--
-- SecureStateDriverManager
-- Automatically sets states based on macro options for state driver frames
-- Also handled showing/hiding frames based on unit existence (code originally by Tem)
--

-- Register a frame attribute to be set automatically with changes in game state
function RegisterAttributeDriver(frame, attribute, values)
    if ( attribute and values and attribute:sub(1, 1) ~= "_" ) then
        SecureStateDriverManager:SetAttribute("setframe", frame);
        SecureStateDriverManager:SetAttribute("setstate", attribute.." "..values);
    end
end

-- Unregister a frame from the state driver manager.
function UnregisterAttributeDriver(frame, attribute)
    if ( attribute ) then
        SecureStateDriverManager:SetAttribute("setframe", frame);
        SecureStateDriverManager:SetAttribute("setstate", attribute);
    else
        SecureStateDriverManager:SetAttribute("delframe", frame);
    end
end

-- Bridge functions for compatibility
function RegisterStateDriver(frame, state, values)
    return RegisterAttributeDriver(frame, "state-"..state, values);
end

function UnregisterStateDriver(frame, state)
    return UnregisterAttributeDriver(frame, "state-"..state);
end

-- Register a frame to be notified when a unit's existence changes, the
-- unit is obtained from the frame's attributes. If asState is true then
-- notification is via the 'state-unitexists' attribute with values
-- true and false. Otherwise it's via :Show() and :Hide()
function RegisterUnitWatch(frame, asState)
    if ( asState ) then
        SecureStateDriverManager:SetAttribute("addwatchstate", frame);
    else
        SecureStateDriverManager:SetAttribute("addwatch", frame);
    end
end

-- Unregister a frame from the unit existence monitor.
function UnregisterUnitWatch(frame)
    SecureStateDriverManager:SetAttribute("removewatch", frame);
end

--
-- Private implementation
--
local secureAttributeDrivers = {};
local unitExistsWatchers = {};
local unitExistsCache = setmetatable({},
                                     { __index = function(t,k)
                                                     local v = UnitExists(k) or false;
                                                     t[k] = v;
                                                     return v;
                                                 end
                                     });
local STATE_DRIVER_UPDATE_THROTTLE = 0.2;
local timer = 0;

local wipe = table.wipe;

-- Check to see if a frame is registered
function UnitWatchRegistered(frame)
        return not (unitExistsWatchers[frame] == nil);
end

local function SecureStateDriverManager_UpdateUnitWatch(frame, doState)
    local unit = SecureButton_GetUnit(frame);
    local exists = (unit and unitExistsCache[unit]);
    if ( doState ) then
        local attr = exists or false;
        if ( frame:GetAttribute("state-unitexists") ~= attr ) then
            frame:SetAttribute("state-unitexists", attr);
        end
    else
        if ( exists ) then
            frame:Show();
            frame:SetAttribute("statehidden", nil);
        else
            frame:Hide();
            frame:SetAttribute("statehidden", true);
        end
    end
end

local pairs = pairs;

-- consolidate duplicated code for footprint and maintainability
local function resolveDriver(frame, attribute, values)
	local newValue = SecureCmdOptionParse(values);

	if ( attribute == "state-visibility" ) then
		if ( newValue == "show" ) then
			frame:Show();
			frame:SetAttribute("statehidden", nil);
		elseif ( newValue == "hide" ) then
			frame:Hide();
			frame:SetAttribute("statehidden", true);
		end
	elseif ( newValue ) then
		if ( newValue == 'nil' ) then
			newValue = nil;
		else
			newValue = tonumber(newValue) or newValue;
		end
		local oldValue = frame:GetAttribute(attribute);
		if ( newValue ~= oldValue ) then
			frame:SetAttribute(attribute, newValue);
		end
	end
end

local function SecureStateDriverManager_OnUpdate(self,elapsed)
    timer = timer - elapsed;
    if ( timer <= 0 ) then
        timer = STATE_DRIVER_UPDATE_THROTTLE;

        -- Handle state driver updates
        for frame,drivers in pairs(secureAttributeDrivers) do
            for attribute,values in pairs(drivers) do
                resolveDriver(frame, attribute, values);
            end
        end

        -- Handle unit existence changes
        wipe(unitExistsCache);
        for k in pairs(unitExistsCache) do
            unitExistsCache[k] = nil;
        end
        for frame,doState in pairs(unitExistsWatchers) do
            SecureStateDriverManager_UpdateUnitWatch(frame, doState);
        end
    end
end

local function SecureStateDriverManager_OnEvent(self, event)
    timer = 0;
end

local function SecureStateDriverManager_OnAttributeChanged(self, name, value)
    if ( not value ) then
        return;
    end
    if ( name == "setframe" ) then
        if ( not secureAttributeDrivers[value] ) then
            secureAttributeDrivers[value] = {};
        end
        SecureStateDriverManager:Show();
    elseif ( name == "delframe" ) then
        secureAttributeDrivers[value] = nil;
    elseif ( name == "setstate" ) then
        local frame = self:GetAttribute("setframe");
        local attribute, values = strmatch(value, "^(%S+)%s*(.*)$");
        if ( values == "" ) then
            secureAttributeDrivers[frame][attribute] = nil;
        else
            secureAttributeDrivers[frame][attribute] = values;
            resolveDriver(frame, attribute, values);
        end
    elseif ( name == "addwatch" or name == "addwatchstate" ) then
        local doState = (name == "addwatchstate");
        unitExistsWatchers[value] = doState;
        SecureStateDriverManager:Show();
        SecureStateDriverManager_UpdateUnitWatch(value, doState);
    elseif ( name == "removewatch" ) then
        unitExistsWatchers[value] = nil;
    elseif ( name == "updatetime" ) then
        STATE_DRIVER_UPDATE_THROTTLE = value;
    end
end

SecureStateDriverManager = CreateFrame("Frame", "SecureStateDriverManager", nil, "SecureFrameTemplate");
SecureStateDriverManager:Hide();
SecureStateDriverManager:SetScript("OnUpdate", SecureStateDriverManager_OnUpdate);
SecureStateDriverManager:SetScript("OnEvent", SecureStateDriverManager_OnEvent);
SecureStateDriverManager:SetScript("OnAttributeChanged", SecureStateDriverManager_OnAttributeChanged);

-- Events that trigger early rescans
SecureStateDriverManager:RegisterEvent("MODIFIER_STATE_CHANGED");
SecureStateDriverManager:RegisterEvent("ACTIONBAR_PAGE_CHANGED");
SecureStateDriverManager:RegisterEvent("UPDATE_BONUS_ACTIONBAR");
SecureStateDriverManager:RegisterEvent("PLAYER_ENTERING_WORLD");
SecureStateDriverManager:RegisterEvent("UPDATE_SHAPESHIFT_FORM");
SecureStateDriverManager:RegisterEvent("UPDATE_STEALTH");
SecureStateDriverManager:RegisterEvent("PLAYER_TARGET_CHANGED");
SecureStateDriverManager:RegisterEvent("PLAYER_FOCUS_CHANGED");
SecureStateDriverManager:RegisterEvent("PLAYER_REGEN_DISABLED");
SecureStateDriverManager:RegisterEvent("PLAYER_REGEN_ENABLED");
SecureStateDriverManager:RegisterEvent("UNIT_PET");
SecureStateDriverManager:RegisterEvent("GROUP_ROSTER_UPDATE");
-- Deliberately ignoring mouseover and others' target changes because they change so much