local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local UF = E:GetModule('UnitFrames')

local _, ns = ...
local ElvUF = ns.oUF
assert(ElvUF, 'ElvUI was unable to locate oUF.')

local _G = _G
local max = max
local tinsert = tinsert

local CreateFrame = CreateFrame
local CastingBarFrame_OnLoad = CastingBarFrame_OnLoad
local CastingBarFrame_SetUnit = CastingBarFrame_SetUnit
local MAX_COMBO_POINTS = MAX_COMBO_POINTS
-- GLOBALS: ElvUF_Target

function UF:Construct_PlayerFrame(frame)
	frame.ThreatIndicator = UF:Construct_Threat(frame)
	frame.Health = UF:Construct_HealthBar(frame, true, true, 'RIGHT')
	frame.Power = UF:Construct_PowerBar(frame, true, true, 'LEFT')
	frame.Power.frequentUpdates = true
	frame.Name = UF:Construct_NameText(frame)
	frame.Portrait3D = UF:Construct_Portrait(frame, 'model')
	frame.Portrait2D = UF:Construct_Portrait(frame, 'texture')
	frame.Buffs = UF:Construct_Buffs(frame)
	frame.Debuffs = UF:Construct_Debuffs(frame)
	frame.Castbar = UF:Construct_Castbar(frame, L["Player Castbar"])

	--Create a holder frame all 'classbars' can be positioned into
	frame.ClassBarHolder = CreateFrame('Frame', nil, frame)
	frame.ClassBarHolder:Point('BOTTOM', E.UIParent, 'BOTTOM', 0, 150)

	--Combo points was moved to the ClassPower element, so all classes need to have a ClassBar now.
	frame.ClassPower = UF:Construct_ClassBar(frame)
	frame.ClassBar = 'ClassPower'
	frame.TankShield = UF:Construct_TankShield(frame)

	--Some classes need another set of different classbars.
	if E.myclass == 'DEATHKNIGHT' then
		frame.Runes = UF:Construct_DeathKnightResourceBar(frame)
		frame.ClassBar = 'Runes'
	elseif E.myclass == 'DRUID' then
		frame.AdditionalPower = UF:Construct_AdditionalPowerBar(frame)
	elseif E.myclass == 'MONK' then
		frame.Stagger = UF:Construct_Stagger(frame)
	elseif E.myclass == 'PRIEST' then
		frame.AdditionalPower = UF:Construct_AdditionalPowerBar(frame)
	elseif E.myclass == 'SHAMAN' then
		frame.AdditionalPower = UF:Construct_AdditionalPowerBar(frame)
	end

	frame.PowerPrediction = UF:Construct_PowerPrediction(frame) -- must be AFTER Power & AdditionalPower
	frame.MouseGlow = UF:Construct_MouseGlow(frame)
	frame.TargetGlow = UF:Construct_TargetGlow(frame)
	frame.FocusGlow = UF:Construct_FocusGlow(frame)
	frame.RaidTargetIndicator = UF:Construct_RaidIcon(frame)
	frame.RaidRoleFramesAnchor = UF:Construct_RaidRoleFrames(frame)
	frame.RestingIndicator = UF:Construct_RestingIndicator(frame)
	frame.ResurrectIndicator = UF:Construct_ResurrectionIcon(frame)
	frame.CombatIndicator = UF:Construct_CombatIndicator(frame)
	frame.PvPText = UF:Construct_PvPIndicator(frame)
	frame.AuraHighlight = UF:Construct_AuraHighlight(frame)
	frame.HealthPrediction = UF:Construct_HealComm(frame)
	frame.AuraBars = UF:Construct_AuraBarHeader(frame)
	frame.InfoPanel = UF:Construct_InfoPanel(frame)
	frame.PvPIndicator = UF:Construct_PvPIcon(frame)
	frame.Fader = UF:Construct_Fader()
	frame.Cutaway = UF:Construct_Cutaway(frame)
	frame.Swing = UF:Construct_SwingBar(frame)
	frame.GCD = UF:Construct_GCDBar(frame)
	frame.customTexts = {}

	frame:Point('BOTTOMLEFT', E.UIParent, 'BOTTOM', -413, 135) --Set to default position
	E:CreateMover(frame, frame:GetName()..'Mover', L["Player Frame"], nil, nil, nil, 'ALL,SOLO', nil, 'unitframe,individualUnits,player,generalGroup')

	frame.unitframeType = 'player'
end

function UF:Update_PlayerFrame(frame, db)
	frame.db = db

	do
		frame.ORIENTATION = db.orientation --allow this value to change when unitframes position changes on screen?
		frame.UNIT_WIDTH = db.width
		frame.UNIT_HEIGHT = db.infoPanel.enable and (db.height + db.infoPanel.height) or db.height
		frame.USE_POWERBAR = db.power.enable
		frame.POWERBAR_DETACHED = db.power.detachFromFrame
		frame.USE_INSET_POWERBAR = not frame.POWERBAR_DETACHED and db.power.width == 'inset' and frame.USE_POWERBAR
		frame.USE_MINI_POWERBAR = (not frame.POWERBAR_DETACHED and db.power.width == 'spaced' and frame.USE_POWERBAR)
		frame.USE_POWERBAR_OFFSET = (db.power.width == 'offset' and db.power.offset ~= 0) and frame.USE_POWERBAR and not frame.POWERBAR_DETACHED
		frame.POWERBAR_OFFSET = frame.USE_POWERBAR_OFFSET and db.power.offset or 0
		frame.POWERBAR_HEIGHT = not frame.USE_POWERBAR and 0 or db.power.height
		frame.POWERBAR_WIDTH = frame.USE_MINI_POWERBAR and (frame.UNIT_WIDTH - (UF.BORDER*2))/2 or (frame.POWERBAR_DETACHED and db.power.detachedWidth or (frame.UNIT_WIDTH - ((UF.BORDER+UF.SPACING)*2)))
		frame.USE_PORTRAIT = db.portrait and db.portrait.enable
		frame.USE_PORTRAIT_OVERLAY = frame.USE_PORTRAIT and (db.portrait.overlay or frame.ORIENTATION == 'MIDDLE')
		frame.PORTRAIT_WIDTH = (frame.USE_PORTRAIT_OVERLAY or not frame.USE_PORTRAIT) and 0 or db.portrait.width
		frame.CAN_HAVE_CLASSBAR = true --Combo points are in ClassPower now, so all classes need access to ClassBar
		frame.MAX_CLASS_BAR = frame.MAX_CLASS_BAR or max(UF.classMaxResourceBar[E.myclass] or 0, MAX_COMBO_POINTS) --only set this initially
		frame.USE_CLASSBAR = db.classbar.enable and frame.CAN_HAVE_CLASSBAR
		frame.CLASSBAR_SHOWN = frame.CAN_HAVE_CLASSBAR and frame[frame.ClassBar]:IsShown()
		frame.CLASSBAR_DETACHED = db.classbar.detachFromFrame
		frame.USE_MINI_CLASSBAR = db.classbar.fill == 'spaced' and frame.USE_CLASSBAR
		frame.CLASSBAR_HEIGHT = frame.USE_CLASSBAR and db.classbar.height or 0
		frame.CLASSBAR_WIDTH = frame.UNIT_WIDTH - frame.PORTRAIT_WIDTH - (frame.ORIENTATION == 'MIDDLE' and (frame.POWERBAR_OFFSET*2) or frame.POWERBAR_OFFSET)
		--If formula for frame.CLASSBAR_YOFFSET changes, then remember to update it in classbars.lua too
		frame.CLASSBAR_YOFFSET = (not frame.USE_CLASSBAR or not frame.CLASSBAR_SHOWN or frame.CLASSBAR_DETACHED) and 0 or (frame.USE_MINI_CLASSBAR and (UF.SPACING+(frame.CLASSBAR_HEIGHT/2)) or (frame.CLASSBAR_HEIGHT - (UF.BORDER-UF.SPACING)))
		frame.USE_INFO_PANEL = not frame.USE_MINI_POWERBAR and not frame.USE_POWERBAR_OFFSET and db.infoPanel.enable
		frame.INFO_PANEL_HEIGHT = frame.USE_INFO_PANEL and db.infoPanel.height or 0
		frame.BOTTOM_OFFSET = UF:GetHealthBottomOffset(frame)
	end

	if db.strataAndLevel and db.strataAndLevel.useCustomStrata then
		frame:SetFrameStrata(db.strataAndLevel.frameStrata)
	end

	if db.strataAndLevel and db.strataAndLevel.useCustomLevel then
		frame:SetFrameLevel(db.strataAndLevel.frameLevel)
	end

	frame.colors = ElvUF.colors
	frame:RegisterForClicks(self.db.targetOnMouseDown and 'AnyDown' or 'AnyUp')
	frame:Size(frame.UNIT_WIDTH, frame.UNIT_HEIGHT)
	_G[frame:GetName()..'Mover']:Size(frame:GetSize())

	UF:Configure_InfoPanel(frame)
	UF:Configure_Threat(frame)
	UF:Configure_RestingIndicator(frame)
	UF:Configure_CombatIndicator(frame)
	UF:Configure_ClassBar(frame)
	if E.myclass == 'DEATHKNIGHT' then
		for i = 1, frame.MAX_CLASS_BAR do
			if db.classbar.dkText then
				frame.Runes[i].Text:SetPoint("CENTER", frame.Runes[i], "CENTER", db.classbar.dkTextXoffset, db.classbar.dkTextYoffset)
			else
				frame.Runes[i].Text:ClearAllPoints()
			end
		end
	end
	UF:Configure_HealthBar(frame)
	UF:UpdateNameSettings(frame)
	UF:Configure_PVPIndicator(frame)
	UF:Configure_Power(frame)
	UF:Configure_PowerPrediction(frame)
	UF:Configure_Portrait(frame)
	UF:EnableDisable_Auras(frame)
	UF:Configure_AllAuras(frame)
	UF:Configure_ResurrectionIcon(frame)
	frame:DisableElement('Castbar')
	UF:Configure_Castbar(frame)

	if not db.enable and not E.private.unitframe.disabledBlizzardFrames.player then
		CastingBarFrame_OnLoad(_G.CastingBarFrame, 'player', true, false)
		CastingBarFrame_OnLoad(_G.PetCastingBarFrame)
	elseif not db.enable and E.private.unitframe.disabledBlizzardFrames.player or (db.enable and not db.castbar.enable) then
		CastingBarFrame_SetUnit(_G.CastingBarFrame, nil)
		CastingBarFrame_SetUnit(_G.PetCastingBarFrame, nil)
	end

	UF:Configure_Fader(frame)
	UF:Configure_AuraHighlight(frame)
	UF:Configure_RaidIcon(frame)
	UF:Configure_HealComm(frame)
	UF:Configure_AuraBars(frame)

	--Swing bar
	UF:Configure_SwingBar(frame)
	--TankShield
	UF:Configure_TankShield(frame)

	UF:Configure_PVPIcon(frame)
	UF:Configure_RaidRoleIcons(frame)
	UF:Configure_Cutaway(frame)
	UF:Configure_CustomTexts(frame)

	--We need to update Target AuraBars if attached to Player AuraBars
	--mainly because of issues when using power offset on player and switching to/from middle orientation
	if E.db.unitframe.units.target.aurabar.attachTo == 'PLAYER_AURABARS' and UF.target then
		UF:Configure_AuraBars(UF.target)
	end

	E:SetMoverSnapOffset(frame:GetName()..'Mover', -(12 + db.castbar.height))
	frame:UpdateAllElements('ElvUI_UpdateAllElements')
end

tinsert(UF.unitstoload, 'player')
