--[[
# Element: Portraits

Handles the updating of the unit's portrait.

## Widget

Portrait - A `PlayerModel` or a `Texture` used to represent the unit's portrait.

## Notes

A question mark model will be used if the widget is a PlayerModel and the client doesn't have the model information for
the unit.

## Examples

	-- 3D Portrait
	-- Position and size
	local Portrait = CreateFrame('PlayerModel', nil, self)
	Portrait:SetSize(32, 32)
	Portrait:SetPoint('RIGHT', self, 'LEFT')

	-- Register it with oUF
	self.Portrait = Portrait

	-- 2D Portrait
	local Portrait = self:CreateTexture(nil, 'OVERLAY')
	Portrait:SetSize(32, 32)
	Portrait:SetPoint('RIGHT', self, 'LEFT')

	-- Register it with oUF
	self.Portrait = Portrait
--]]
local _, ns = ...
local oUF = ns.oUF

local SetPortraitTexture = SetPortraitTexture
local UnitGUID = UnitGUID
local UnitIsConnected = UnitIsConnected
local UnitIsUnit = UnitIsUnit
local UnitIsVisible = UnitIsVisible

local function Update(self, event, unit)
	if (not unit or not UnitIsUnit(self.unit, unit)) then return end

	local element = self.Portrait

	--[[ Callback: Portrait:PreUpdate(unit)
	Called before the element has been updated.

	* self - the Portrait element
	* unit - the unit for which the update has been triggered (string)
	--]]
	if (element.PreUpdate) then
		element:PreUpdate(unit)
	end

	local guid = UnitGUID(unit)
	local isAvailable = UnitIsConnected(unit) and UnitIsVisible(unit)
	if (event ~= "OnUpdate" or element.guid ~= guid or element.state ~= isAvailable) then
		if (element:IsObjectType("PlayerModel")) then
			if (not isAvailable) then
				element:SetModelScale(4.25)
				element:SetPosition(0, 0, -1.5)
				element:SetModel([[Interface\Buttons\TalkToMeQuestionMark.m2]])
			elseif (element.guid ~= guid or event == "UNIT_MODEL_CHANGED") then
				element:ClearModel()
				element:SetUnit(unit)
				element:SetCamera(0)
				element:SetPosition(0, 0, 0)
			else
				element:SetCamera(0)
			end
		else
			SetPortraitTexture(element, unit)
		end

		element.guid = guid
		element.state = isAvailable
	end

	--[[ Callback: Portrait:PostUpdate(unit)
	Called after the element has been updated.

	* self - the Portrait element
	* unit - the unit for which the update has been triggered (string)
	--]]
	if (element.PostUpdate) then
		return element:PostUpdate(unit)
	end
end

local function Path(self, ...)
	--[[ Override: Portrait.Override(self, event, unit)
	Used to completely override the internal update function.

	* self  - the parent object
	* event - the event triggering the update (string)
	* unit  - the unit accompanying the event (string)
	--]]
	return (self.Portrait.Override or Update)(self, ...)
end

local function ForceUpdate(element)
	return Path(element.__owner, "ForceUpdate", element.__owner.unit)
end

local function Enable(self, unit)
	local element = self.Portrait
	if (element) then
		element.__owner = self
		element.ForceUpdate = ForceUpdate

		self:RegisterEvent("UNIT_MODEL_CHANGED", Path)
		self:RegisterEvent("UNIT_PORTRAIT_UPDATE", Path)
		self:RegisterEvent("UNIT_CONNECTION", Path)

		-- The quest log uses PARTY_MEMBER_{ENABLE,DISABLE} to handle updating of
		-- party members overlapping quests. This will probably be enough to handle
		-- model updating.
		--
		-- DISABLE isn't used as it fires when we most likely don't have the
		-- information we want.
		if (unit == "party") then
			self:RegisterEvent("PARTY_MEMBER_ENABLE", Path)
		end

		element:Show()

		return true
	end
end

local function Disable(self)
	local element = self.Portrait
	if (element) then
		element:Hide()

		self:UnregisterEvent("UNIT_MODEL_CHANGED", Path)
		self:UnregisterEvent("UNIT_PORTRAIT_UPDATE", Path)
		self:UnregisterEvent("PARTY_MEMBER_ENABLE", Path)
		self:UnregisterEvent("UNIT_CONNECTION", Path)
	end
end

oUF:AddElement("Portrait", Path, Enable, Disable)