canDisenchant then
		f.disenchantbutt:Enable()
		f.disenchantbutt:SetAlpha(1)
		SetDesaturation(f.disenchantbutt:GetNormalTexture(), false)
	else
		f.disenchantbutt:Disable()
		f.disenchantbutt:SetAlpha(0.2)
		SetDesaturation(f.disenchantbutt:GetNormalTexture(), true)
		f.disenchantbutt.errtext = format(_G["LOOT_ROLL_INELIGIBLE_REASON"..reasonDisenchant], deSkillRequired)
	end

	f.fsbind:SetText(bop and "BoP" or "BoE")
	f.fsbind:SetVertexColor(bop and 1 or 0.3, bop and 0.3 or 1, bop and 0.1 or 0.3)

	local color = ITEM_QUALITY_COLORS[quality]
	f.fsloot:SetText(name)
	f.fsloot:SetVertexColor(color.r, color.g, color.b)

	f.status:SetStatusBarColor(color.r, color.g, color.b, 0.7)
	f.status.bg:SetColorTexture(color.r, color.g, color.b)

	f.backdrop:SetBackdropBorderColor(color.r, color.g, color.b, 0.7)
	f.button.backdrop:SetBackdropBorderColor(color.r, color.g, color.b, 0.7)

	f.status:SetMinMaxValues(0, time)
	f.status:SetValue(time)

	f:SetPoint("CENTER", WorldFrame, "CENTER")
	f:Show()
end

local function LOOT_HISTORY_ROLL_CHANGED(rollindex, playerindex)
	local _, _, rolltype = C_LootHistory.GetPlayerInfo(rollindex, playerindex)
	UpdateRoll(rollindex, rolltype)
end

LootRollAnchor:RegisterEvent("ADDON_LOADED")
LootRollAnchor:SetScript("OnEvent", function(frame, event, addon)
	if addon ~= "DarkUI" then return end

	LootRollAnchor:UnregisterEvent("ADDON_LOADED")
	LootRollAnchor:RegisterEvent("START_LOOT_ROLL")
	LootRollAnchor:RegisterEvent("LOOT_HISTORY_ROLL_CHANGED")

	UIParent:UnregisterEvent("START_LOOT_ROLL")
	UIParent:UnregisterEvent("CANCEL_LOOT_ROLL")

	LootRollAnchor:SetScript("OnEvent", function(frame, event, ...)
		if event == "LOOT_HISTORY_ROLL_CHANGED" then
			return LOOT_HISTORY_ROLL_CHANGED(...)
		else
			return START_LOOT_ROLL(...)
		end
	end)

	LootRollAnchor:SetPoint(unpack(C.Module.Loot.group_loot_pos))
end)

SlashCmdList.TESTROLL = function()
	local f = GetFrame()
	local items = {32837, 34196, 33820, 84004}
	if f:IsShown() then
		f:Hide()
	else
		local item = items[math.random(1, #items)]
		local _, _, quality, _, _, _, _, _, _, texture = GetItemInfo(item)
		local r, g, b = GetItemQualityColor(quality or 1)

		f.button.icon:SetTexture(texture)
		f.button.icon:SetTexCoord(0.1, 0.9, 0.1, 0.9)

		f.fsloot:SetText(GetItemInfo(item))
		f.fsloot:SetVertexColor(r, g, b)

		f.status:SetMinMaxValues(0, 100)
		f.status:SetValue(math.random(50, 90))
		f.status:SetStatusBarColor(r, g, b, 0.7)
		f.status.bg:SetTexture(r, g, b)

		f.backdrop:SetBackdropBorderColor(r, g, b, 0.7)
		f.button.backdrop:SetBackdropBorderColor(r, g, b, 0.7)

		f.need:SetText(0)
		f.greed:SetText(0)
		f.pass:SetText(0)
		f.disenchant:SetText(0)

		f.button.link = "item:"..item..":0:0:0:0:0:0:0"
		f:Show()
	end
end
SLASH_TESTROLL1 = "/testroll"