local _, env = ...;
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local Skins = {}; env.LIB.Skin.ClusterBar = Skins;
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local NOMOD = env.Const.Cluster.ModNames();
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local Masks = env.Const.Cluster.Masks;
local Swipes = env.Const.Cluster.Swipes;
local Assets = env.Const.Cluster.Assets;
local AdjustTextures = env.Const.Cluster.AdjustTextures;
local GetIconMask = env.LIB.SkinUtility.GetIconMask;
local GetHighlightTexture, GetPushedTexture = env.LIB.SkinUtility.GetHighlightTexture, env.LIB.SkinUtility.GetPushedTexture;
local GetSlotBackground = env.LIB.SkinUtility.GetSlotBackground;
local SkinChargeCooldown = env.LIB.SkinUtility.SkinChargeCooldown;
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local function SetRotatedMaskTexture(self, mask, prefix, direction)
	local maskTexture = Masks[prefix][direction];
	mask:SetTexture(maskTexture)
	self.Flash:SetTexture(maskTexture)
end

local function SetRotatedSwipeTexture(self, prefix, direction)
	local cooldown, swipeTexture = self.cooldown, Swipes[prefix][direction];
	self.__procText, self.__procSize = swipeTexture, 0.6;
	cooldown:SetSwipeTexture(swipeTexture)
	cooldown:SetDrawBling(false, true)
	cooldown:SetAllPoints()
end

local function SetMainSwipeTexture(self)
	local cooldown = self.cooldown;
	cooldown:SetSwipeTexture(Assets.MainSwipe)
	cooldown:SetEdgeTexture(Assets.CooldownEdge)
	cooldown:SetBlingTexture(Assets.CooldownBling)
	cooldown:SetDrawEdge(true)
	cooldown:SetUseCircularEdge(true)
	cooldown:SetPoint('TOPLEFT', self.icon, 'TOPLEFT', 3, -3)
	cooldown:SetPoint('BOTTOMRIGHT', self.icon, 'BOTTOMRIGHT', -3, 3)
	self.__procText, self.__procSize = Assets.MainSwipe, 0.62;
	if self.swipeColor then
		cooldown:SetSwipeColor(self.swipeColor:GetRGBA())
	end
end

local function SetTextures(self, adjustTextures, coords, texSize)
	for key, file in pairs(adjustTextures) do
		local texture = self[key];
		if texture then
			if coords then
				texture:SetTexCoord(unpack(coords))
			end
			texture:SetTexture(file)
			texture:ClearAllPoints()
			texture:SetPoint('CENTER', 0, 0)
			texture:SetSize(texSize, texSize)
		else
			print('Texture not found:', key)
		end
	end
	GetHighlightTexture(self):SetBlendMode('ADD')
	GetPushedTexture(self):SetBlendMode('ADD')
	if self.borderColor then
		self.NormalTexture:SetVertexColor(self.borderColor:GetRGBA())
	end
	if self.BorderShadow then
		self.BorderShadow:SetTexture(nil)
	end
end

local function SetBackground(self, mask)
	local bg = GetSlotBackground(self)
	bg:SetDrawLayer('BACKGROUND', -8)
	bg:SetAllPoints(self.icon)
	bg:SetTexture(Assets.EmptyIcon)
	bg:AddMaskTexture(mask)
	bg:SetDesaturated(true)
	bg:SetVertexColor(0.5, 0.5, 0.5, 1)
	if ( self.mod == NOMOD ) then
		mask:SetTexture(Assets.MainMask)
	end
	mask:SetAllPoints(self.icon)
end

local function OnChargeCooldownSet(self)
	self:SetUseCircularEdge(true)
	self:SetEdgeTexture(Assets.CooldownEdge)
end

local function OnChargeCooldownUnset(self)
	self:SetUseCircularEdge(false)
end

for mod, data in pairs(env.Const.Cluster.Layout) do
	local prefix  = data.Prefix;
	local coords  = data.Coords;
	local offset  = data.TexSize or 1;
	local adjust  = AdjustTextures[mod];

	Skins[mod] = function(self, force)
		local direction = self.direction;
		if direction then
			SetRotatedSwipeTexture(self, prefix, direction)
		else
			SetMainSwipeTexture(self)
		end
		SkinChargeCooldown(self, OnChargeCooldownSet, OnChargeCooldownUnset)

		if not force then return end;
		local size = self:GetSize()
		local mask = GetIconMask(self)
		local tcoords = coords or direction and data[direction].Coords;
		SetTextures(self, adjust, tcoords, size * offset)
		SetBackground(self, mask)
		if direction then
			SetRotatedMaskTexture(self, mask, prefix, direction)
			--SkinOverlayGlow(self)
		end
		self.Name:SetWidth(size)
	end;
end