-- Credits: Vika, Cladhaire, Tekkub
--[[
# Element: Tags

Provides a system for text-based display of information by binding a tag string to a font string widget which in turn is
tied to a unit frame.

## Widget

A FontString to hold a tag string. Unlike other elements, this widget must not have a preset name.

## Notes

A `Tag` is a Lua string consisting of a function name surrounded by square brackets. The tag will be replaced by the
output of the function and displayed as text on the font string widget with that the tag has been registered. Literals
can be pre- or appended by separating them with a `>` before or `<` after the function name. The literals will be only
displayed when the function returns a non-nil value. I.e. `"[perhp<%]"` will display the current health as a percentage
of the maximum health followed by the % sign.

A `Tag String` is a Lua string consisting of one or multiple tags with optional literals between them. Each tag will be
updated individually and the output will follow the tags order. Literals will be displayed in the output string
regardless of whether the surrounding tag functions return a value. I.e. `"[curhp]/[maxhp]"` will resolve to something
like `2453/5000`.

A `Tag Function` is used to replace a single tag in a tag string by its output. A tag function receives only two
arguments - the unit and the realUnit of the unit frame used to register the tag (see Options for further details). The
tag function is called when the unit frame is shown or when a specified event has fired. It the tag is registered on an
eventless frame (i.e. one holding the unit "targettarget"), then the tag function is called in a set time interval.

A number of built-in tag functions exist. The layout can also define its own tag functions by adding them to the
`oUF.Tags.Methods` table. The events upon which the function will be called are specified in a white-space separated
list added to the `oUF.Tags.Events` table. Should an event fire without unit information, then it should also be listed
in the `oUF.Tags.SharedEvents` table as follows: `oUF.Tags.SharedEvents.EVENT_NAME = true`.

## Options

.overrideUnit    - if specified on the font string widget, the frame's realUnit will be passed as the second argument to
                   every tag function whose name is contained in the relevant tag string. Otherwise the second argument
                   is always nil (boolean)
.frequentUpdates - defines how often the correspondig tag function(s) should be called. This will override the events for
                   the tag(s), if any. If the value is a number, it is taken as a time interval in seconds. If the value
                   is a boolean, the time interval is set to 0.5 seconds (number or boolean)

## Attributes

.parent - the unit frame on which the tag has been registered

## Examples

    -- define the tag function
    oUF.Tags.Methods['mylayout:threatname'] = function(unit, realUnit)
        local color = _TAGS['threatcolor'](unit)
        local name = _TAGS['name'](unit, realUnit)
        return string.format('%s%s|r', color, name)
    end

    -- add the events
    oUF.Tags.Events['mylayout:threatname'] = 'UNIT_NAME_UPDATE UNIT_THREAT_SITUATION_UPDATE'

    -- create the text widget
    local info = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontNormal')
    info:SetPoint('LEFT')

    -- register the tag on the text widget with oUF
    self:Tag(info, '[mylayout:threatname]')
--]]

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

local _G = _G
local unpack = unpack
local floor = math.floor
local format = string.format
local tinsert, tremove = table.insert, table.remove

local GetComboPoints = GetComboPoints
local GetNumRaidMembers = GetNumRaidMembers
local GetPetHappiness = GetPetHappiness
local GetQuestDifficultyColor = GetQuestDifficultyColor
local GetRaidRosterInfo = GetRaidRosterInfo
local GetThreatStatusColor = GetThreatStatusColor
local IsResting = IsResting
local UnitCanAttack = UnitCanAttack
local UnitClass = UnitClass
local UnitClassification = UnitClassification
local UnitCreatureFamily = UnitCreatureFamily
local UnitCreatureType = UnitCreatureType
local UnitFactionGroup = UnitFactionGroup
local UnitHasVehicleUI = UnitHasVehicleUI
local UnitHealth = UnitHealth
local UnitHealthMax = UnitHealthMax
local UnitIsConnected = UnitIsConnected
local UnitIsDead = UnitIsDead
local UnitIsGhost = UnitIsGhost
local UnitIsPVP = UnitIsPVP
local UnitIsPartyLeader = UnitIsPartyLeader
local UnitIsPlayer = UnitIsPlayer
local UnitLevel = UnitLevel
local UnitName = UnitName
local UnitPower = UnitPower
local UnitPowerMax = UnitPowerMax
local UnitPowerType = UnitPowerType
local UnitRace = UnitRace
local UnitSex = UnitSex
local UnitThreatSituation = UnitThreatSituation

local _PATTERN = '%[..-%]+'

local _ENV = {
	Hex = function(r, g, b)
		if(type(r) == 'table') then
			if(r.r) then
				r, g, b = r.r, r.g, r.b
			else
				r, g, b = unpack(r)
			end
		end
		if not r or type(r) == 'string' then
			return '|cffFFFFFF'
		end
		return format('|cff%02x%02x%02x', r * 255, g * 255, b * 255)
	end,
	ColorGradient = oUF.ColorGradient,
}
local _PROXY = setmetatable(_ENV, {__index = _G})

local tagStrings = {
	['creature'] = [[function(u)
		return UnitCreatureFamily(u) or UnitCreatureType(u)
	end]],

	['dead'] = [[function(u)
		if(UnitIsDead(u)) then
			return 'Dead'
		elseif(UnitIsGhost(u)) then
			return 'Ghost'
		end
	end]],

	['difficulty'] = [[function(u)
		if UnitCanAttack('player', u) then
			local l = UnitLevel(u)
			return Hex(GetQuestDifficultyColor((l > 0) and l or 999))
		end
	end]],

	['leader'] = [[function(u)
		if(UnitIsPartyLeader(u)) then
			return 'L'
		end
	end]],

	['leaderlong'] = [[function(u)
		if(UnitIsPartyLeader(u)) then
			return 'Leader'
		end
	end]],

	['level'] = [[function(u)
		local l = UnitLevel(u)
		if(l > 0) then
			return l
		else
			return '??'
		end
	end]],

	['missinghp'] = [[function(u)
		local current = UnitHealthMax(u) - UnitHealth(u)
		if(current > 0) then
			return current
		end
	end]],

	['missingpp'] = [[function(u)
		local current = UnitPowerMax(u) - UnitPower(u)
		if(current > 0) then
			return current
		end
	end]],

	['name'] = [[function(u, r)
		return UnitName(r or u)
	end]],

	['offline'] = [[function(u)
		if(not UnitIsConnected(u)) then
			return 'Offline'
		end
	end]],

	['perhp'] = [[function(u)
		local m = UnitHealthMax(u)
		if(m == 0) then
			return 0
		else
			return floor(UnitHealth(u) / m * 100 + .5)
		end
	end]],

	['perpp'] = [[function(u)
		local m = UnitPowerMax(u)
		if(m == 0) then
			return 0
		else
			return floor(UnitPower(u) / m * 100 + .5)
		end
	end]],

	['plus'] = [[function(u)
		local c = UnitClassification(u)
		if(c == 'elite' or c == 'rareelite') then
			return '+'
		end
	end]],

	['pvp'] = [[function(u)
		if(UnitIsPVP(u)) then
			return 'PvP'
		end
	end]],

	['raidcolor'] = [[function(u)
		local _, x = UnitClass(u)
		if(x) then
			return Hex(_COLORS.class[x])
		end
	end]],

	['rare'] = [[function(u)
		local c = UnitClassification(u)
		if(c == 'rare' or c == 'rareelite') then
			return 'Rare'
		end
	end]],

	['resting'] = [[function(u)
		if(u == 'player' and IsResting()) then
			return 'zzz'
		end
	end]],

	['sex'] = [[function(u)
		local s = UnitSex(u)
		if(s == 2) then
			return 'Male'
		elseif(s == 3) then
			return 'Female'
		end
	end]],

	['smartclass'] = [[function(u)
		if(UnitIsPlayer(u)) then
			return _TAGS['class'](u)
		end

		return _TAGS['creature'](u)
	end]],

	['status'] = [[function(u)
		if(UnitIsDead(u)) then
			return 'Dead'
		elseif(UnitIsGhost(u)) then
			return 'Ghost'
		elseif(not UnitIsConnected(u)) then
			return 'Offline'
		else
			return _TAGS['resting'](u)
		end
	end]],

	['threat'] = [[function(u)
		local s = UnitThreatSituation(u)
		if(s == 1) then
			return '++'
		elseif(s == 2) then
			return '--'
		elseif(s == 3) then
			return 'Aggro'
		end
	end]],

	['threatcolor'] = [[function(u)
		return Hex(GetThreatStatusColor(UnitThreatSituation(u)))
	end]],

	['cpoints'] = [[function(u)
		local cp
		if(UnitHasVehicleUI('player')) then
			cp = GetComboPoints('vehicle', 'target')
		else
			cp = GetComboPoints('player', 'target')
		end

		if(cp > 0) then
			return cp
		end
	end]],

	['smartlevel'] = [[function(u)
		local c = UnitClassification(u)
		if(c == 'worldboss') then
			return 'Boss'
		else
			local plus = _TAGS['plus'](u)
			local level = _TAGS['level'](u)
			if(plus) then
				return level .. plus
			else
				return level
			end
		end
	end]],

	['classification'] = [[function(u)
		local c = UnitClassification(u)
		if(c == 'rare') then
			return 'Rare'
		elseif(c == 'rareelite') then
			return 'Rare Elite'
		elseif(c == 'elite') then
			return 'Elite'
		elseif(c == 'worldboss') then
			return 'Boss'
		end
	end]],

	['shortclassification'] = [[function(u)
		local c = UnitClassification(u)
		if(c == 'rare') then
			return 'R'
		elseif(c == 'rareelite') then
			return 'R+'
		elseif(c == 'elite') then
			return '+'
		elseif(c == 'worldboss') then
			return 'B'
		end
	end]],

	['group'] = [[function(unit)
		local name, server = UnitName(unit)
		if(server and server ~= '') then
			name = format('%s-%s', name, server)
		end

		for i=1, GetNumRaidMembers() do
			local raidName, _, group = GetRaidRosterInfo(i)
			if(raidName == name) then
				return group
			end
		end
	end]],

	['deficit:name'] = [[function(u)
		local missinghp = _TAGS['missinghp'](u)
		if(missinghp) then
			return '-' .. missinghp
		else
			return _TAGS['name'](u)
		end
	end]],

	['curmana'] = [[function(unit)
		return UnitPower(unit, SPELL_POWER_MANA)
	end]],

	['maxmana'] = [[function(unit)
		return UnitPowerMax(unit, SPELL_POWER_MANA)
	end]],

	['happiness'] = [[function(u)
		if(UnitIsUnit(u, 'pet')) then
			local happiness = GetPetHappiness()
			if(happiness == 1) then
				return ':<'
			elseif(happiness == 2) then
				return ':|'
			elseif(happiness == 3) then
				return ':D'
			end
		end
	end]],

	['powercolor'] = [[function(u)
		local pType, pToken, altR, altG, altB = UnitPowerType(u)
		local t = _COLORS.power[pToken]

		if not t then		
			return Hex(altR, altG, altB)	
		end

		return Hex(t)
	end]],
}

local tags = setmetatable(
	{
		curhp = UnitHealth,
		curpp = UnitPower,
		maxhp = UnitHealthMax,
		maxpp = UnitPowerMax,
		class = UnitClass,
		faction = UnitFactionGroup,
		race = UnitRace,
	},
	{
		__index = function(self, key)
			local tagFunc = tagStrings[key]
			if(tagFunc) then
				local func, err = loadstring('return ' .. tagFunc)
				if(func) then
					func = func()

					-- Want to trigger __newindex, so no rawset.
					self[key] = func
					tagStrings[key] = nil

					return func
				else
					error(err, 3)
				end
			end
		end,
		__newindex = function(self, key, val)
			if(type(val) == 'string') then
				tagStrings[key] = val
			elseif(type(val) == 'function') then
				-- So we don't clash with any custom envs.
				if(getfenv(val) == _G) then
					setfenv(val, _PROXY)
				end

				rawset(self, key, val)
			end
		end,
	}
)

_ENV._TAGS = tags

local tagEvents = {
	['curhp']				= 'UNIT_HEALTH',
	['maxhp']				= 'UNIT_MAXHEALTH',
	['curpp']				= 'UNIT_ENERGY UNIT_FOCUS UNIT_MANA UNIT_RAGE UNIT_RUNIC_POWER',
	['maxpp']				= 'UNIT_MAXENERGY UNIT_MAXFOCUS UNIT_MAXMANA UNIT_MAXRAGE UNIT_MAXRUNIC_POWER',
	['dead']				= 'UNIT_HEALTH',
	['leader']				= 'PARTY_LEADER_CHANGED',
	['leaderlong']			= 'PARTY_LEADER_CHANGED',
	['level']				= 'UNIT_LEVEL PLAYER_LEVEL_UP',
	['missinghp']			= 'UNIT_HEALTH UNIT_MAXHEALTH',
	['missingpp']			= 'UNIT_MAXENERGY UNIT_MAXFOCUS UNIT_MAXMANA UNIT_MAXRAGE UNIT_ENERGY UNIT_FOCUS UNIT_MANA UNIT_RAGE UNIT_MAXRUNIC_POWER UNIT_RUNIC_POWER',
	['name']				= 'UNIT_NAME_UPDATE',
	['offline']				= 'UNIT_HEALTH',
	['perhp']				= 'UNIT_HEALTH UNIT_MAXHEALTH',
	['perpp']				= 'UNIT_MAXENERGY UNIT_MAXFOCUS UNIT_MAXMANA UNIT_MAXRAGE UNIT_ENERGY UNIT_FOCUS UNIT_MANA UNIT_RAGE UNIT_MAXRUNIC_POWER UNIT_RUNIC_POWER',
	['plus']				= 'UNIT_CLASSIFICATION_CHANGED',
	['pvp']					= 'UNIT_FACTION',
	['rare']				= 'UNIT_CLASSIFICATION_CHANGED',
	['resting']				= 'PLAYER_UPDATE_RESTING',
	['status']				= 'UNIT_HEALTH PLAYER_UPDATE_RESTING',
	['threat']				= 'UNIT_THREAT_SITUATION_UPDATE',
	['threatcolor']			= 'UNIT_THREAT_SITUATION_UPDATE',
	['cpoints']				= 'UNIT_COMBO_POINTS PLAYER_TARGET_CHANGED',
	['smartlevel']			= 'UNIT_LEVEL PLAYER_LEVEL_UP UNIT_CLASSIFICATION_CHANGED',
	['classification']		= 'UNIT_CLASSIFICATION_CHANGED',
	['shortclassification']	= 'UNIT_CLASSIFICATION_CHANGED',
	['group']				= 'PARTY_MEMBERS_CHANGED RAID_ROSTER_UPDATE',
	['curmana']				= 'UNIT_MANA UNIT_MAXMANA',
	['maxmana']				= 'UNIT_MANA UNIT_MAXMANA',
	['happiness']			= 'UNIT_HAPPINESS',
	['powercolor']			= 'UNIT_DISPLAYPOWER',
}

local unitlessEvents = {
	PLAYER_LEVEL_UP = true,
	PLAYER_UPDATE_RESTING = true,
	PLAYER_TARGET_CHANGED = true,

	RAID_ROSTER_UPDATE = true,
	PARTY_MEMBERS_CHANGED = true,
	PARTY_LEADER_CHANGED = true,

	UNIT_COMBO_POINTS = true,
}

local events = {}
local frame = CreateFrame('Frame')
frame:SetScript('OnEvent', function(self, event, unit)
	local strings = events[event]
	if(strings) then
		for _, fontstring in next, strings do
			if(fontstring:IsVisible() and (unitlessEvents[event] or fontstring.parent.unit == unit)) then
				fontstring:UpdateTag()
			end
		end
	end
end)

local onUpdates = {}
local eventlessUnits = {}

local function createOnUpdate(timer)
	local OnUpdate = onUpdates[timer]

	if(not OnUpdate) then
		local total = timer
		local frame = CreateFrame('Frame')
		local strings = eventlessUnits[timer]

		frame:SetScript('OnUpdate', function(self, elapsed)
			if(total >= timer) then
				for _, fs in next, strings do
					if(fs.parent:IsShown() and UnitExists(fs.parent.unit)) then
						fs:UpdateTag()
					end
				end

				total = 0
			end

			total = total + elapsed
		end)

		onUpdates[timer] = frame
	end
end

local function onShow(self)
	for _, fs in next, self.__tags do
		fs:UpdateTag()
	end
end

local function getTagName(tag)
	local tagStart = (tag:match('>+()') or 2)
	local tagEnd = tag:match('.*()<+')
	tagEnd = (tagEnd and tagEnd - 1) or -2

	return tag:sub(tagStart, tagEnd), tagStart, tagEnd
end

local function registerEvent(fontstr, event)
	if(not events[event]) then events[event] = {} end

	frame:RegisterEvent(event)
	tinsert(events[event], fontstr)
end

local function registerEvents(fontstr, tagstr)
	for tag in tagstr:gmatch(_PATTERN) do
		tag = getTagName(tag)
		local tagevents = tagEvents[tag]
		if(tagevents) then
			for event in tagevents:gmatch('%S+') do
				registerEvent(fontstr, event)
			end
		end
	end
end

local function unregisterEvents(fontstr)
	for event, data in next, events do
		for i, tagfsstr in next, data do
			if(tagfsstr == fontstr) then
				if(#data == 1) then
					frame:UnregisterEvent(event)
				end

				tremove(data, i)
			end
		end
	end
end

local OnEnter = function(self)
	for _, fs in pairs(self.__mousetags) do
		fs:SetAlpha(1)
	end
end

local OnLeave = function(self)
	for _, fs in pairs(self.__mousetags) do
		fs:SetAlpha(0)
	end
end

local onUpdateDelay = {}
local tagPool = {}
local funcPool = {}
local tmp = {}
local escapeSequences = {
	["||c"] = "|c",
	["||r"] = "|r",
	["||T"] = "|T",
	["||t"] = "|t",
}

--[[ Tags: frame:Tag(fs, tagstr)
Used to register a tag on a unit frame.

* self   - the unit frame on which to register the tag
* fs     - the font string to display the tag (FontString)
* tagstr - the tag string (string)
--]]
local function Tag(self, fs, tagstr)
	if(not fs or not tagstr) then return end

	if(not self.__tags) then
		self.__tags = {}
		self.__mousetags = {}
		tinsert(self.__elements, onShow)
	else
		-- Since people ignore everything that's good practice - unregister the tag
		-- if it already exists.
		for _, tag in pairs(self.__tags) do
			if(fs == tag) then
				-- We don't need to remove it from the __tags table as Untag handles
				-- that for us.
				self:Untag(fs)
			end
		end
	end

	fs.parent = self

	for escapeSequence, replacement in pairs(escapeSequences) do
		while tagstr:find(escapeSequence) do
			tagstr = tagstr:gsub(escapeSequence, replacement)
		end
	end

	if tagstr:find('%[mouseover%]') then
		tinsert(self.__mousetags, fs)
		fs:SetAlpha(0)
		if not self.__HookFunc then
			self:HookScript('OnEnter', OnEnter)
			self:HookScript('OnLeave', OnLeave)
			self.__HookFunc = true;
		end
		tagstr = tagstr:gsub('%[mouseover%]', '')
	else
		for index, fontString in pairs(self.__mousetags) do
			if fontString == fs then
				self.__mousetags[index] = nil;
				fs:SetAlpha(1)
			end
		end
	end

	local containsOnUpdate
	for tag in tagstr:gmatch(_PATTERN) do
		tag = getTagName(tag)
		if not tagEvents[tag] then
			containsOnUpdate = onUpdateDelay[tag] or 0.15;
		end
	end

	local func = tagPool[tagstr]
	if(not func) then
		local format, numTags = tagstr:gsub('%%', '%%%%'):gsub(_PATTERN, '%%s')
		local args = {}

		for bracket in tagstr:gmatch(_PATTERN) do
			local tagFunc = funcPool[bracket] or tags[bracket:sub(2, -2)]
			if(not tagFunc) then
				local tagName, tagStart, tagEnd = getTagName(bracket)

				local tag = tags[tagName]
				if(tag) then
					tagStart = tagStart - 2
					tagEnd = tagEnd + 2

					if(tagStart ~= 0 and tagEnd ~= 0) then
						local prefix = bracket:sub(2, tagStart)
						local suffix = bracket:sub(tagEnd, -2)

						tagFunc = function(unit, realUnit)
							local str = tag(unit, realUnit)
							if(str) then
								return prefix .. str .. suffix
							end
						end
					elseif(tagStart ~= 0) then
						local prefix = bracket:sub(2, tagStart)

						tagFunc = function(unit, realUnit)
							local str = tag(unit, realUnit)
							if(str) then
								return prefix .. str
							end
						end
					elseif(tagEnd ~= 0) then
						local suffix = bracket:sub(tagEnd, -2)

						tagFunc = function(unit, realUnit)
							local str = tag(unit, realUnit)
							if(str) then
								return str .. suffix
							end
						end
					end

					funcPool[bracket] = tagFunc
				end
			end

			if(tagFunc) then
				tinsert(args, tagFunc)
			else
				numTags = -1
				func = function(self)
					return self:SetText(bracket)
				end
			end
		end

		if(numTags == 1) then
			func = function(self)
				local parent = self.parent
				local realUnit
				if(self.overrideUnit) then
					realUnit = parent.realUnit
				end

				_ENV._COLORS = parent.colors
				return self:SetFormattedText(
					format,
					args[1](parent.unit, realUnit) or ''
				)
			end
		elseif(numTags == 2) then
			func = function(self)
				local parent = self.parent
				local unit = parent.unit
				local realUnit
				if(self.overrideUnit) then
					realUnit = parent.realUnit
				end

				_ENV._COLORS = parent.colors
				return self:SetFormattedText(
					format,
					args[1](unit, realUnit) or '',
					args[2](unit, realUnit) or ''
				)
			end
		elseif(numTags == 3) then
			func = function(self)
				local parent = self.parent
				local unit = parent.unit
				local realUnit
				if(self.overrideUnit) then
					realUnit = parent.realUnit
				end

				_ENV._COLORS = parent.colors
				return self:SetFormattedText(
					format,
					args[1](unit, realUnit) or '',
					args[2](unit, realUnit) or '',
					args[3](unit, realUnit) or ''
				)
			end
		elseif numTags ~= -1 then
			func = function(self)
				local parent = self.parent
				local unit = parent.unit
				local realUnit
				if(self.overrideUnit) then
					realUnit = parent.realUnit
				end

				_ENV._COLORS = parent.colors
				for i, func in next, args do
					tmp[i] = func(unit, realUnit) or ''
				end

				-- We do 1, numTags because tmp can hold several unneeded variables.
				return self:SetFormattedText(format, unpack(tmp, 1, numTags))
			end
		end

		if numTags ~= -1 then
			tagPool[tagstr] = func
		end
	end
	fs.UpdateTag = func

	local unit = self.unit
	if(self.__eventless or fs.frequentUpdates) or containsOnUpdate then
		local timer
		if(type(fs.frequentUpdates) == 'number') then
			timer = fs.frequentUpdates
		elseif containsOnUpdate then
			timer = containsOnUpdate
		else
			timer = .1
		end

		if(not eventlessUnits[timer]) then eventlessUnits[timer] = {} end
		tinsert(eventlessUnits[timer], fs)

		createOnUpdate(timer)
	else
		registerEvents(fs, tagstr)
	end

	tinsert(self.__tags, fs)
end

--[[ Tags: frame:Untag(fs)
Used to unregister a tag from a unit frame.

* self - the unit frame from which to unregister the tag
* fs   - the font string holding the tag (FontString)
--]]
local function Untag(self, fs)
	if(not fs) then return end

	unregisterEvents(fs)
	for _, timers in next, eventlessUnits do
		for i, fontstr in next, timers do
			if(fs == fontstr) then
				tremove(timers, i)
			end
		end
	end

	for i, fontstr in next, self.__tags do
		if(fontstr == fs) then
			tremove(self.__tags, i)
		end
	end

	fs.UpdateTag = nil
end

oUF.Tags = {
	Methods = tags,
	Events = tagEvents,
	SharedEvents = unitlessEvents,
	OnUpdateThrottle = onUpdateDelay,
}

oUF:RegisterMetaFunction('Tag', Tag)
oUF:RegisterMetaFunction('Untag', Untag)