local T, C, L = unpack(ShestakUI)
if C.loot.lootframe ~= true then return end

----------------------------------------------------------------------------------------
--	Loot frame(Butsu by Haste)
----------------------------------------------------------------------------------------
local _, _NS = ...
local Butsu = CreateFrame("Button", "Butsu")
local lb = CreateFrame("Button", "ButsuAdv", Butsu, "UIPanelScrollDownButtonTemplate")
local LDD = CreateFrame("Frame", "ButsuLDD", Butsu, "UIDropDownMenuTemplate")
Butsu:Hide()

Butsu:SetScript("OnEvent", function(self, event, ...)
	self[event](self, event, ...)
end)

function Butsu:LOOT_OPENED(_, ...)
	self:Show()
	lb:Show()

	local autoLoot = ...
	if not self:IsShown() then
		CloseLoot(not autoLoot)
	end

	if IsFishingLoot() then
		self.title:SetText(L_LOOT_FISH)
	elseif not UnitIsFriend("player", "target") and UnitIsDead("target") then
		self.title:SetText(UnitName("target"))
	else
		self.title:SetText(LOOT)
	end

	-- Blizzard uses strings here
	if GetCVar("lootUnderMouse") == "1" then
		local x, y = GetCursorPosition()
		x = x / self:GetEffectiveScale()
		y = y / self:GetEffectiveScale()

		self:ClearAllPoints()
		self:SetPoint("TOPLEFT", nil, "BOTTOMLEFT", x - 40, y + 20)
		self:GetCenter()
		self:Raise()
	end

	local m = 0
	local items = GetNumLootItems()
	if items > 0 then
		for i = 1, items do
			local slot = _NS.slots[i] or _NS.CreateSlot(i)
			local texture, item, quantity, currencyID, quality, _, isQuestItem, questId, isActive = GetLootSlotInfo(i)

			if currencyID then
				item, texture, quantity, quality = CurrencyContainerUtil.GetCurrencyContainerInfo(currencyID, quantity, item, texture, quality)
			end

			if texture then
				local color = ITEM_QUALITY_COLORS[quality]
				local r, g, b = color.r, color.g, color.b

				if GetLootSlotType(i) == LOOT_SLOT_MONEY then
					item = item:gsub("\n", ", ")
				end

				if quantity and quantity > 1 then
					slot.count:SetText(quantity)
					slot.count:Show()
				else
					slot.count:Hide()
				end

				if questId and not isActive then
					slot.quest:Show()
				else
					slot.quest:Hide()
				end

				if color or questId or isQuestItem then
					if questId or isQuestItem then
						r, g, b = 1, 1, 0.2
					end

					slot.iconFrame:SetBackdropBorderColor(r, g, b)
					slot.backdrop:SetBackdropBorderColor(r, g, b)
					slot.drop:SetVertexColor(r, g, b)
				end
				slot.drop:Show()

				slot.isQuestItem = isQuestItem
				slot.quality = quality

				slot.name:SetText(item)
				if color then
					slot.name:SetTextColor(r, g, b)
				end
				slot.icon:SetTexture(texture)

				if quality then
					m = math.max(m, quality)
				end

				slot:Enable()
				slot:Show()
			end
		end
	else
		local slot = _NS.slots[1] or _NS.CreateSlot(1)
		local color = ITEM_QUALITY_COLORS[0]

		slot.name:SetText(EMPTY)
		slot.name:SetTextColor(color.r, color.g, color.b)
		if T.Classic then
			slot.icon:SetTexture("Interface\\Icons\\Inv_misc_questionmark")
		else
			slot.icon:SetTexture("Interface\\Icons\\INV_Misc_Herb_AncientLichen")
		end

		slot.count:Hide()
		slot.drop:Hide()
		slot:Disable()
		slot:Show()
	end
	self:AnchorSlots()

	local color = ITEM_QUALITY_COLORS[m]
	self:SetBackdropBorderColor(color.r, color.g, color.b, 0.8)

	self:SetWidth(C.loot.width)
	self.title:SetWidth(C.loot.width - 45)
	self.title:SetHeight(C.font.loot_font_size)
end
Butsu:RegisterEvent("LOOT_OPENED")

function Butsu:LOOT_SLOT_CLEARED(_, slot)
	if not self:IsShown() then return end

	if _NS.slots[slot] then
		_NS.slots[slot]:Hide()
	end
	self:AnchorSlots()
end
Butsu:RegisterEvent("LOOT_SLOT_CLEARED")

function Butsu:LOOT_CLOSED()
	StaticPopup_Hide("LOOT_BIND")
	self:Hide()
	lb:Hide()

	for _, v in pairs(_NS.slots) do
		v:Hide()
	end
end
Butsu:RegisterEvent("LOOT_CLOSED")

function Butsu:OPEN_MASTER_LOOT_LIST()
	if GroupLootDropDown then
		ToggleDropDownMenu(nil, nil, GroupLootDropDown, LootFrame.selectedLootButton, 0, 0)
	elseif LootFrame.selectedLootButton then
		MasterLooterFrame_Show(LootFrame.selectedLootButton)
	end
end
Butsu:RegisterEvent("OPEN_MASTER_LOOT_LIST")

function Butsu:UPDATE_MASTER_LOOT_LIST()
	if GroupLootDropDown then
		UIDropDownMenu_Refresh(GroupLootDropDown)
	else
		MasterLooterFrame_UpdatePlayers()
	end
end
Butsu:RegisterEvent("UPDATE_MASTER_LOOT_LIST")

do
	local title = Butsu:CreateFontString(nil, "OVERLAY")
	title:SetFont(C.font.loot_font, C.font.loot_font_size, C.font.loot_font_style)
	title:SetShadowOffset(C.font.loot_font_shadow and 1 or 0, C.font.loot_font_shadow and -1 or 0)
	title:SetJustifyH("LEFT")
	title:SetPoint("TOPLEFT", Butsu, "TOPLEFT", 8, -7)
	Butsu.title = title
end

Butsu:SetScript("OnMouseDown", function(self, button)
	if IsAltKeyDown() or IsShiftKeyDown() then
		self:StartMoving()
	elseif IsControlKeyDown() and button == "RightButton" then
		self:ClearAllPoints()
		self:SetPoint(unpack(C.position.loot))
		self:SetUserPlaced(false)
	end
end)

Butsu:SetScript("OnMouseUp", function(self)
	self:StopMovingOrSizing()
end)

Butsu:SetScript("OnHide", function()
	StaticPopup_Hide("CONFIRM_LOOT_DISTRIBUTION")
	CloseLoot()
end)

Butsu:SetMovable(true)
Butsu:RegisterForClicks("AnyUp")
Butsu:SetParent(UIParent)
Butsu:SetPoint(unpack(C.position.loot))
Butsu:SetTemplate("Transparent")
Butsu:SetClampedToScreen(true)
Butsu:SetFrameStrata("DIALOG")
Butsu:SetToplevel(true)
Butsu:SetFrameLevel(10)

local close = CreateFrame("Button", "LootCloseButton", Butsu, "UIPanelCloseButton")
T.SkinCloseButton(close, nil, nil, true)
close:SetSize(15, 15)
close:SetScript("OnClick", function() CloseLoot() end)

----------------------------------------------------------------------------------------
--	Announce loot(lcLoot by RustamIrzaev)
----------------------------------------------------------------------------------------
local function Announce(chn)
	local nums = GetNumLootItems()
	if nums == 0 or (nums == 1 and GetLootSlotType(1) == LOOT_SLOT_MONEY) then return end
	if UnitIsPlayer("target") or not UnitExists("target") then
		SendChatMessage(">> "..LOOT..":", chn)
	else
		SendChatMessage(">> "..LOOT.." - '"..UnitName("target").."':", chn)
	end
	for i = 1, GetNumLootItems() do
		if LootSlotHasItem(i) then
			local link = GetLootSlotLink(i)
			local messlink = "- %s"
			if GetLootSlotType(i) ~= LOOT_SLOT_MONEY then
				SendChatMessage(format(messlink, link), chn)
			end
		end
	end
end

local function LDD_OnClick(self)
	local val = self.value
	Announce(val)
end

local function LDD_Initialize()
	local info = {}

	info.text = L_LOOT_ANNOUNCE
	info.notCheckable = true
	info.isTitle = true
	UIDropDownMenu_AddButton(info)

	info = {}
	info.text = L_LOOT_TO_RAID
	info.value = "raid"
	info.notCheckable = 1
	info.func = LDD_OnClick
	UIDropDownMenu_AddButton(info)

	info = {}
	info.text = L_LOOT_TO_GUILD
	info.value = "guild"
	info.notCheckable = 1
	info.func = LDD_OnClick
	UIDropDownMenu_AddButton(info)

	info = {}
	info.text = L_LOOT_TO_PARTY
	info.value = "party"
	info.notCheckable = 1
	info.func = LDD_OnClick
	UIDropDownMenu_AddButton(info)

	info = {}
	info.text = L_LOOT_TO_SAY
	info.value = "say"
	info.notCheckable = 1
	info.func = LDD_OnClick
	UIDropDownMenu_AddButton(info)

	info = nil
end

T.SkinCloseButton(lb, LootCloseButton, "-", true)
lb:SetSize(15, 15)
lb:ClearAllPoints()
lb:SetPoint("BOTTOMRIGHT", Butsu, "TOPRIGHT", -22, -19)
lb:SetFrameStrata("DIALOG")
lb:RegisterForClicks("RightButtonUp", "LeftButtonUp")
lb:SetScript("OnClick", function(_, button)
	if button == "RightButton" then
		ToggleDropDownMenu(nil, nil, LDD, lb, 0, 0)
	else
		Announce(T.CheckChat())
	end
end)
lb:Hide()
UIDropDownMenu_Initialize(LDD, LDD_Initialize, "MENU")

do
	local slots = {}
	_NS.slots = slots

	local OnEnter = function(self)
		local slot = self:GetID()
		if LootSlotHasItem(slot) then
			GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
			GameTooltip:SetLootItem(slot)
			CursorUpdate(self)
		end

		self.drop:Show()
		if self.isQuestItem then
			self.drop:SetVertexColor(0.8, 0.8, 0.2)
		else
			self.drop:SetVertexColor(1, 1, 0)
		end
	end

	local OnLeave = function(self)
		local color = ITEM_QUALITY_COLORS[self.quality]
		if self.isQuestItem then
			self.drop:SetVertexColor(1, 1, 0.2)
		elseif color then
			self.drop:SetVertexColor(color.r, color.g, color.b)
		end

		GameTooltip:Hide()
		ResetCursor()
	end

	local OnClick = function(self)
		if IsModifiedClick() then
			HandleModifiedItemClick(GetLootSlotLink(self:GetID()))
		else
			StaticPopup_Hide("CONFIRM_LOOT_DISTRIBUTION")

			LootFrame.selectedLootButton = self
			LootFrame.selectedSlot = self:GetID()
			LootFrame.selectedQuality = self.quality
			LootFrame.selectedItemName = self.name:GetText()

			LootSlot(self:GetID())
		end
	end

	local OnUpdate = function(self)
		if GameTooltip:IsOwned(self) then
			GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
			GameTooltip:SetLootItem(self:GetID())
			CursorOnUpdate(self)
		end
	end

	function _NS.CreateSlot(id)
		local frame = CreateFrame("Button", "ButsuSlot"..id, Butsu)
		frame:SetHeight(math.max(C.font.loot_font_size, C.loot.icon_size))
		frame:SetID(id)

		frame:RegisterForClicks("LeftButtonUp", "RightButtonUp")

		frame:SetScript("OnEnter", OnEnter)
		frame:SetScript("OnLeave", OnLeave)
		frame:SetScript("OnClick", OnClick)
		frame:SetScript("OnUpdate", OnUpdate)

		local iconFrame = CreateFrame("Frame", nil, frame)
		iconFrame:SetSize(C.loot.icon_size, C.loot.icon_size)
		iconFrame:SetTemplate("Default")
		iconFrame:SetPoint("LEFT", frame)
		frame.iconFrame = iconFrame

		local icon = iconFrame:CreateTexture(nil, "ARTWORK")
		icon:SetTexCoord(0.1, 0.9, 0.1, 0.9)
		icon:SetPoint("TOPLEFT", 2, -2)
		icon:SetPoint("BOTTOMRIGHT", -2, 2)
		frame.icon = icon

		local quest = iconFrame:CreateTexture(nil, "OVERLAY")
		quest:SetTexture("Interface\\Minimap\\ObjectIcons")
		quest:SetTexCoord(1/8, 2/8, 1/8, 2/8)
		quest:SetSize(C.loot.icon_size * 0.8, C.loot.icon_size * 0.8)
		quest:SetPoint("BOTTOMLEFT", -C.loot.icon_size * 0.15, 0)
		frame.quest = quest

		local count = iconFrame:CreateFontString(nil, "OVERLAY")
		count:SetJustifyH("RIGHT")
		count:SetPoint("BOTTOMRIGHT", iconFrame, "BOTTOMRIGHT", 1, 1)
		count:SetFont(C.font.loot_font, C.font.loot_font_size, C.font.loot_font_style)
		count:SetShadowOffset(C.font.loot_font_shadow and 1 or 0, C.font.loot_font_shadow and -1 or 0)
		count:SetText(1)
		frame.count = count

		local name = frame:CreateFontString(nil, "OVERLAY")
		name:SetJustifyH("LEFT")
		name:SetPoint("LEFT", icon, "RIGHT", 10, 0)
		name:SetNonSpaceWrap(true)
		name:SetFont(C.font.loot_font, C.font.loot_font_size, C.font.loot_font_style)
		name:SetShadowOffset(C.font.loot_font_shadow and 1 or 0, C.font.loot_font_shadow and -1 or 0)
		name:SetWidth(C.loot.width - C.loot.icon_size - 25)
		name:SetHeight(C.font.loot_font_size)
		frame.name = name

		local drop = frame:CreateTexture(nil, "ARTWORK")
		drop:SetTexture(C.media.blank)
		drop:SetPoint("TOPLEFT", C.loot.icon_size + 5, -2)
		drop:SetPoint("BOTTOMRIGHT", -2, 2)
		drop:SetAlpha(0.5)
		frame.drop = drop

		frame:CreateBackdrop("Default")
		frame.backdrop:SetPoint("TOPLEFT", C.loot.icon_size + 3, 0)
		frame.backdrop:SetPoint("BOTTOMRIGHT")

		slots[id] = frame
		return frame
	end

	function Butsu:AnchorSlots()
		local frameSize = math.max(C.loot.icon_size, C.loot.icon_size)
		local shownSlots = 0

		local prevShown
		for i = 1, #slots do
			local frame = slots[i]
			if frame:IsShown() then
				frame:ClearAllPoints()
				frame:SetPoint("LEFT", 8, 0)
				frame:SetPoint("RIGHT", -8, 0)
				if not prevShown then
					frame:SetPoint("TOPLEFT", self, 8, -25)
				else
					frame:SetPoint("TOP", prevShown, "BOTTOM", 0, -3)
				end

				frame:SetHeight(frameSize)
				shownSlots = shownSlots + 1
				prevShown = frame
			end
		end

		self:SetHeight((shownSlots * (frameSize + 3)) + 30)
	end
end

-- Kill the default loot frame
LootFrame:UnregisterAllEvents()

-- Escape the dungeon
table.insert(UISpecialFrames, "Butsu")
