local _detalhes	= _detalhes

local _pairs = pairs
local _ipairs = ipairs
local _unpack = unpack
local _type = type

local _UnitClass = UnitClass
local _UnitGUID = UnitGUID

do
	local unknown_class_coords = {0.75, 1, 0.75, 1}

	function _detalhes:GetIconTexture(iconType, withAlpha)
		iconType = string.lower(iconType)

		if iconType == "spec" then
			if withAlpha then
				return [[Interface\AddOns\Details\images\spec_icons_normal_alpha]]
			else
				return [[Interface\AddOns\Details\images\spec_icons_normal]]
			end
		elseif iconType == "class" then
			if withAlpha then
				return [[Interface\AddOns\Details\images\classes_small_alpha]]
			else
				return [[Interface\AddOns\Details\images\classes_small]]
			end
		end
	end

	-- try get the class from actor name
	function _detalhes:GetClass(name)
		local _, class = _UnitClass(name)
		if not class then
			for index, container in _ipairs(_detalhes.tabela_overall) do
				local index = container._NameIndexTable[name]
				if index then
					local actor = container._ActorTable[index]
					if actor.classe ~= "UNGROUPPLAYER" then
						local left, right, top, bottom = _unpack(_detalhes.class_coords[actor.classe] or unknown_class_coords)
						local r, g, b = _unpack(_detalhes.class_colors[actor.classe])
						return actor.classe, left, right, top, bottom, r or 1, g or 1, b or 1
					end
				end
			end

			return "UNKNOW", 0.75, 1, 0.75, 1, 1, 1, 1, 1
		else
			local left, right, top, bottom = _unpack(_detalhes.class_coords[class])
			local r, g, b = _unpack(_detalhes.class_colors[class])
			return class, left, right, top, bottom, r or 1, g or 1, b or 1
		end
	end

	local CLASS_ICON_TCOORDS = CLASS_ICON_TCOORDS

	local roles = {
		DAMAGER = {421/512, 466/512, 381/512, 427/512},
		HEALER = {467/512, 512/512, 381/512, 427/512},
		TANK = {373/512, 420/512, 381/512, 427/512},
		NONE = {0, 50/512, 110/512, 150/512},
	}
	function _detalhes:GetRoleIcon(role)
		return [[Interface\AddOns\Details\images\icons2]], _unpack(roles[role])
	end

	function _detalhes:GetClassIcon(class)
		local c
		if self.classe then
			c = self.classe
		elseif _type(class) == "table" and class.classe then
			c = class.classe
		elseif _type(class) == "string" then
			c = class
		else
			c = "UNKNOW"
		end

		if c == "UNKNOW" then
			return [[Interface\LFGFRAME\LFGROLE_BW]], 0.25, 0.5, 0, 1
		elseif c == "UNGROUPPLAYER" then
			return [[Interface\ICONS\Achievement_Character_Orc_Male]], 0, 1, 0, 1
		elseif c == "PET" then
			return [[Interface\AddOns\Details\images\classes_small]], 0.25, 0.49609375, 0.75, 1
		else
			return [[Interface\AddOns\Details\images\classes_small]], _unpack(_detalhes.class_coords[c])
		end
	end

	function _detalhes:GetSpecIcon(spec, useAlpha)
		if spec then
			if useAlpha then
				return [[Interface\AddOns\Details\images\spec_icons_normal_alpha]], _unpack(_detalhes.class_specs_coords[spec])
			else
				return [[Interface\AddOns\Details\images\spec_icons_normal]], _unpack(_detalhes.class_specs_coords[spec])
			end
		end
	end

	local default_color = {1, 1, 1, 1}
	function _detalhes:GetClassColor(class)
		if self.classe then
			return _unpack(_detalhes.class_colors[self.classe] or default_color)
		elseif _type(class) == "table" and class.classe then
			return _unpack(_detalhes.class_colors[class.classe] or default_color)
		elseif _type(class) == "string" then
			return _unpack(_detalhes.class_colors[class] or default_color)
		else
			_unpack(default_color)
		end
	end

	function _detalhes:GetPlayerIcon(playerName, segment)
		segment = segment or _detalhes.tabela_vigente

		local texture
		local L, R, T, B

		local playerObject = segment(1, playerName)
		if not playerObject or not playerObject.spec then
			playerObject = segment(2, playerName)
		end

		if playerObject then
			local spec = playerObject.spec
			if spec then
				texture = [[Interface\AddOns\Details\images\spec_icons_normal]]
				L, R, T, B = _unpack(_detalhes.class_specs_coords[spec])
			else
				texture = [[Interface\AddOns\Details\images\classes_small]]
				L, R, T, B = _unpack(_detalhes.class_coords[playerObject.classe or "UNKNOW"])
			end
		else
			texture = [[Interface\AddOns\Details\images\classes_small]]
			L, R, T, B = _unpack(_detalhes.class_coords["UNKNOW"])
		end

		return texture, L, R, T, B
	end

	function _detalhes:GuessClass(t)
		local Actor, container, tries = t[1], t[2], t[3]
		if not Actor then
			return false
		end

		if Actor.spells then --> correcao pros containers misc, precisa pegar os diferentes tipos de containers de  l�
			for spellid, _ in _pairs(Actor.spells._ActorTable) do
				local class = _detalhes.ClassSpellList[spellid]
				if class then
					Actor.classe = class
					Actor.guessing_class = nil

					if container then
						container.need_refresh = true
					end

					if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
						Actor.minha_barra.minha_tabela = nil
						_detalhes:ScheduleWindowUpdate(2, true)
					end

					return class
				end
			end
		end

		if not Actor.nome then
			if not _detalhes.NoActorNameWarning then
				print("==============")
				_detalhes:Msg("Unhandled Exception: Actor has no name, ContainerID: ", container.tipo)
				_detalhes:Msg("After the current combat, reset data and use /reload.")
				_detalhes:Msg("Report this issue to the Author: Actor with no name, container: ", container.tipo)
				print("==============")
				_detalhes.NoActorNameWarning = true
			end
			return
		end

		local class = _detalhes:GetClass(Actor.nome)
		if class and class ~= "UNKNOW" then
			Actor.classe = class
			Actor.need_refresh = true
			Actor.guessing_class = nil

			if container then
				container.need_refresh = true
			end

			if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
				Actor.minha_barra.minha_tabela = nil
				_detalhes:ScheduleWindowUpdate(2, true)
			end

			return class
		end

		if tries and tries < 10 then
			t[3] = tries + 1 --thanks @Farmbuyer on curseforge
--			_detalhes:ScheduleTimer("GuessClass", 2, {Actor, container, tries + 1})
			_detalhes:ScheduleTimer("GuessClass", 2, t) --passing the same table instead of creating a new one
		end

		return false
	end

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

	function _detalhes:GetSpecByGUID(unitSerial)
		return _detalhes.cached_specs[unitSerial]
	end

	-- try get the spec from actor name
	function _detalhes:GetSpec(name)
		local guid = _UnitGUID(name)
		if guid then
			local spec = _detalhes.cached_specs[guid]
			if spec then
				return spec
			end
		end

		for index, container in _ipairs(_detalhes.tabela_overall) do
			local index = container._NameIndexTable[name]
			if index then
				local actor = container._ActorTable[index]
				return actor and actor.spec
			end
		end
	end

	function _detalhes:ReGuessSpec(t)
		local Actor, container = t[1], t[2]
		local SpecSpellList = _detalhes.SpecSpellList

		--> get from the spell cast list
		if _detalhes.tabela_vigente then
			local misc_actor = _detalhes.tabela_vigente(4, Actor.nome)
			if misc_actor and misc_actor.spell_cast then
				for spellid, _ in _pairs(misc_actor.spell_cast) do
					local spec = SpecSpellList[spellid]
					if spec then
						_detalhes.cached_specs[Actor.serial] = spec

						Actor.spec = spec
						Actor.classe = _detalhes.SpecIDToClass[spec] or Actor.classe
						Actor.guessing_spec = nil

						if container then
							container.need_refresh = true
						end

						if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
							Actor.minha_barra.minha_tabela = nil
							_detalhes:ScheduleWindowUpdate(2, true)
						end

						return spec
					end
				end
			end
		else
			if Actor.spells then
				for spellid, _ in _pairs(Actor.spells._ActorTable) do
					local spec = SpecSpellList[spellid]
					if spec then
						if spec ~= Actor.spec then
							_detalhes.cached_specs[Actor.serial] = spec

							Actor.spec = spec
							Actor.classe = _detalhes.SpecIDToClass[spec] or Actor.classe

							if container then
								container.need_refresh = true
							end

							if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
								Actor.minha_barra.minha_tabela = nil
								_detalhes:ScheduleWindowUpdate(2, true)
							end

							return spec
						else
							break
						end
					end
				end

				if Actor.classe == "HUNTER" then
					local container_misc = _detalhes.tabela_vigente[4]
					local index = container_misc._NameIndexTable[Actor.nome]
					if index then
						local misc_actor = container_misc._ActorTable[index]
						local buffs = misc_actor.buff_uptime_spells and misc_actor.buff_uptime_spells._ActorTable
						if buffs then
							for spellid, spell in _pairs(buffs) do
								local spec = SpecSpellList[spellid]
								if spec then
									if spec ~= Actor.spec then
										_detalhes.cached_specs[Actor.serial] = spec

										Actor.spec = spec
										Actor.classe = _detalhes.SpecIDToClass[spec] or Actor.classe

										if container then
											container.need_refresh = true
										end

										if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
											Actor.minha_barra.minha_tabela = nil
											_detalhes:ScheduleWindowUpdate(2, true)
										end

										return spec
									else
										break
									end
								end
							end
						end
					end
				end

			end
		end
	end

	function _detalhes:GuessSpec(t)
		local Actor, container, tries = t[1], t[2], t[3]
		if not Actor then
			return false
		end

		local SpecSpellList = _detalhes.SpecSpellList

--		local misc_actor = info.instancia.showing(4, self:name())
		--spell_cast

		--> get from the spec cache
		local spec = _detalhes.cached_specs[Actor.serial]
		if spec then
			Actor.spec = spec
			Actor.classe = _detalhes.SpecIDToClass[spec] or Actor.classe

			Actor.guessing_spec = nil

			if container then
				container.need_refresh = true
			end

			if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
				Actor.minha_barra.minha_tabela = nil
				_detalhes:ScheduleWindowUpdate(2, true)
			end

			return spec
		end

		--> get from the spell cast list
		if _detalhes.tabela_vigente then
			local misc_actor = _detalhes.tabela_vigente(4, Actor.nome)

			if misc_actor and misc_actor.spell_cast then
				for spellid, _ in _pairs(misc_actor.spell_cast) do
					local spec = SpecSpellList[spellid]
					if spec then
						_detalhes.cached_specs[Actor.serial] = spec

						Actor.spec = spec
						Actor.classe = _detalhes.SpecIDToClass[spec] or Actor.classe

						Actor.guessing_spec = nil

						if container then
							container.need_refresh = true
						end

						if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
							Actor.minha_barra.minha_tabela = nil
							_detalhes:ScheduleWindowUpdate(2, true)
						end

						return spec
					end
				end
			else
				if Actor.spells then --> correcao pros containers misc, precisa pegar os diferentes tipos de containers de  l�
					for spellid, _ in _pairs(Actor.spells._ActorTable) do
						local spec = SpecSpellList[spellid]
						if spec then
							_detalhes.cached_specs[Actor.serial] = spec

							Actor.spec = spec
							Actor.classe = _detalhes.SpecIDToClass[spec] or Actor.classe
							Actor.guessing_spec = nil

							if container then
								container.need_refresh = true
							end

							if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
								Actor.minha_barra.minha_tabela = nil
								_detalhes:ScheduleWindowUpdate(2, true)
							end

							return spec
						end
					end
				end
			end
		else
			if Actor.spells then --> correcao pros containers misc, precisa pegar os diferentes tipos de containers de  l�
				for spellid, _ in _pairs(Actor.spells._ActorTable) do
					local spec = SpecSpellList[spellid]
					if spec then
						_detalhes.cached_specs[Actor.serial] = spec

						Actor.spec = spec
						Actor.classe = _detalhes.SpecIDToClass[spec] or Actor.classe
						Actor.guessing_spec = nil

						if container then
							container.need_refresh = true
						end

						if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
							Actor.minha_barra.minha_tabela = nil
							_detalhes:ScheduleWindowUpdate(2, true)
						end

						return spec
					end
				end
			end
		end

		if Actor.classe == "HUNTER" then
			local container_misc = _detalhes.tabela_vigente[4]
			local index = container_misc._NameIndexTable[Actor.nome]
			if index then
				local misc_actor = container_misc._ActorTable[index]
				local buffs = misc_actor.buff_uptime_spells and misc_actor.buff_uptime_spells._ActorTable
				if buffs then
					for spellid, spell in _pairs(buffs) do
						local spec = SpecSpellList[spellid]
						if spec then

							_detalhes.cached_specs[Actor.serial] = spec

							Actor.spec = spec
							Actor.classe = _detalhes.SpecIDToClass[spec] or Actor.classe
							Actor.guessing_spec = nil

							if container then
								container.need_refresh = true
							end

							if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
								Actor.minha_barra.minha_tabela = nil
								_detalhes:ScheduleWindowUpdate(2, true)
							end

							return spec
						end
					end
				end
			end
		end

		local spec = _detalhes:GetSpec(Actor.nome)
		if spec then
			_detalhes.cached_specs[Actor.serial] = spec

			Actor.spec = spec
			Actor.classe = _detalhes.SpecIDToClass[spec] or Actor.classe
			Actor.need_refresh = true
			Actor.guessing_spec = nil

			if container then
				container.need_refresh = true
			end

			if Actor.minha_barra and _type(Actor.minha_barra) == "table" then
				Actor.minha_barra.minha_tabela = nil
				_detalhes:ScheduleWindowUpdate(2, true)
			end

			return spec
		end

		if _detalhes.streamer_config.quick_detection then
			if tries and tries < 30 then
				t[3] = tries + 1
				_detalhes:ScheduleTimer("GuessSpec", 1, t)
			end
		else
			if tries and tries < 10 then
				t[3] = tries + 1
				_detalhes:ScheduleTimer("GuessSpec", 3, t)
			end
		end

		return false
	end
end


function _detalhes:AddColorString(player_name, class)
	--> check if the class colors exists
	local classColors = RAID_CLASS_COLORS
	if classColors then
		local color = classColors[class]
		--> check if the player name is valid
		if _type(player_name) == "string" and color then
			player_name = "|c" .. color.colorStr .. player_name .. "|r"
			return player_name
		end
	end

	--> if failed, return the player name without modifications
	return player_name
end

function _detalhes:AddRoleIcon(player_name, role, size)
	--> check if is a valid role
	local roleIcon = _detalhes.role_texcoord[role]
	if _type(player_name) == "string" and roleIcon and role ~= "NONE" then
		--> add the role icon
		size = size or 14
		player_name = "|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. size .. ":" .. size .. ":0:0:256:256:" .. roleIcon .. "|t " .. player_name
		return player_name
	end

	return player_name
end

function _detalhes:AddClassOrSpecIcon(playerName, class, spec, iconSize, useAlphaIcons)
	local size = iconSize or 16

	if spec then
		local specString = ""
		local L, R, T, B = _unpack(_detalhes.class_specs_coords[spec])
		if L then
			if(useAlphaIcons) then
				specString = "|TInterface\\AddOns\\Details\\images\\spec_icons_normal_alpha:" .. size .. ":" .. size .. ":0:0:512:512:" ..(L * 512) .. ":" ..(R * 512) .. ":" ..(T * 512) .. ":" ..(B * 512) .. "|t"
			else
				specString = "|TInterface\\AddOns\\Details\\images\\spec_icons_normal:" .. size .. ":" .. size .. ":0:0:512:512:" ..(L * 512) .. ":" ..(R * 512) .. ":" ..(T * 512) .. ":" ..(B * 512) .. "|t"
			end
			return specString .. " " .. playerName
		end
	end

	if class then
		local classString = ""
		local L, R, T, B = _unpack(_detalhes.class_coords[class])
		if L then
			local imageSize = 128
			if(useAlphaIcons) then
				classString = "|TInterface\\AddOns\\Details\\images\\classes_small_alpha:" .. size .. ":" .. size .. ":0:0:" .. imageSize .. ":" .. imageSize .. ":" ..(L * imageSize) .. ":" ..(R * imageSize) .. ":" ..(T * imageSize) .. ":" ..(B * imageSize) .. "|t"
			else
				classString = "|TInterface\\AddOns\\Details\\images\\classes_small:" .. size .. ":" .. size .. ":0:0:" .. imageSize .. ":" .. imageSize .. ":" ..(L * imageSize) .. ":" ..(R * imageSize) .. ":" ..(T * imageSize) .. ":" ..(B * imageSize) .. "|t"
			end
			return classString .. " " .. playerName
		end
	end

	return playerName
end