--[[
# Element: Runes

Handles the visibility and updating of Death Knight's runes.

## Widget

Runes - An `table` holding `StatusBar`s.

## Sub-Widgets

.bg - A `Texture` used as a background. It will inherit the color of the main StatusBar.

## Notes

A default texture will be applied if the sub-widgets are StatusBars and don't have a texture set.

## Options

.colorSpec - Use `self.colors.runes[specID]` to color the bar based on player's spec. `specID` is defined by the return
			 value of [GetSpecialization](http://wowprogramming.com/docs/api/GetSpecialization.html) (boolean)

## Sub-Widgets Options

.multiplier - Used to tint the background based on the main widgets R, G and B values. Defaults to 1 (number)[0-1]

## Examples

	local Runes = {}
	for index = 1, 6 do
		-- Position and size of the rune bar indicators
		local Rune = CreateFrame('StatusBar', nil, self)
		Rune:SetSize(120 / 6, 20)
		Rune:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * 120 / 6, 0)

		Runes[index] = Rune
	end

	-- Register with oUF
	self.Runes = Runes
--]]
if (select(2, UnitClass("player")) ~= "DEATHKNIGHT") then return end

local _, ns = ...
local oUF = ns.oUF

local GetRuneCooldown = GetRuneCooldown
local GetRuneType = GetRuneType
local GetTime = GetTime
local UnitHasVehicleUI = UnitHasVehicleUI

local runemap = {1, 2, 5, 6, 3, 4}
local hasSortOrder = false

local VisibilityPath

local function onUpdate(self, elapsed)
	local duration = self.duration + elapsed
	self.duration = duration
	self:SetValue(duration)
end

local function UpdateType(self, event, runeID, alt)
	local element = self.Runes
	local rune = element[runemap[runeID]]
	local runeType = GetRuneType(runeID) or alt
	if not runeType then return end

	local color = self.colors.runes[runeType]
	local r, g, b = color[1], color[2], color[3]

	rune:SetStatusBarColor(r, g, b)

	if (rune.bg) then
		local mu = rune.bg.multiplier or 1
		rune.bg:SetVertexColor(r * mu, g * mu, b * mu)
	end

	if (element.PostUpdateType) then
		return element:PostUpdateType(rune, runeID, alt)
	end
end

local function Update(self, event, runeID)
	local element = self.Runes
	local rune = element[runemap[runeID]]
	if (not rune) then return end

	local start, duration, runeReady
	if(UnitHasVehicleUI("player")) then
		rune:Hide()
	else
		start, duration, runeReady = GetRuneCooldown(runeID)
		if (not start) then return end

		if (runeReady) then
			rune:SetMinMaxValues(0, 1)
			rune:SetValue(1)
			rune:SetScript("OnUpdate", nil)
		else
			rune.duration = GetTime() - start
			rune.max = duration
			rune:SetMinMaxValues(0, duration)
			rune:SetValue(0)
			rune:SetScript("OnUpdate", onUpdate)
		end

		rune:Show()
	end

	--[[ Callback: Runes:PostUpdate(rune, runeID, start, duration, isReady)
	Called after the element has been updated.

	* self     - the Runes element
	* rune     - the updated rune (StatusBar)
	* runeID   - the index of the updated rune (number)
	* start    - the value of `GetTime()` when the rune cooldown started (0 for ready) (number)
	* duration - the duration of the rune's cooldown (number)
	* isReady  - indicates if the rune is ready for use (boolean)
	--]]
	if(element.PostUpdate) then
		return element:PostUpdate(rune, runeID, start, duration, runeReady)
	end
end

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

	* self  - the parent object
	* event - the event triggering the update (string)
	* ...   - the arguments accompanying the event
	--]]
	local element = self.Runes
	local updateFunc = element.Override or Update

	if (event == "RUNE_POWER_UPDATE") then
		return updateFunc(self, event, ...)
	end

	local updateTypeFunc = element.UpdateType or UpdateType
	for i = 1, #element do
		updateTypeFunc(self, element, i)
		updateFunc(self, event, i)
	end
end

local function RunesEnable(self)
	self:RegisterEvent("UNIT_ENTERED_VEHICLE", VisibilityPath)
	self:UnregisterEvent("UNIT_EXITED_VEHICLE", VisibilityPath)

	self.Runes:Show()

	if self.Runes.PostUpdateVisibility then
		self.Runes:PostUpdateVisibility(true, not self.Runes.__isEnabled)
	end

	self.Runes.__isEnabled = true
	Path(self, "RunesEnable")
end

local function RunesDisable(self)
	self:UnregisterEvent("UNIT_ENTERED_VEHICLE", VisibilityPath)
	self:RegisterEvent("UNIT_EXITED_VEHICLE", VisibilityPath)

	self.Runes:Hide()

	if self.Runes.PostUpdateVisibility then
		self.Runes:PostUpdateVisibility(false, self.Runes.__isEnabled)
	end

	self.Runes.__isEnabled = false
	Path(self, "RunesDisable")
end

local function Visibility(self, event, ...)
	local element = self.Runes
	local shouldEnable = not (UnitHasVehicleUI("player"))

	local isEnabled = element.__isEnabled
	if (shouldEnable and not isEnabled) then
		RunesEnable(self)
	elseif(not shouldEnable and (isEnabled or isEnabled == nil)) then
		RunesDisable(self)
	elseif(shouldEnable and isEnabled) then
		Path(self, event, ...)
	end
end

VisibilityPath = function(self, ...)
	return (self.Runes.OverrideVisibility or Visibility)(self, ...)
end

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

local function Enable(self, unit)
	local element = self.Runes
	if (element and unit == "player") then
		element.__owner = self
		element.ForceUpdate = ForceUpdate

		for i = 1, #element do
			local rune = element[runemap[i]]
			if(rune:IsObjectType("StatusBar") and not rune:GetStatusBarTexture()) then
				rune:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
			end

			-- A full login always remove the death runes,
			-- or at least the clients knowledge about them.
			UpdateType(self, nil, i, floor((i + 1) / 2))
		end

		self:RegisterEvent("RUNE_POWER_UPDATE", Path, true)
		self:RegisterEvent("RUNE_TYPE_UPDATE", UpdateType, true)
		self:RegisterEvent("PLAYER_ENTERING_WORLD", Path)

		-- oUF leaves the vehicle events registered on the player frame, so
		-- buffs and such are correctly updated when entering/exiting vehicles.
		-- This however makes the code also show/hide the RuneFrame.
		RuneFrame.Show = RuneFrame.Hide
		RuneFrame:Hide()
		return true
	end
end

local function Disable(self)
	RuneFrame.Show = nil
	RuneFrame:Show()

	local element = self.Runes
	if (element) then
		for i = 1, #element do
			element[i]:Hide()
		end

		self:SetScript("OnUpdate", nil)

		self:UnregisterEvent("RUNE_POWER_UPDATE", Path)
		self:UnregisterEvent("RUNE_TYPE_UPDATE", UpdateType)
		self:UnregisterEvent("PLAYER_ENTERING_WORLD", Path)

		RunesDisable(self)
	end
end

oUF:AddElement("Runes", AllPath, Enable, Disable)