local Skada = LibStub("AceAddon-3.0"):NewAddon("Skada", "AceTimer-3.0", "LibNotify-1.0")
_G.Skada = Skada

local L = LibStub("AceLocale-3.0"):GetLocale("Skada", false)
local ldb = LibStub:GetLibrary("LibDataBroker-1.1")
local icon = LibStub("LibDBIcon-1.0", true)
local media = LibStub("LibSharedMedia-3.0")
local boss = LibStub("LibBossIDs-1.0")
local lds = LibStub:GetLibrary("LibDualSpec-1.0", 1)
local dataobj = ldb:NewDataObject("Skada", {label = "Skada", type = "data source", icon = "Interface\\Icons\\Spell_Lightning_LightningBolt01", text = "n/a"})
local popup, cleuFrame
local AceConfigDialog = LibStub('AceConfigDialog-3.0')

-- Used for automatic stop on wipe option
local deathcounter = 0
local startingmembers = 0

-- Aliases
local table_sort, tinsert, tremove, table_maxn = _G.table.sort, tinsert, tremove, _G.table.maxn
local next, pairs, ipairs, type = next, pairs, ipairs, type

-- Returns the group type (i.e., "party" or "raid") and the size of the group.
function Skada:GetGroupTypeAndCount()
	local type
	local count = GetNumGroupMembers()
	if IsInRaid() then
		type = "raid"
	elseif IsInGroup() then
		type = "party"
		-- To make the counts similar between 4.3 and 5.0, we need
		-- to subtract one because GetNumPartyMembers() does not
		-- include the player while GetNumGroupMembers() does.
		count = count - 1
	end

	return type, count
end

do
	popup = CreateFrame("Frame", nil, UIParent) -- Recycle the popup frame as an event handler.
	popup:SetScript("OnEvent", function(frame, event, ...)
		Skada[event](Skada, ...)
	end)

	popup:SetBackdrop({bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background-Dark",
		edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border",
		tile = true, tileSize = 16, edgeSize = 16,
		insets = {left = 1, right = 1, top = 1, bottom = 1}}
	)
	popup:SetSize(250, 100)
	popup:SetPoint("CENTER", UIParent, "CENTER")
	popup:SetFrameStrata("DIALOG")
	popup:Hide()

	popup:EnableKeyboard(true)
	popup:SetScript("OnKeyDown", function(self,key)
		if GetBindingFromClick(key) == "TOGGLEGAMEMENU" then
			popup:SetPropagateKeyboardInput(false) -- swallow escape
			popup:Hide()
		end
	end)

	local text = popup:CreateFontString(nil, "ARTWORK", "ChatFontNormal")
	text:SetPoint("TOP", popup, "TOP", 0, -15)
	text:SetText(L["Do you want to reset Skada?"])

	local accept = CreateFrame("Button", nil, popup)
	accept:SetNormalTexture("Interface\\Buttons\\UI-CheckBox-Check")
	accept:SetHighlightTexture("Interface\\Buttons\\UI-CheckBox-Highlight", "ADD")
	accept:SetSize(50, 50)
	accept:SetPoint("BOTTOM", popup, "BOTTOM", -50, 5)
	accept:SetScript("OnClick", function(f) Skada:Reset() f:GetParent():Hide() end)

	local close = CreateFrame("Button", nil, popup)
	close:SetNormalTexture("Interface\\Buttons\\UI-Panel-MinimizeButton-Up")
	close:SetHighlightTexture("Interface\\Buttons\\UI-Panel-MinimizeButton-Highlight", "ADD")
	close:SetSize(50, 50)
	close:SetPoint("BOTTOM", popup, "BOTTOM", 50, 5)
	close:SetScript("OnClick", function(f) f:GetParent():Hide() end)
	function Skada:ShowPopup()
		popup:SetPropagateKeyboardInput(true)
		popup:Show()
	end
end

-- Keybindings
BINDING_HEADER_Skada = "Skada"
BINDING_NAME_SKADA_TOGGLE = L["Toggle window"]
BINDING_NAME_SKADA_RESET = L["Reset"]
BINDING_NAME_SKADA_NEWSEGMENT = L["Start new segment"]
BINDING_NAME_SKADA_STOP = L["Stop"]

-- The current set
Skada.current = nil

-- The total set
Skada.total = nil

-- The last set
Skada.last = nil

-- Modes - these are modules, really. Modeules?
local modes = {}

-- Pets; an array of pets and their owners.
local pets, players = {}, {}

-- Flag marking if we need an update.
local changed = true

-- Flag for if we were in a party/raid.
local wasinparty = nil

-- By default we just use RAID_CLASS_COLORS as class colors.
Skada.classcolors = RAID_CLASS_COLORS

-- The selected data feed.
local selectedfeed = nil

-- A list of data feeds available. Modules add to it.
local feeds = {}

-- Disabled flag.
local disabled = false

-- Our windows.
local windows = {}

-- Our display providers.
Skada.displays = {}

-- Timer for updating windows.
local update_timer = nil

-- Timer for checking for combat end.
local tick_timer = nil

function Skada:GetWindows()
	return windows
end

local function find_mode(name)
	for i, mode in ipairs(modes) do
		if mode:GetName() == name then
			return mode
		end
	end
end

-- Our window type.
local Window = {}

local mt = {__index = Window}

function Window:new()
	return setmetatable(
		{
			-- The selected mode and set
			selectedmode = nil,
			selectedset = nil,

			-- Mode and set to return to after combat.
			restore_mode = nil,
			restore_set = nil,

			usealt = true,

			-- Our dataset.
			dataset = {},

			-- Metadata about our dataset.
			metadata = {},

			-- Our display provider.
			display = nil,

			-- Our mode traversing history.
			history = {},

			-- Flag for window-specific changes.
			changed = false,

		}, mt)
end

function Window:AddOptions()
	local db = self.db

	local options = {
			type="group",
			name=function() return db.name end,
			args={

				rename = {
					type="input",
					name=L["Rename window"],
					desc=L["Enter the name for the window."],
					get=function() return db.name end,
					set=function(win, val)
						if val ~= db.name and val ~= "" then
							local oldname = db.name
							db.name = val
							Skada.options.args.windows.args[val] = Skada.options.args.windows.args[oldname]
							Skada.options.args.windows.args[oldname] = nil
						end
					end,
					order=1,
				},

				locked = {
					type="toggle",
					name=L["Lock window"],
					desc=L["Locks the bar window in place."],
					order=2,
					get=function() return db.barslocked end,
					set=function()
						db.barslocked = not db.barslocked
						Skada:ApplySettings()
					end,
				},

				delete = {
					type="execute",
					name=L["Delete window"],
					desc=L["Deletes the chosen window."],
					order=20,
					width="full",
					confirm=function() return "Are you sure you want to delete this window?" end,
					func=function(self) Skada:DeleteWindow(db.name) end,
				},

			}
	}

	options.args.switchoptions = {
		type = "group",
		name = L["Mode switching"],
		order=4,
		args = {

			modeincombat = {
				type="select",
				name=L["Combat mode"],
				desc=L["Automatically switch to set 'Current' and this mode when entering combat."],
				values=function()
					local modes = {}
					modes[""] = L["None"]
					for i, mode in ipairs(Skada:GetModes()) do
						modes[mode:GetName()] = mode:GetName()
					end
					return modes
				end,
				get=function() return db.modeincombat end,
				set=function(win, mode) db.modeincombat = mode end,
				order=21,
			},

			wipemode = {
				type="select",
				name=L["Wipe mode"],
				desc=L["Automatically switch to set 'Current' and this mode after a wipe."],
				values=function()
					local modes = {}
					modes[""] = L["None"]
					for i, mode in ipairs(Skada:GetModes()) do
						modes[mode:GetName()] = mode:GetName()
					end
					return modes
				end,
				get=function() return db.wipemode end,
				set=function(win, mode) db.wipemode = mode end,
				order=21,
			},
			returnaftercombat = {
				type="toggle",
				name=L["Return after combat"],
				desc=L["Return to the previous set and mode after combat ends."],
				order=23,
	 			get=function() return db.returnaftercombat end,
		 		set=function() db.returnaftercombat = not db.returnaftercombat end,
		 		disabled=function() return db.returnaftercombat == nil end,
			},
		}
	}

	self.display:AddDisplayOptions(self, options.args)

	Skada.options.args.windows.args[self.db.name] = options
end

-- Sets a slave window for this window. This window will also be updated on view updates.
function Window:SetChild(window)
	self.child = window
end

function Window:destroy()
	self.dataset = nil

	self.display:Destroy(self)

	local name = self.db.name or Skada.windowdefaults.name
	Skada.options.args.windows.args[name] = nil -- remove from options
end

function Window:SetDisplay(name)
	-- Don't do anything if nothing actually changed.
	if name ~= self.db.display or self.display == nil then
		if self.display then
			-- Destroy old display.
			self.display:Destroy(self)
		end

		-- Set new display.
		self.db.display = name
		self.display = Skada.displays[self.db.display]

		-- Add options. Replaces old options.
		self:AddOptions()
	end
end

-- Tells window to update the display of its dataset, using its display provider.
function Window:UpdateDisplay()
	-- Fetch max value if our mode has not done this itself.
	if not self.metadata.maxvalue then
		self.metadata.maxvalue = 0
		for i, data in ipairs(self.dataset) do
			if data.id and data.value > self.metadata.maxvalue then
				self.metadata.maxvalue = data.value
			end
		end
	end

	-- Display it.
	self.display:Update(self)
	self:set_mode_title()
end

-- Called before dataset is updated.
function Window:UpdateInProgress()
	for i, data in ipairs(self.dataset) do
		if data.ignore then -- ensure total bar icon is cleared before bar is recycled
			data.icon = nil
		end
		data.id = nil
		data.ignore = nil
	end
end

function Window:Show()
	self.display:Show(self)
end

function Window:Hide()
	self.display:Hide(self)
end

function Window:IsShown()
	return self.display:IsShown(self)
end

function Window:Reset()
	for i, data in ipairs(self.dataset) do
		wipe(data)
	end
end

function Window:Wipe()
	-- Clear dataset.
	self:Reset()

	-- Clear display.
	self.display:Wipe(self)

	if self.child then
		self.child:Wipe()
	end
end

-- If selectedset is "current", returns current set if we are in combat, otherwise returns the last set.
function Window:get_selected_set()
	return Skada:find_set(self.selectedset)
end

-- Sets up the mode view.
function Window:DisplayMode(mode)
	self:Wipe()

	self.selectedplayer = nil
	self.selectedspell = nil
	self.selectedmode = mode

	self.metadata = wipe(self.metadata or {})

	-- Apply mode's metadata.
	if mode.metadata then
		for key, value in pairs(mode.metadata) do
			self.metadata[key] = value
		end
	end

	self.changed = true
	self:set_mode_title() -- in case data sets are empty

	if self.child then
		self.child:DisplayMode(mode)
	end

	Skada:UpdateDisplay(false)
end

local numsetfmts = 8
local function SetLabelFormat(name,starttime,endtime,fmt)
	fmt = fmt or Skada.db.profile.setformat
	local namelabel = name
	if fmt < 1 or fmt > numsetfmts then fmt = 3 end
	local timelabel = ""
	if starttime and endtime and fmt > 1 then
		local duration = SecondsToTime(endtime-starttime, false, false, 2)
		-- translate locale time abbreviations, whose escape sequences are not legal in chat
		Skada.getsetlabel_fs = Skada.getsetlabel_fs or UIParent:CreateFontString(nil, "ARTWORK", "ChatFontNormal")
		Skada.getsetlabel_fs:SetText(duration)
		duration = "("..Skada.getsetlabel_fs:GetText()..")"

		if fmt == 2 then
			timelabel = duration
		elseif fmt == 3 then
			timelabel = date("%H:%M",starttime).." "..duration
		elseif fmt == 4 then
			timelabel = date("%I:%M",starttime).." "..duration
		elseif fmt == 5 then
			timelabel = date("%H:%M",starttime).." - "..date("%H:%M",endtime)
		elseif fmt == 6 then
			timelabel = date("%I:%M",starttime).." - "..date("%I:%M",endtime)
		elseif fmt == 7 then
			timelabel = date("%H:%M:%S",starttime).." - "..date("%H:%M:%S",endtime)
		elseif fmt == 8 then
			timelabel = date("%H:%M",starttime).." - "..date("%H:%M",endtime).." "..duration
		end
	end

	local comb
	if #namelabel == 0 or #timelabel == 0 then
		comb = namelabel..timelabel
	elseif timelabel:match("^%p") then
		comb = namelabel.." "..timelabel
	else
		comb = namelabel..": "..timelabel
	end
	-- provide both the combined label and the separated name/time labels
	return comb, namelabel, timelabel
end

function Skada:SetLabelFormats() -- for config option display
	local ret = {}
	local start = 1000007900
	for i=1,numsetfmts do
		ret[i] = SetLabelFormat("Hogger", start, start+380, i)
	end
	return ret
end

function Skada:GetSetLabel(set) -- return a nicely-formatted label for a set
	if not set then return "" end
	return SetLabelFormat(set.name or "Unknown", set.starttime, set.endtime or time())
end

function Window:set_mode_title()
	if not self.selectedmode or not self.selectedset then return end
	local name = self.selectedmode.title or self.selectedmode:GetName()

	-- save window settings for RestoreView after reload
	self.db.set = self.selectedset
	local savemode = name
	if self.history[1] then -- can't currently preserve a nested mode, use topmost one
		savemode = self.history[1].title or self.history[1]:GetName()
	end
	self.db.mode = savemode

	if self.db.titleset then
		local setname
		if self.selectedset == "current" then
			setname = L["Current"]
		elseif self.selectedset == "total" then
			setname = L["Total"]
		else
			local set = self:get_selected_set()
			if set then
				setname = Skada:GetSetLabel(set)
			end
		end
		if setname then
			name = name..": "..setname
		end
	end
	if disabled and (self.selectedset == "current" or self.selectedset == "total") then
		-- indicate when data collection is disabled
		name = name.."  |cFFFF0000"..L["DISABLED"].."|r"
	end
	self.metadata.title = name
	self.display:SetTitle(self, name)
end

function sort_modes()
	table_sort(modes,
        function(a, b)
            if Skada.db.profile.sortmodesbyusage and Skada.db.profile.modeclicks then
                -- Most frequest usage order
                return (Skada.db.profile.modeclicks[a:GetName()] or 0) > (Skada.db.profile.modeclicks[b:GetName()] or 0)
            else
                -- Alphabetic order
                return a:GetName() < b:GetName()
            end
        end
    )
end

local function click_on_mode(win, id, label, button)
	if button == "LeftButton" then
		local mode = find_mode(id)
		if mode then
            -- Store number of clicks on modes, for automatic sorting.
            if Skada.db.profile.sortmodesbyusage then
                if not Skada.db.profile.modeclicks then
                    Skada.db.profile.modeclicks = {}
                end
                Skada.db.profile.modeclicks[id] = (Skada.db.profile.modeclicks[id] or 0) + 1
                sort_modes()
            end
			win:DisplayMode(mode)
		end
	elseif button == "RightButton" then
		win:RightClick()
	end
end

-- Sets up the mode list.
function Window:DisplayModes(settime)
	self.history = wipe(self.history or {})
	self:Wipe()

	self.selectedplayer = nil
	self.selectedmode = nil

	self.metadata = wipe(self.metadata or {})

	self.metadata.title = L["Skada: Modes"]

	-- Find the selected set
	if settime == "current" or settime == "total" then
		self.selectedset = settime
	else
		for i, set in ipairs(Skada.char.sets) do
			if tostring(set.starttime) == settime then
				if set.name == L["Current"] then
					self.selectedset = "current"
				elseif set.name == L["Total"] then
					self.selectedset = "total"
				else
					self.selectedset = i
				end
			end
		end
	end

	self.metadata.click = click_on_mode
	self.metadata.maxvalue = 1
	self.metadata.sortfunc = function(a,b) return a.name < b.name end

	self.display:SetTitle(self, self.metadata.title)
	self.changed = true

	if self.child then
		self.child:DisplayModes(settime)
	end

	Skada:UpdateDisplay(false)
end

local function click_on_set(win, id, label, button)
	if button == "LeftButton" then
		win:DisplayModes(id)
	elseif button == "RightButton" then
		win:RightClick()
	end
end

-- Sets up the set list.
function Window:DisplaySets()
	self.history = wipe(self.history or {})
	self:Wipe()

	self.metadata = wipe(self.metadata or {})

	self.selectedplayer = nil
	self.selectedmode = nil
	self.selectedset = nil

	self.metadata.title = L["Skada: Fights"]
	self.display:SetTitle(self, self.metadata.title)

	self.metadata.click = click_on_set
	self.metadata.maxvalue = 1
	-- self.metadata.sortfunc = function(a,b) return a.name < b.name end
	self.changed = true

	if self.child then
		self.child:DisplaySets()
	end

	Skada:UpdateDisplay(false)
end

-- Default "right-click" behaviour in case no special click function is defined:
-- 1) If there is a mode traversal history entry, go to the last mode.
-- 2) Go to modes list if we are in a mode.
-- 3) Go to set list.
function Window:RightClick(group, button)
	if self.selectedmode then
		-- If mode traversal history exists, go to last entry, else mode list.
		if #self.history > 0 then
			self:DisplayMode(tremove(self.history))
		else
			self:DisplayModes(self.selectedset)
		end
	elseif self.selectedset then
		self:DisplaySets()
	end
end

function Skada:tcopy(to, from, ...)
	for k,v in pairs(from) do

		local skip = false
		if ... then
			for i, j in ipairs(...) do if j == k then skip = true end end
		end
		if not skip then
			if(type(v)=="table") then
				to[k] = {}
				Skada:tcopy(to[k], v, ...);
			else
				to[k] = v;
			end
		end
	end
end

function Skada:CreateWindow(name, db, display)
	local isnew = false
	if not db then
		isnew = true
		db = {}
		self:tcopy(db, Skada.windowdefaults)
		tinsert(self.db.profile.windows, db)
	end
	if display then
		db.display = display
	end

	-- Migrate old settings.
	if not db.barbgcolor then
		db.barbgcolor = {r = 0.3, g = 0.3, b = 0.3, a = 0.6}
	end
	if not db.buttons then
		db.buttons = {menu = true, reset = true, report = true, mode = true, segment = true, stop = true}
	end
	if not db.scale then
		db.scale = 1
	end

	if not db.version then
		-- On changes that needs updates to window data structure, increment version in defaults and handle it after this bit.
		db.version = 1
		db.buttons.stop = true
	end

	local window = Window:new()
	window.db = db
	window.db.name = name

	if self.displays[window.db.display] then
		-- Set the window's display and call it's Create function.
		window:SetDisplay(window.db.display or "bar")

		window.display:Create(window, isnew)

		tinsert(windows, window)

		-- Set initial view, set list.
		window:DisplaySets()

		if isnew and find_mode(L["Damage"]) then
			-- Default mode for new windows - will not fail if mode is disabled.
			self:RestoreView(window, "current", L["Damage"])
		elseif window.db.set or window.db.mode then
			-- Restore view.
			self:RestoreView(window, window.db.set, window.db.mode)
		end
	else
		-- This window's display is missing.
		self:Print("Window '"..name.."' was not loaded because its display module, '"..window.db.display.."' was not found.")
	end

	self:ApplySettings()
	return window
end

-- Deleted named window from our windows table, and also from db.
function Skada:DeleteWindow(name)
	for i, win in ipairs(windows) do
		if win.db.name == name then
			win:destroy()
			wipe(tremove(windows, i))
		end
	end
	for i, win in ipairs(self.db.profile.windows) do
		if win.name == name then
			tremove(self.db.profile.windows, i)
		end
	end
end

function Skada:Print(msg)
	print("|cFF33FF99Skada|r: "..msg)
end

function Skada:Debug(...)
	if not Skada.db.profile.debug then return end
	local msg = ""
	for i=1, select("#",...) do
		local v = tostring(select(i,...))
		if #msg > 0 then
			msg = msg .. ", "
		end
		msg = msg..v
	end
	print("|cFF33FF99Skada Debug|r: "..msg)
end

local function slashHandler(param)
	local reportusage = "/skada report [raid|party|instance|guild|officer|say] [current||total|set_num] [mode] [max_lines]"
	if param == "pets" then
		Skada:PetDebug()
	elseif param == "cpu" then
		local funcs = {}
		UpdateAddOnCPUUsage()
		for k, v in pairs(Skada) do
			if type(v) == "function" then
				local usage, calls = GetFunctionCPUUsage(v, true)
				--local info = debug.getinfo(v, "n")
				tinsert(funcs, {["name"] = k, ["usage"] = usage, ["calls"] = calls})
			end
		end
		table_sort(funcs, function(a, b) return a.usage > b.usage end)
		for i, func in ipairs(funcs) do
			print(func.name..'\t'..func.usage..' ('..func.calls..')')
			if i > 10 then
				break
			end
		end
	elseif param == "test" then
		Skada:Notify("test")
	elseif param == "reset" then
		Skada:Reset()
	elseif param == "newsegment" then
		Skada:NewSegment()
	elseif param == "toggle" then
		Skada:ToggleWindow()
	elseif param == "debug" then
		Skada.db.profile.debug = not Skada.db.profile.debug
		Skada:Print("Debug mode "..(Skada.db.profile.debug and ("|cFF00FF00"..L["ENABLED"].."|r") or ("|cFFFF0000"..L["DISABLED"].."|r")))
	elseif param == "config" then
        Skada:OpenOptions()
	elseif param:sub(1,6) == "report" then
		local chan = (IsInGroup(LE_PARTY_CATEGORY_INSTANCE) and "instance") or
				(IsInRaid() and "raid") or
				(IsInGroup() and "party") or
				"say"
		local set = "current"
		local report_mode_name = L["Damage"]
		local w1, w2, w3, w4 = param:match("^%s*(%w*)%s*(%w*)%s*([^%d]-)%s*(%d*)%s*$",7)
		if w1 and #w1 > 0 then
			chan = string.lower(w1)
		end
		if w2 and #w2 > 0 then
			w2 = tonumber(w2) or w2:lower()
			if Skada:find_set(w2) then
				set = w2
			end
		end
		if w3 and #w3 > 0 then
			w3 = strtrim(w3)
			w3 = strtrim(w3,"'\"[]()") -- strip optional quoting
			if find_mode(w3) then
				report_mode_name = w3
			end
		end
		local max = tonumber(w4) or 10

		if chan == "instance" then chan = "instance_chat" end
		if (chan == "say" or chan == "guild" or chan == "raid" or chan == "party" or chan == "officer" or chan == "instance_chat") then
			Skada:Report(chan, "preset", report_mode_name, set, max)
		else
			Skada:Print("Usage:")
			Skada:Print(("%-20s"):format(reportusage))
		end
	else
		Skada:Print("Usage:")
		Skada:Print(("%-20s"):format(reportusage))
		Skada:Print(("%-20s"):format("/skada reset"))
		Skada:Print(("%-20s"):format("/skada toggle"))
		Skada:Print(("%-20s"):format("/skada debug"))
		Skada:Print(("%-20s"):format("/skada newsegment"))
		Skada:Print(("%-20s"):format("/skada config"))
	end
end

local function sendchat(msg, chan, chantype)
	if chantype == "self" then
		-- To self.
		Skada:Print(msg)
	elseif chantype == "channel" then
		-- To channel.
		SendChatMessage(msg, "CHANNEL", nil, chan)
	elseif chantype == "preset" then
		-- To a preset channel id (say, guild, etc).
		SendChatMessage(msg, string.upper(chan))
	elseif chantype == "whisper" then
		-- To player.
		SendChatMessage(msg, "WHISPER", nil, chan)
	elseif chantype == "bnet" then
		BNSendWhisper(chan,msg)
	end
end

function Skada:Report(channel, chantype, report_mode_name, report_set_name, max, window)

	if(chantype == "channel") then
		local list = {GetChannelList()}
		for i=1,#list,3 do
			if(Skada.db.profile.report.channel == list[i+1]) then
				channel = list[i]
				break
			end
		end
	end

	local report_table
	local report_set
	local report_mode
	if not window then
		report_mode = find_mode(report_mode_name)
		report_set = Skada:find_set(report_set_name)
		if report_set == nil then
			return
		end
		-- Create a temporary fake window.
		report_table = Window:new()

		-- Tell our mode to populate our dataset.
		report_mode:Update(report_table, report_set)
	else
		report_table = window
		report_set = window:get_selected_set()
		report_mode = window.selectedmode
	end

	if not report_set then
		Skada:Print(L["There is nothing to report."])
		return
	end

	-- Sort our temporary table according to value unless ordersort is set.
	if not report_table.metadata.ordersort then
		table_sort(report_table.dataset, Skada.valueid_sort)
	end

	-- Title
	sendchat(string.format(L["Skada: %s for %s:"], report_mode.title or report_mode:GetName(), Skada:GetSetLabel(report_set)), channel, chantype)

	-- For each item in dataset, print label and valuetext.
	local nr = 1
	for i, data in ipairs(report_table.dataset) do
		if data.id then
			local label = data.reportlabel or (data.spellid and GetSpellLink(data.spellid)) or data.label
			if report_mode.metadata and report_mode.metadata.showspots then
				sendchat(("%2u. %s   %s"):format(nr, label, data.valuetext), channel, chantype)
			else
				sendchat(("%s   %s"):format(label, data.valuetext), channel, chantype)
			end
			nr = nr + 1
		end
		if nr > max then
			break
		end
	end

end

function Skada:RefreshMMButton()
	if icon then
		icon:Refresh("Skada", self.db.profile.icon)
		if self.db.profile.icon.hide then
			icon:Hide("Skada")
		else
			icon:Show("Skada")
		end
	end
end

function Skada:PetDebug()
	self:CheckGroup()
	self:Print("pets:")
	for pet, owner in pairs(pets) do
		self:Print("pet "..pet.." belongs to ".. owner.id..", "..owner.name)
	end
end

function Skada:SetActive(enable)
	if enable then
		for i, win in ipairs(windows) do
			win:Show()
		end
	else
		for i, win in ipairs(windows) do
			win:Hide()
		end
	end
	if not enable and self.db.profile.hidedisables then
		if not disabled then -- print a message when we change state
			self:Debug(L["Data Collection"].." ".."|cFFFF0000"..L["DISABLED"].."|r")
		end
		disabled = true
		cleuFrame:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
	else
		if disabled then -- print a message when we change state
			self:Debug(L["Data Collection"].." ".."|cFF00FF00"..L["ENABLED"].."|r")
		end
		disabled = false
		cleuFrame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
	end

	Skada:UpdateDisplay(true) -- update title indicator
end

function Skada:CheckGroup()
	local type, count = self:GetGroupTypeAndCount()
	if count > 0 then
		for i = 1, count do
			local unit = ("%s%d"):format(type, i)
			local playerGUID = UnitGUID(unit)
			if playerGUID then
				players[playerGUID] = true
				local unitPet = unit.."pet"
				local petGUID = UnitGUID(unitPet)
				if petGUID and not pets[petGUID] then
					local name, server = UnitName(unit)
					if server and server ~= "" then name = name.."-"..server end
					pets[petGUID] = {id = playerGUID, name = name}
				end
			end
		end
	end

	-- Solo, always check.
	local playerGUID = UnitGUID("player")
	if playerGUID then
		players[playerGUID] = true
		local petGUID = UnitGUID("playerpet")
		if petGUID and not pets[petGUID] then
			local name = UnitName("player")
			pets[petGUID] = {id = playerGUID, name = name}
		end
	end
end

-- Ask a mode to verify the contents of a set.
local function verify_set(mode, set)
	if mode.AddSetAttributes ~= nil then
		mode:AddSetAttributes(set)
	end
	for j, player in ipairs(set.players) do
		if mode.AddPlayerAttributes ~= nil then
			mode:AddPlayerAttributes(player, set)
		end
	end
end

local wasininstance
local wasinpvp

-- Are we in a PVP zone?
local pvp_zones = {}
local function IsInPVP()
	local pvpType, isFFA = GetZonePVPInfo()
	local _, instanceType = IsInInstance()
	return instanceType == "pvp" or instanceType == "arena" or pvpType == "arena" or pvpType == "combat" or isFFA
end

function Skada:ZoneCheck()
	-- Check if we are entering an instance.
	local inInstance, instanceType = IsInInstance()
	local isininstance = inInstance and (instanceType == "party" or instanceType == "raid")
	local isinpvp = IsInPVP()

	-- If we are entering an instance, and we were not previously in an instance, and we got this event before... and we have some data...
	if isininstance and wasininstance ~= nil and not wasininstance and self.db.profile.reset.instance ~= 1 and Skada:CanReset() then
		if self.db.profile.reset.instance == 3 then
			Skada:ShowPopup()
		else
			self:Reset()
		end
	end

	-- Hide in PvP. Hide if entering a PvP instance, show if we are leaving one.
	if self.db.profile.hidepvp then
		if IsInPVP() then
			Skada:SetActive(false)
		elseif wasinpvp then
			Skada:SetActive(true)
		end
	end

	-- Save a flag marking our previous (current) instance status.
	if isininstance then
		wasininstance = true
	else
		wasininstance = false
	end

	-- Save a flag marking out previous (current) pvp status.
	if isinpvp then
		wasinpvp = true
	else
		wasinpvp = false
	end
end

-- Fired on entering a zone.
function Skada:ZONE_CHANGED_NEW_AREA()
	Skada:ZoneCheck()
end

-- Fired on blue bar screen
function Skada:PLAYER_ENTERING_WORLD()

	Skada:ZoneCheck() -- catch reloadui within a zone, which does not fire ZONE_CHANGED_NEW_AREA
	-- If this event fired in response to a login or teleport, zone info is usually not yet available
	-- and will be caught by a sunsequent ZONE_CHANGED_NEW_AREA

	-- make sure we update once on reload
	-- delay it because group is unavailable during first PLAYER_ENTERING_WORLD on login
	if wasinparty == nil then Skada:ScheduleTimer("GROUP_ROSTER_UPDATE",1) end
end

-- Check if we join a party/raid.
local function check_for_join_and_leave()
	if not IsInGroup() and wasinparty then
		-- We left a party.

		if Skada.db.profile.reset.leave == 3 and Skada:CanReset() then
			Skada:ShowPopup()
		elseif Skada.db.profile.reset.leave == 2 and Skada:CanReset() then
			Skada:Reset()
		end

		-- Hide window if we have enabled the "Hide when solo" option.
		if Skada.db.profile.hidesolo then
			Skada:SetActive(false)
		end
	end

	if IsInGroup() and wasinparty == false then -- if nil this is first check after reload/relog
		-- We joined a raid.

		if Skada.db.profile.reset.join == 3 and Skada:CanReset() then
			Skada:ShowPopup()
		elseif Skada.db.profile.reset.join == 2 and Skada:CanReset() then
			Skada:Reset()
		end

		-- Show window if we have enabled the "Hide when solo" option.
		-- But only when NOT in pvp if it's set to hide in pvp.
		if Skada.db.profile.hidesolo and not (Skada.db.profile.hidepvp and IsInPVP()) then
			Skada:SetActive(true)
		end
	end

	-- Mark our last party status.
	wasinparty = not not IsInGroup()
end

function Skada:GROUP_ROSTER_UPDATE()
	check_for_join_and_leave()

	-- Check for new pets.
	self:CheckGroup()
end

function Skada:UNIT_PET()
	-- Check for new pets.
	self:CheckGroup()
end

function Skada:PET_BATTLE_OPENING_START()
	-- Hide during pet battles
	for i, win in ipairs(windows) do
		if win:IsShown() then
			win:Hide()
		end
	end
end

function Skada:PET_BATTLE_CLOSE()
	-- Restore after pet battles
    if not Skada.db.profile.hidesolo or IsInGroup() then
        for i, win in ipairs(windows) do
            if not win.db.hidden and not win:IsShown() then
                win:Show()
            end
        end
    end
end

-- Toggles all windows.
function Skada:ToggleWindow()
	for i, win in ipairs(windows) do
		if win:IsShown() then
			win.db.hidden = true
			win:Hide()
		else
			win.db.hidden = false
			win:Show()
		end
	end
end

local function createSet(setname)
	local set = {players = {}, name = setname, starttime = time(), ["time"] = 0, last_action = time()}

	-- Tell each mode to apply its needed attributes.
	for i, mode in ipairs(modes) do verify_set(mode, set) end

	return set
end

function Skada:CanReset() -- returns true if we have actual data that can be cleared via :Reset()
	local totalplayers = self.total and self.total.players
	if totalplayers and next(totalplayers) then -- Total set contains data
		return true
	end

	for _,set in ipairs(self.char.sets) do
		if not set.keep then -- have a non-persistent set (possibly un-kept since last reset)
			return true
		end
	end

	return false
end

function Skada:Reset()
	self:Wipe()

	pets, players = {}, {}
	self:CheckGroup()

	if self.current ~= nil then
		wipe(self.current)
		self.current = createSet(L["Current"])
	end
	if self.total ~= nil then
		wipe(self.total)
		self.total = createSet(L["Total"])
		self.char.total = self.total
	end
	self.last = nil

	-- Delete sets that are not marked as persistent.
	for i=table_maxn(self.char.sets), 1, -1 do
		if not self.char.sets[i].keep then
			wipe(tremove(self.char.sets, i))
		end
	end

	-- Don't leave windows pointing to deleted sets
	for _, win in ipairs(windows) do
		if win.selectedset ~= "total" then
			win.selectedset = "current"
			win.changed = true
		end
	end

	dataobj.text = "n/a"
	self:UpdateDisplay(true)
	self:Print(L["All data has been reset."])
	if not InCombatLockdown() then -- ticket 377: avoid timeout errors in combat because GC can run too long
		collectgarbage("collect")
	end
end

-- Delete a set.
function Skada:DeleteSet(set)
	if not set then return end


	for i, s in ipairs(self.char.sets) do
		if s == set then
			wipe(tremove(self.char.sets, i))

			if set == self.last then
				self.last = nil
			end

			-- Don't leave windows pointing to deleted sets
			for _, win in ipairs(windows) do
				if win.selectedset == i or win:get_selected_set() == set then
					win.selectedset = "current"
					win.changed = true
				elseif (tonumber(win.selectedset) or 0) > i then
					win.selectedset = win.selectedset - 1
					win.changed = true
				end
			end
			break
		end
	end

	self:Wipe()
	self:UpdateDisplay(true)
end

function Skada:ReloadSettings()
	-- Delete all existing windows in case of a profile change.
	for i, win in ipairs(windows) do
		win:destroy()
	end
	windows = {}

	-- Re-create windows
	-- As this can be called from a profile change as well as login, re-use windows when possible.
	for i, win in ipairs(self.db.profile.windows) do
		self:CreateWindow(win.name, win)
	end

	self.total = self.char.total

	Skada:ClearAllIndexes()

	-- Minimap button.
	if icon and not icon:IsRegistered("Skada") then
		icon:Register("Skada", dataobj, self.db.profile.icon)
	end

	self:RefreshMMButton()

	self:ApplySettings()
end

-- Applies settings to things like the bar window.
function Skada:ApplySettings()
	for i, win in ipairs(windows) do
		win.display:ApplySettings(win)
	end

	-- Don't show window if we are solo, option.
	-- Don't show window in a PvP instance, option.
	if (self.db.profile.hidesolo and not IsInGroup()) or (self.db.profile.hidepvp and IsInPVP())then
		self:SetActive(false)
	else
		self:SetActive(true)

		-- Hide specific windows if window is marked as hidden (ie, if user manually hid the window, keep hiding it).
		for i, win in ipairs(windows) do
			if win.db.hidden and win:IsShown() then
				win:Hide()
			end
		end
	end

	self:UpdateDisplay(true)
end

-- Set a data feed as selectedfeed.
function Skada:SetFeed(feed)
	selectedfeed = feed
	self:UpdateDisplay()
end

-- Iterates over all players in a set and adds to the "time" variable
-- the time between first and last action.
local function setPlayerActiveTimes(set)
	for i, player in ipairs(set.players) do
		if player.last then
			player.time = player.time + (player.last - player.first)
		end
	end
end

-- Starts a new segment, saving the current one first.
-- Does nothing if we are out of combat.
-- Useful for multi-part fights where you want individual segments for each part.
function Skada:NewSegment()
	if self.current then
		self:EndSegment()
		self:StartCombat()
	end
end

local function IsRaidInCombat()
	local type, count = Skada:GetGroupTypeAndCount()
	if count > 0 then
		for i = 1, count, 1 do
			if UnitExists(type..i) and UnitAffectingCombat(type..i) then
				return true
			end
		end
	elseif UnitAffectingCombat("player") then
		return true
	end
end

-- Returns true if the party/raid/us are dead/ghost.
local function IsRaidDead()
	local type, count = Skada:GetGroupTypeAndCount()
	if count > 0 then
		for i = 1, count, 1 do
			if UnitExists(type..i) and not UnitIsDeadOrGhost(type..i) then
				return false
			end
		end
	elseif not UnitIsDeadOrGhost("player") then
		return false
	end
	return true
end

-- Our scheme for segmenting fights:
-- Each second, if player is not in combat and is not dead and we have an active set (current),
-- check if anyone in raid is in combat; if so, close up shop.
-- We can not simply rely on PLAYER_REGEN_ENABLED since it is fired if we die and the fight continues.
function Skada:Tick()
	if not disabled and self.current and not InCombatLockdown() and not IsRaidInCombat() then
		self:Debug("EndSegment: Tick")
		self:EndSegment()
	end
end

-- Stops the current segment immediately.
-- To not complicate things, this only stops processing of CLEU events and sets the segment end time.
-- A stopped segment can be resumed.
function Skada:StopSegment()
	if self.current then
		self.current.stopped = true
		self.current.endtime = time()
		self.current.time = self.current.endtime - self.current.starttime
	end
end

-- Resumes a stopped segment.
function Skada:ResumeSegment()
	if self.current and self.current.stopped then
		self.current.stopped = nil
		self.current.endtime = nil
		self.current.time = nil
	end
end

function Skada:EndSegment()
	if not self.current then
		return
	end

	-- Save current set unless this a trivial set, or if we have the Only keep boss fights options on, and no boss in fight.
	-- A set is trivial if we have no mob name saved, or if total time for set is not more than 5 seconds.
	if not self.db.profile.onlykeepbosses or self.current.gotboss then
		if self.current.mobname ~= nil and time() - self.current.starttime > 5 then
			-- End current set.
			if not self.current.endtime then
				self.current.endtime = time()
			end
			self.current.time = self.current.endtime - self.current.starttime
			setPlayerActiveTimes(self.current)
			self.current.stopped = nil

			-- compute a count suffix for the set name
			local setname = self.current.mobname
			if self.db.profile.setnumber then
				local max = 0
				for _, set in ipairs(self.char.sets) do
					if set.name == setname and max == 0 then
						max = 1
					else
						local n,c = set.name:match("^(.-)%s*%((%d+)%)$")
						if n == setname then max = math.max(max,tonumber(c) or 0) end
					end
				end
				if max > 0 then
					setname = setname .. " ("..(max+1)..")"
				end
			end
			self.current.name = setname

			-- Tell each mode that set has finished and do whatever it wants to do about it.
			for i, mode in ipairs(modes) do
				if mode.SetComplete ~= nil then
					mode:SetComplete(self.current)
				end
			end

			-- Add set to sets.
			tinsert(self.char.sets, 1, self.current)
		end
	end

	-- Make set last set.
	self.last = self.current

	-- Add time spent to total set as well.
	self.total.time = self.total.time + self.current.time
	setPlayerActiveTimes(self.total)

	-- Set player.first and player.last to nil in total set.
	-- Neccessary since first and last has no relevance over an entire raid.
	-- Modes should look at the "time" value if available.
	for i, player in ipairs(self.total.players) do
		player.first = nil
		player.last = nil
	end

	-- Reset current set.
	self.current = nil

	-- Find out number of non-persistent sets.
	local numsets = 0
	for i, set in ipairs(self.char.sets) do if not set.keep then numsets = numsets + 1 end end

	-- Trim segments; don't touch persistent sets.
	for i=table_maxn(self.char.sets), 1, -1 do
		if numsets > self.db.profile.setstokeep and not self.char.sets[i].keep then
			tremove(self.char.sets, i)
			numsets = numsets - 1
		end
	end

	for i, win in ipairs(windows) do
		-- win:Wipe()
		-- changed = true

		-- Wipe mode - switch to current set and specific mode if no party/raid members are alive.
		-- Restore mode is not changed.
		if win.db.wipemode ~= "" and IsRaidDead() then
			self:RestoreView(win, "current", win.db.wipemode)
		elseif win.db.returnaftercombat and win.restore_mode and win.restore_set then
			-- Auto-switch back to previous set/mode.
			if win.restore_set ~= win.selectedset or win.restore_mode ~= win.selectedmode then

				self:RestoreView(win, win.restore_set, win.restore_mode)

				win.restore_mode = nil
				win.restore_set = nil
			end
		end

		-- Hide in combat option.
        if not win.db.hidden and self.db.profile.hidecombat and (not self.db.profile.hidesolo or IsInGroup()) then
			win:Show()
		end
	end

	self:UpdateDisplay(true) -- force required to update displays looking at older sets after insertion
	if update_timer then self:CancelTimer(update_timer) end
	if tick_timer then self:CancelTimer(tick_timer) end
	update_timer, tick_timer = nil, nil
end

function Skada:PLAYER_REGEN_DISABLED()
	-- Start a new set if we are not in one already.
	if not disabled and not self.current then
		self:Debug("StartCombat: PLAYER_REGEN_DISABLED")
		self:StartCombat()
	end
end

-- This flag is used to mark a possible combat start.
-- It is a count of captured events.
-- When we hit our treshold (let's say 5), combat starts.
-- If we have not hit our treshold after a certain time (let's say 3 seconds) combat start failed.
local tentative = nil

-- AceTimer handle for reverting combat start.
local tentativehandle= nil

function Skada:StartCombat()
	-- Reset automatic stop on wipe variables
	deathcounter = 0
	local _, members = self:GetGroupTypeAndCount()

	startingmembers = members

	-- Cancel cancelling combat if needed.
	if tentativehandle ~= nil then
		self:CancelTimer(tentativehandle)
		tentativehandle = nil
	end

	if update_timer then
		self:Debug("EndSegment: StartCombat")
		self:EndSegment()
	end

	-- Remove old bars.
	self:Wipe()

	-- Create a new current set unless we are already have one (combat detection kicked in).
	if not self.current then
		self.current = createSet(L["Current"])
	end

	if self.encounterName and
		GetTime() < (self.encounterTime or 0) + 15 then -- a recent ENCOUNTER_START named our segment
		self:Debug("StartCombat setting encounterName from ENCOUNTER_START",self.encounterName)
		self.current.mobname = self.encounterName
		self.current.gotboss = true

		self.encounterName = nil
		self.encounterTime = nil
	end

	-- Also start the total set if it is nil.
	if self.total == nil then
		self.total = createSet(L["Total"])
		self.char.total = self.total
	end

	-- Auto-switch set/mode if configured.
	for i, win in ipairs(windows) do
		if win.db.modeincombat ~= "" then
			-- First, get the mode. The mode may not actually be available.
			local mymode = find_mode(win.db.modeincombat)

			-- If the mode exists, switch to current set and this mode. Save current set/mode so we can return after combat if configured.
			if mymode ~= nil then
				-- self:Print("Switching to "..mymode.name.." mode.")

				if win.db.returnaftercombat then
					if win.selectedset then
						win.restore_set = win.selectedset
					end
					if win.selectedmode then
						win.restore_mode = win.selectedmode:GetName()
					end
				end

				win.selectedset = "current"
				win:DisplayMode(mymode)
			end
		end

		-- Hide in combat option.
		if not win.db.hidden and self.db.profile.hidecombat then
			win:Hide()
		end
	end

	-- Force immediate update.
	self:UpdateDisplay(true)

	-- Schedule timers for updating windows and detecting combat end.
	update_timer = self:ScheduleRepeatingTimer("UpdateDisplay", self.db.profile.updatefrequency or 0.25)
	-- ticket 363: It is NOT safe to use ENCOUNTER_END to replace combat detection
	tick_timer = self:ScheduleRepeatingTimer("Tick", 1)
end

-- Simply calls the same function on all windows.
function Skada:Wipe()
	for i, win in ipairs(windows) do
		win:Wipe()
	end
end

-- Attempts to restore a view (set and mode).
-- Set is either the set name ("total", "current"), or an index.
-- Mode is the name of a mode.
function Skada:RestoreView(win, theset, themode)
	-- Set the... set. If no such set exists, set to current.
	if theset and type(theset) == "string" and (theset == "current" or theset == "total" or theset == "last") then
		win.selectedset = theset
	elseif theset and type(theset) == "number" and theset <= table_maxn(self.char.sets) then
		win.selectedset = theset
	else
		win.selectedset = "current"
	end

	-- Force an update.
	changed = true

	-- Find the mode. The mode may not actually be available.
	if themode then
		local mymode = find_mode(themode)

		-- If the mode exists, switch to this mode.
		-- If not, show modes.
		if mymode then
			win:DisplayMode(mymode)
		else
			win:DisplayModes(win.selectedset)
		end
	else
		win:DisplayModes(win.selectedset)
	end
end

-- If set is "current", returns current set if we are in combat, otherwise returns the last set.
function Skada:find_set(s)
	if s == "current" then
		if Skada.current ~= nil then
			return Skada.current
		elseif Skada.last ~= nil then
			return Skada.last
		else
			return self.char.sets[1]
		end
	elseif s == "total" then
		return Skada.total
	else
		return self.char.sets[s]
	end
end

function Skada:ClearIndexes(set)
	if set then
		set._playeridx = nil
	end
end

function Skada:ClearAllIndexes()
	-- clear indexes used for accelerating set lookups
	-- this is done on login/logout to prevent the in-memory aliasing from becoming redundant tables on reload
	Skada:ClearIndexes(self.current)
	Skada:ClearIndexes(self.char.total)
	for _,set in pairs(self.char.sets) do
		Skada:ClearIndexes(set)
	end
end

-- Returns a player from the current. Safe to use to simply view a player without creating an entry.
function Skada:find_player(set, playerid)
	if set then
		-- use a private index here for more efficient lookup
		-- may eventually want to re-key .players by id but that would break external mods
		set._playeridx = set._playeridx or {}
		local player = set._playeridx[playerid]
		if player then return player end
		for i, p in ipairs(set.players) do
			if p.id == playerid then
				set._playeridx[playerid] = p
				return p
			end
		end
	end
end

-- Returns or creates a player in the current.
function Skada:get_player(set, playerid, playername)
	-- Add player to set if it does not exist.
	local player = Skada:find_player(set, playerid)

	if not player then
		-- If we do not supply a playername (often the case in submodes), we can not create an entry.
		if not playername then
			return
		end

		local _, playerClass = UnitClass(playername)
		local playerRole = 'NONE'
		player = {id = playerid, class = playerClass, role = playerRole, name = playername, first = time(), ["time"] = 0}

		-- Tell each mode to apply its needed attributes.
		for i, mode in ipairs(modes) do
			if mode.AddPlayerAttributes ~= nil then
				mode:AddPlayerAttributes(player, set)
			end
		end

		-- Strip realm name
		-- This is done after module processing due to cross-realm names messing with modules (death log for example, which needs to do UnitHealthMax on the playername).
		local player_name, realm = string.split("-", playername, 2)
		player.name = player_name or playername

		tinsert(set.players, player)
	end

	if player.name == UNKNOWN and playername ~= UNKNOWN then -- fixup players created before we had their info
		local player_name, realm = string.split("-", playername, 2)
		player.name = player_name or playername
		local _, playerClass = UnitClass(playername)
		local playerRole = 'NONE'
		player.class = playerClass
		player.role = playerRole
	end


	-- The total set clears out first and last timestamps.
	if not player.first then
		player.first = time()
	end

	-- Mark now as the last time player did something worthwhile.
	player.last = time()
	changed = true
	return player
end

local combatlogevents = {}
function Skada:RegisterForCL(func, event, flags)
	if not combatlogevents[event] then
		combatlogevents[event] = {}
	end
	tinsert(combatlogevents[event], {["func"] = func, ["flags"] = flags})
end

local band = bit.band
local PET_FLAGS = bit.bor(COMBATLOG_OBJECT_TYPE_PET, COMBATLOG_OBJECT_TYPE_GUARDIAN)
local RAID_FLAGS = bit.bor(COMBATLOG_OBJECT_AFFILIATION_MINE, COMBATLOG_OBJECT_AFFILIATION_PARTY, COMBATLOG_OBJECT_AFFILIATION_RAID)
-- The basic idea for CL processing:
-- Modules register for interest in a certain event, along with the function to call and the flags determining if the particular event is interesting.
-- On a new event, loop through the interested parties.
-- The flags are checked, and the flag value (say, that the SRC must be interesting, ie, one of the raid) is only checked once, regardless
-- of how many modules are interested in the event. The check is also only done on the first flag that requires it.
cleuFrame = CreateFrame("Frame") -- Dedicated event handler for a small performance improvement.
Skada.cleuFrame = cleuFrame -- For tweaks

local function cleuHandler(timestamp, eventtype, hideCaster, srcGUID, srcName, srcFlags, srcRaidFlags, dstGUID, dstName, dstFlags, dstRaidFlags, ...)
	local src_is_interesting = nil
	local dst_is_interesting = nil

	-- Optional tentative combat detection.
	-- Instead of simply checking when we enter combat, combat start is also detected based on needing a certain
	-- amount of interesting (as defined by our modules) CL events.
	if not Skada.current and Skada.db.profile.tentativecombatstart and srcName and dstName and srcGUID ~= dstGUID and (eventtype == 'SPELL_DAMAGE' or eventtype == 'SPELL_BUILDING_DAMAGE' or eventtype == 'RANGE_DAMAGE' or eventtype == 'SWING_DAMAGE' or eventtype == 'SPELL_PERIODIC_DAMAGE') then
		src_is_interesting = band(srcFlags, RAID_FLAGS) ~= 0 or (band(srcFlags, PET_FLAGS) ~= 0 and pets[srcGUID]) or players[srcGUID]
		-- AWS: To avoid incoming periodic damage (e.g. from a debuff) triggering combat, we simply do not initialize
		-- dst_is_interesting for periodic damage...
		if eventtype ~= 'SPELL_PERIODIC_DAMAGE' then
			dst_is_interesting = band(dstFlags, RAID_FLAGS) ~= 0 or (band(dstFlags, PET_FLAGS) ~= 0 and pets[dstGUID]) or players[dstGUID]
		end
		if src_is_interesting or dst_is_interesting then
			-- Create a current set and set our "tentative" flag to true.
			Skada.current = createSet(L["Current"])

			-- Also create total set if needed.
			if not Skada.total then
				Skada.total = createSet(L["Total"])
			end

			-- Schedule an end to this tentative combat situation in 3 seconds.
			tentativehandle = Skada:ScheduleTimer(
								function()
									tentative = nil
									tentativehandle = nil
									Skada.current = nil
									--self:Print("tentative combat start FAILED!")
								end, 1)

			tentative = 0
			--self:Print("tentative combat start INIT!")
		end
	end

	-- Stop automatically on wipe to discount meaningless data.
	if Skada.current and Skada.db.profile.autostop then
		-- Add to death counter when a player dies.
		if Skada.current and eventtype == 'UNIT_DIED' and ((band(srcFlags, RAID_FLAGS) ~= 0 and band(srcFlags, PET_FLAGS) == 0) or players[srcGUID]) then
			deathcounter = deathcounter + 1
			-- If we reached the treshold for stopping the segment, do so.
			if deathcounter > 0 and deathcounter / startingmembers >= 0.5 and not Skada.current.stopped then
				Skada:Print('Stopping for wipe.')
				Skada:StopSegment()
			end
		end
		-- Subtract from death counter when a player is ressurected.
		if Skada.current and eventtype == 'SPELL_RESURRECT' and ((band(srcFlags, RAID_FLAGS) ~= 0 and band(srcFlags, PET_FLAGS) == 0) or players[srcGUID]) then
			deathcounter = deathcounter - 1
		end
	end

	if Skada.current and combatlogevents[eventtype] then
		-- If segment is stopped, stop processing here.
		if Skada.current.stopped then
			return
		end

		for i, mod in ipairs(combatlogevents[eventtype]) do
			local fail = false

			if mod.flags.src_is_interesting_nopets then
				local src_is_interesting_nopets = (band(srcFlags, RAID_FLAGS) ~= 0 and band(srcFlags, PET_FLAGS) == 0) or players[srcGUID]
				if src_is_interesting_nopets then
					src_is_interesting = true
				else
					--self:Print("fail on src_is_interesting_nopets")
					fail = true
				end
			end
			if not fail and mod.flags.dst_is_interesting_nopets then
				local dst_is_interesting_nopets = (band(dstFlags, RAID_FLAGS) ~= 0 and band(dstFlags, PET_FLAGS) == 0) or players[dstGUID]
				if dst_is_interesting_nopets then
					dst_is_interesting = true
				else
				--self:Print("fail on dst_is_interesting_nopets")
					fail = true
				end
			end
			if not fail and mod.flags.src_is_interesting or mod.flags.src_is_not_interesting then
				if not src_is_interesting then
					src_is_interesting = band(srcFlags, RAID_FLAGS) ~= 0 or (band(srcFlags, PET_FLAGS) ~= 0 and pets[srcGUID]) or players[srcGUID]
				end
				if mod.flags.src_is_interesting and not src_is_interesting then
				--self:Print("fail on src_is_interesting")
					fail = true
				end
				if mod.flags.src_is_not_interesting and src_is_interesting then
					fail = true
				end
			end
			if not fail and mod.flags.dst_is_interesting or mod.flags.dst_is_not_interesting then
				if not dst_is_interesting then
					dst_is_interesting = band(dstFlags, RAID_FLAGS) ~= 0 or (band(dstFlags, PET_FLAGS) ~= 0 and pets[dstGUID]) or players[dstGUID]
				end
				if mod.flags.dst_is_interesting and not dst_is_interesting then
				--self:Print("fail on dst_is_interesting")
					fail = true
				end
				if mod.flags.dst_is_not_interesting and dst_is_interesting then
					fail = true
				end
			end

			-- Pass along event if it did not fail our tests.
			if not fail then
				mod.func(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...)

				-- If our "tentative" flag is set and reached the treshold, this means combat really did start.
				if tentative ~= nil then
					tentative = tentative + 1
					if tentative == 5 then
						Skada:CancelTimer(tentativehandle)
						tentativehandle = nil
						Skada:Debug("StartCombat: tentative combat")
						Skada:StartCombat()
					end
				end
			end

		end
	end

	-- Note: relies on src_is_interesting having been checked.
	if Skada.current and src_is_interesting and not Skada.current.gotboss then
		-- Store mob name for set name. For now, just save first unfriendly name available, or first boss available.
		if bit.band(dstFlags, COMBATLOG_OBJECT_REACTION_FRIENDLY) == 0 then
			if not Skada.current.gotboss and boss.BossIDs[tonumber(dstGUID:sub(-16, -12))] then
				Skada.current.mobname = dstName
				Skada.current.gotboss = true
			elseif not Skada.current.mobname then
				Skada.current.mobname = dstName
			end
		end
	end

	-- Pet summons.
	-- Pet scheme: save the GUID in a table along with the GUID of the owner.
	-- Note to self: this needs 1) to be made self-cleaning so it can't grow too much, and 2) saved persistently.
	-- Now also done on raid roster/party changes.
	if eventtype == 'SPELL_SUMMON' and ( (band(srcFlags, RAID_FLAGS) ~= 0) or ( (band(srcFlags, PET_FLAGS)) ~= 0 ) or ((band(dstFlags, PET_FLAGS) ~= 0) and pets[dstGUID])) then
		-- assign pet normally
		pets[dstGUID] = {id = srcGUID, name = srcName}
		if pets[srcGUID] then
			-- the pets owner is a pet -> change it to the owner of the pet
			-- this check may no longer be necessary?
			pets[dstGUID].id = pets[srcGUID].id
			pets[dstGUID].name = pets[srcGUID].name

		end
	end
end
Skada.cleuHandler = cleuHandler -- For tweaks

cleuFrame:SetScript("OnEvent", function()
	cleuHandler(CombatLogGetCurrentEventInfo())
end)

function Skada:AssignPet(ownerguid, ownername, petguid)
	pets[petguid] = {id = ownerguid, name = ownername}
end

function Skada:GetPetOwner(petguid)
	return pets[petguid]
end

function Skada:ENCOUNTER_START(encounterId, encounterName)
	self:Debug("ENCOUNTER_START", encounterId, encounterName)
	if not disabled then
		if self.current then -- already in combat, update the segment name
			self.current.mobname = encounterName
			self.current.gotboss = true
		else -- we are not in combat yet
			-- if we StartCombat here, the segment will immediately end by Tick
			-- just save the encounter name for use when we enter combat
			self.encounterName = encounterName
			self.encounterTime = GetTime()
		end
	end
end

function Skada:ENCOUNTER_END(encounterId, encounterName)
	self:Debug("ENCOUNTER_END", encounterId, encounterName)
	if not disabled and self.current then
		-- ticket 363: it is NOT safe to EndSegment here
		if not self.current.gotboss then -- might have missed the bossname (eg d/c in combat)
			self.current.mobname = encounterName
			self.current.gotboss = true
		end
	end
end

--
-- Data broker
--

function dataobj:OnEnter()
	GameTooltip:SetOwner(self, "ANCHOR_NONE")
	GameTooltip:SetPoint("TOPLEFT", self, "BOTTOMLEFT")
	GameTooltip:ClearLines()

	local set
	if Skada.current then
		set = Skada.current
	else
		set = Skada.char.sets[1]
	end
	if set then
		GameTooltip:AddLine(L["Skada summary"], 0, 1, 0)
		for i, mode in ipairs(modes) do
			if mode.AddToTooltip ~= nil then
				mode:AddToTooltip(set, GameTooltip)
			end
		end
 	end

	GameTooltip:AddLine(L["Hint: Left-Click to toggle Skada window."], 0, 1, 0)
	GameTooltip:AddLine(L["Shift + Left-Click to reset."], 0, 1, 0)
	GameTooltip:AddLine(L["Right-click to open menu"], 0, 1, 0)

	GameTooltip:Show()
end

function dataobj:OnLeave()
	GameTooltip:Hide()
end

function dataobj:OnClick(button)
	if button == "LeftButton" and IsShiftKeyDown() then
		Skada:Reset()
	elseif button == "LeftButton" then
		Skada:ToggleWindow()
	elseif button == "RightButton" then
		Skada:OpenMenu()
	end
end

local totalbarcolor = {r = 0.2, g = 0.2, b = 0.5, a = 1}
local bossicon = "Interface\\Icons\\Achievment_boss_ultraxion"
local nonbossicon = "Interface\\Icons\\icon_petfamily_critter"

function Skada:UpdateDisplay(force)
	-- Force an update by setting our "changed" flag to true.
	if force then
		changed = true
	end

	-- Update data feed.
	-- This is done even if our set has not changed, since for example DPS changes even though the data does not.
	-- Does not update feed text if nil.
	if selectedfeed ~= nil then
		local feedtext = selectedfeed()
		if feedtext then
			dataobj.text = feedtext
		end
	end

	for i, win in ipairs(windows) do
		if (changed or win.changed or self.current) then
			win.changed = false
			if win.selectedmode then -- Force mode display for display systems which do not handle navigation.

				local set = win:get_selected_set()

				if set then
					-- Inform window that a data update will take place.
					win:UpdateInProgress()

					-- Let mode update data.
					if win.selectedmode.Update then
						win.selectedmode:Update(win, set)
					else
						self:Print("Mode "..win.selectedmode:GetName().." does not have an Update function!")
					end

					-- Add a total bar using the mode summaries optionally.
					if self.db.profile.showtotals and win.selectedmode.GetSetSummary then
						local total = 0
						local existing = nil
						for i, data in ipairs(win.dataset) do
							if data.id then
								total = total + data.value
							end
							if not existing and not data.id then
								existing = data
							end
						end
						total = total + 1

						local d = existing or {}
						d.valuetext = win.selectedmode:GetSetSummary(set)
						d.value = total
						d.label = L["Total"]
						d.icon = dataobj.icon
						d.id = "total"
						d.ignore = true
						if not existing then
							tinsert(win.dataset, 1, d)
						end
					end

				end

				-- Let window display the data.
				win:UpdateDisplay()

			elseif win.selectedset then
				local set = win:get_selected_set()

				-- View available modes.
				for i, mode in ipairs(modes) do
					local d = win.dataset[i] or {}
					win.dataset[i] = d

					d.id = mode:GetName()
					d.label = mode:GetName()
					d.value = 1
					if set and mode.GetSetSummary ~= nil then
						d.valuetext = mode:GetSetSummary(set)
					end
                    if mode.metadata and mode.metadata.icon then
                        d.icon = mode.metadata.icon
                    end
				end

                -- Tell window to sort by our data order. Our modes are in the correct order already.
                win.metadata.ordersort = true

                -- Let display provider/tooltip know we are showing a mode list.
                if set then
                    win.metadata.is_modelist = true
                end

				-- Let window display the data.
				win:UpdateDisplay()
			else
				-- View available sets.
				local nr = 1
				local d = win.dataset[nr] or {}
				win.dataset[nr] = d

				d.id = "total"
				d.label = L["Total"]
				d.value = 1
                if self.total and self.total.gotboss then
                    d.icon = bossicon
                else
                    d.icon = nonbossicon
                end

				nr = nr + 1
				d = win.dataset[nr] or {}
				win.dataset[nr] = d

				d.id = "current"
				d.label = L["Current"]
				d.value = 1
                if self.current and self.current.gotboss then
                    d.icon = bossicon
                else
                    d.icon = nonbossicon
                end

				for i, set in ipairs(self.char.sets) do
					nr = nr + 1
					local d = win.dataset[nr] or {}
					win.dataset[nr] = d

					d.id = tostring(set.starttime)
					d.label, d.valuetext = select(2,Skada:GetSetLabel(set))
					d.value = 1
					if set.keep then
						d.emphathize = true
					end
                    if set.gotboss then
                        d.icon = bossicon
                    else
                        d.icon = nonbossicon
                    end
				end

				win.metadata.ordersort = true

				-- Let window display the data.
				win:UpdateDisplay()
			end

		end
	end

	-- Mark as unchanged.
	changed = false
end

--[[

API
Everything below this is OK to use in modes.

--]]

function Skada:GetSets()
	return self.char.sets
end

function Skada:GetModes(sortfunc)
    return modes
end

-- Formats a number into human readable form.
function Skada:FormatNumber(number)
	if number then
		if self.db.profile.numberformat == 1 then
			if number > 1000000000 then
				return ("%02.3fB"):format(number / 1000000000)
			elseif number > 1000000 then
				return ("%02.2fM"):format(number / 1000000)
			elseif number > 9999 then
				return ("%02.1fK"):format(number / 1000)
			end
		end
		return math.floor(number)
	end
end

local function scan_for_columns(mode)
	-- Only process if not already scanned.
	if not mode.scanned then
		mode.scanned = true

		-- Add options for this mode if available.
		if mode.metadata and mode.metadata.columns then
			Skada:AddColumnOptions(mode)
		end

		-- Scan any linked modes.
		if mode.metadata then
			if mode.metadata.click1 then
				scan_for_columns(mode.metadata.click1)
			end
			if mode.metadata.click2 then
				scan_for_columns(mode.metadata.click2)
			end
			if mode.metadata.click3 then
				scan_for_columns(mode.metadata.click3)
			end
		end
	end
end

-- Register a display system
local numorder = 5
function Skada:AddDisplaySystem(key, mod)
	self.displays[key] = mod
	if mod.description then
		Skada.options.args.windows.args[key.."desc"] = {
			type = "description",
			name = mod.description,
			order = numorder
		}
		numorder = numorder + 1
	end
end

-- Register a mode.
function Skada:AddMode(mode, category)
	-- Ask mode to verify our sets.
	-- Needed in case we enable a mode and we have old data.
	if self.total then
		verify_set(mode, self.total)
	end
	if self.current then
		verify_set(mode, self.current)
	end
	for i, set in ipairs(self.char.sets) do
		verify_set(mode, set)
	end

    -- Set mode category (used for menus)
    mode.category = category or L['Other']

    -- Add to mode list
	tinsert(modes, mode)

	-- Set this mode as the active mode if it matches the saved one.
	-- Bit of a hack.
	for i, win in ipairs(windows) do
		if mode:GetName() == win.db.mode then
			self:RestoreView(win, win.db.set, mode:GetName())
		end
	end

	-- Find if we now have our chosen feed.
	-- Also a bit ugly.
	if selectedfeed == nil and self.db.profile.feed ~= "" then
		for name, feed in pairs(feeds) do
			if name == self.db.profile.feed then
				self:SetFeed(feed)
			end
		end
	end

	-- Add column configuration if available.
	if mode.metadata then
		scan_for_columns(mode)
	end

	-- Sort modes.
    sort_modes()

	-- Remove all bars and start over to get ordering right.
	-- Yes, this all sucks - the problem with this and the above is that I don't know when
	-- all modules are loaded. :/
	for i, win in ipairs(windows) do
		win:Wipe()
	end
	changed = true
end

-- Unregister a mode.
function Skada:RemoveMode(mode)
	tremove(modes, mode)
end

function Skada:GetFeeds()
	return feeds
end

-- Register a data feed.
function Skada:AddFeed(name, func)
	feeds[name] = func
end

-- Unregister a data feed.
function Skada:RemoveFeed(name, func)
	for i, feed in ipairs(feeds) do
		if feed.name == name then
			tremove(feeds, i)
		end
	end
end

--[[

Sets

--]]

function Skada:GetSetTime(set)
	if set.time then
		return set.time
	else
		return (time() - set.starttime)
	end
end

-- Returns the time (in seconds) a player has been active for a set.
function Skada:PlayerActiveTime(set, player)
	local maxtime = 0

	-- Add recorded time (for total set)
	if player.time > 0 then
		maxtime = player.time
	end

	-- Add in-progress time if set is not ended.
	if (not set.endtime or set.stopped) and player.first then
		maxtime = maxtime + player.last - player.first
	end
	return maxtime
end

-- Modify objects if they are pets.
-- Expects to find "playerid", "playername", and optionally "spellname" in the object.
-- Playerid and playername are exchanged for the pet owner's, and spellname is modified to include pet name.
function Skada:FixPets(action)
	if action and action.playername then
		local pet = pets[action.playerid]
		if pet then

			if (self.db.profile.mergepets) then
				if action.spellname then
					action.spellname = action.playername..": "..action.spellname
				end
				action.playername = pet.name
				action.playerid = pet.id
			else
				action.playername = pet.name..": "..action.playername
				-- create a unique ID for each player for each type of pet
				local petMobID=action.playerid:sub(6,10); -- Get Pet creature ID
				action.playerid = pet.id .. petMobID; -- just append it to the pets owner id
			end

		else

			-- Fix for guardians; requires "playerflags" to be set from CL.
			-- This only works for one self. Other player's guardians are all lumped into one.
			if action.playerflags and bit.band(action.playerflags, COMBATLOG_OBJECT_TYPE_GUARDIAN) ~= 0 then
				if bit.band(action.playerflags, COMBATLOG_OBJECT_AFFILIATION_MINE) ~=0 then
					if action.spellname then
						action.spellname = action.playername..": "..action.spellname
					end
					action.playername = UnitName("player")
					action.playerid = UnitGUID("player")
				else
					-- Nothing decent in place here yet. Modify guid so that there will only be 1 similar entry at least.
					action.playerid = action.playername
				end
			end

		end
	end
end

function Skada:SetTooltipPosition(tooltip, frame)
	local p = self.db.profile.tooltippos
	if p == "default" then
		tooltip:SetOwner(UIParent, "ANCHOR_NONE")
		tooltip:SetPoint("BOTTOMRIGHT", "UIParent", "BOTTOMRIGHT", -40, 40);
	elseif p == "topleft" then
		tooltip:SetOwner(frame, "ANCHOR_NONE")
		tooltip:SetPoint("TOPRIGHT", frame, "TOPLEFT")
	elseif p == "topright" then
		tooltip:SetOwner(frame, "ANCHOR_NONE")
		tooltip:SetPoint("TOPLEFT", frame, "TOPRIGHT")
	elseif p == "smart" and frame then
		-- Choose anchor point depending on frame position
		if frame:GetLeft() < (GetScreenWidth() / 2) then
			tooltip:SetOwner(frame, "ANCHOR_NONE")
			tooltip:SetPoint("TOPLEFT", frame, "TOPRIGHT", 10, 0)
		else
			tooltip:SetOwner(frame, "ANCHOR_NONE")
			tooltip:SetPoint("TOPRIGHT", frame, "TOPLEFT", -10, 0)
		end
	end
end

-- Same thing, only takes two arguments and returns two arguments.
function Skada:FixMyPets(playerGUID, playerName)
	local pet = pets[playerGUID]
	if pet then
		return pet.id, pet.name
	end
	-- No pet match - return the player.
	return playerGUID, playerName
end

-- Format value text in a standardized way. Up to 3 value and boolean (show/don't show) combinations are accepted.
-- Values are rendered from left to right.
-- Idea: "compile" a function on the fly instead and store in mode for re-use.
function Skada:FormatValueText(...)
	local value1, bool1, value2, bool2, value3, bool3 = ...

	-- This construction is a little silly.
	if bool1 and bool2 and bool3 then
		return value1.." ("..value2..", "..value3..")"
	elseif bool1 and bool2 then
		return value1.." ("..value2..")"
	elseif bool1 and bool3 then
		return value1.." ("..value3..")"
	elseif bool2 and bool3 then
		return value2.." ("..value3..")"
	elseif bool2 then
		return value2
	elseif bool1 then
		return value1
	elseif bool3 then
		return value3
	end
end

local function value_sort(a,b)
	if not a or a.value == nil then
		return false
	elseif not b or b.value == nil then
		return true
	else
		return a.value > b.value
	end
end

function Skada.valueid_sort(a,b)
	if not a or a.value == nil or a.id == nil then
		return false
	elseif not b or b.value == nil or b.id == nil then
		return true
	else
		return a.value > b.value
	end
end

-- Tooltip display. Shows subview data for a specific row.
-- Using a fake window, the subviews are asked to populate the window's dataset normally.
local ttwin = Window:new()
local white = {r = 1, g = 1, b = 1}
function Skada:AddSubviewToTooltip(tooltip, win, mode, id, label)
	-- Clean dataset.
	wipe(ttwin.dataset)

	-- Tell mode we are entering our real window.
    if mode.Enter then
        mode:Enter(win, id, label)
    end

	-- Ask mode to populate dataset in our fake window.
	mode:Update(ttwin, win:get_selected_set())

	-- Sort dataset unless we are using ordersort.
	if not mode.metadata or not mode.metadata.ordersort then
		table_sort(ttwin.dataset, value_sort)
	end

	-- Show title and data if we have data.
	if #ttwin.dataset > 0 then
		tooltip:AddLine(mode.title or mode:GetName(), 1,1,1)

		-- Display the top X, default 3, rows.
		local nr = 0
		for i, data in ipairs(ttwin.dataset) do
			if data.id and nr < Skada.db.profile.tooltiprows then
				nr = nr + 1

				local color = white
				if data.color then
					-- Explicit color from dataset.
					color = data.color
				elseif data.class then
					-- Class color.
					local color = Skada.classcolors[data.class]
				end

				local label = data.label
				if mode.metadata and mode.metadata.showspots then
					label = nr..". "..label
				end
				tooltip:AddDoubleLine(label, data.valuetext, color.r, color.g, color.b)
			end
		end

		-- Add an empty line.
        if mode.Enter then
            tooltip:AddLine(" ")
        end
	end
end

-- Generic tooltip function for displays
function Skada:ShowTooltip(win, id, label)
	local t = GameTooltip
	if Skada.db.profile.tooltips then

        if win.metadata.is_modelist and Skada.db.profile.informativetooltips then
            t:ClearLines()

            Skada:AddSubviewToTooltip(t, win, find_mode(id), id, label)

            t:Show()
        elseif win.metadata.click1 or win.metadata.click2 or win.metadata.click3 or win.metadata.tooltip then
            t:ClearLines()

            local hasClick = win.metadata.click1 or win.metadata.click2 or win.metadata.click3

            -- Current mode's own tooltips.
            if win.metadata.tooltip then
                local numLines = t:NumLines()
                win.metadata.tooltip(win, id, label, t)

                -- Spacer
                if t:NumLines() ~= numLines and hasClick then
                    t:AddLine(" ")
                end
            end

            -- Generic informative tooltips.
            if Skada.db.profile.informativetooltips then
                if win.metadata.click1 then
                    Skada:AddSubviewToTooltip(t, win, win.metadata.click1, id, label)
                end
                if win.metadata.click2 then
                    Skada:AddSubviewToTooltip(t, win, win.metadata.click2, id, label)
                end
                if win.metadata.click3 then
                    Skada:AddSubviewToTooltip(t, win, win.metadata.click3, id, label)
                end
            end

            -- Current mode's own post-tooltips.
            if win.metadata.post_tooltip then
                local numLines = t:NumLines()
                win.metadata.post_tooltip(win, id, label, t)

                -- Spacer
                if t:NumLines() ~= numLines and hasClick then
                    t:AddLine(" ")
                end
            end

            -- Click directions.
            if win.metadata.click1 then
                t:AddLine(L["Click for"].." "..win.metadata.click1:GetName()..".", 0.2, 1, 0.2)
            end
            if win.metadata.click2 then
                t:AddLine(L["Shift-Click for"].." "..win.metadata.click2:GetName()..".", 0.2, 1, 0.2)
            end
            if win.metadata.click3 then
                t:AddLine(L["Control-Click for"].." "..win.metadata.click3:GetName()..".", 0.2, 1, 0.2)
            end
            t:Show()
        end

    end
end

-- Generic border
function Skada:ApplyBorder(frame, texture, color, thickness, padtop, padbottom, padleft, padright)
	local borderbackdrop = {}
	if not frame.borderFrame then
		frame.borderFrame = CreateFrame("Frame", nil, frame)
		frame.borderFrame:SetFrameLevel(0)
	end
	frame.borderFrame:SetPoint("TOPLEFT", frame, -thickness - (padleft or 0), thickness + (padtop or 0))
	frame.borderFrame:SetPoint("BOTTOMRIGHT", frame, thickness + (padright or 0), -thickness - (padbottom or 0))
	if texture and thickness > 0 then
		borderbackdrop.edgeFile = media:Fetch("border", texture)
	else
		borderbackdrop.edgeFile = nil
	end
	borderbackdrop.edgeSize = thickness
	frame.borderFrame:SetBackdrop(borderbackdrop)
	if color then
		frame.borderFrame:SetBackdropBorderColor(color.r, color.g, color.b, color.a)
	end
end

-- Generic frame settings
function Skada:FrameSettings(db, include_dimensions)
	local obj = {
		type = "group",
		name = L["Window"],
		order=2,
		args = {

			bgheader = {
				type = "header",
				name = L["Background"],
				order=1
			},

			texture = {
				 type = 'select',
				 dialogControl = 'LSM30_Background',
				 name = L["Background texture"],
				 desc = L["The texture used as the background."],
				 values = AceGUIWidgetLSMlists.background,
				 get = function() return db.background.texture end,
				 set = function(win,key)
			 				db.background.texture = key
				 			Skada:ApplySettings()
						end,
				width="double",
				order=1.1
			},

			tile = {
				type = 'toggle',
				name = L["Tile"],
				desc = L["Tile the background texture."],
				get = function() return db.background.tile end,
				set = function(win,key)
					db.background.tile = key
					Skada:ApplySettings()
				end,
				order=1.2
			},

			tilesize = {
				type="range",
				name=L["Tile size"],
				desc=L["The size of the texture pattern."],
				min=0,
				max=math.floor(GetScreenWidth()),
				step=1.0,
				get=function() return db.background.tilesize end,
				set=function(win, val)
					db.background.tilesize = val
					Skada:ApplySettings()
				end,
				order=1.3
			},


			color = {
				type="color",
				name=L["Background color"],
				desc=L["The color of the background."],
				hasAlpha=true,
				get=function(i)
						local c = db.background.color
						return c.r, c.g, c.b, c.a
					end,
				set=function(i, r,g,b,a)
						db.background.color = {["r"] = r, ["g"] = g, ["b"] = b, ["a"] = a}
						Skada:ApplySettings()
					end,
				order=1.4
			},

			borderheader = {
				type = "header",
				name = L["Border"],
				order=2
			},

			bordertexture = {
				 type = 'select',
				 dialogControl = 'LSM30_Border',
				 name = L["Border texture"],
				 desc = L["The texture used for the borders."],
				 values = AceGUIWidgetLSMlists.border,
				 get = function() return db.background.bordertexture end,
				 set = function(win,key)
			 				db.background.bordertexture = key
				 			Skada:ApplySettings()
						end,
				width="double",
				order=2.1
			},

			bordercolor = {
				 type = 'color',
				 order=5,
				 name = L["Border color"],
				 desc = L["The color used for the border."],
				hasAlpha=true,
				get=function(i)
						local c = db.background.bordercolor or {r=0,g=0,b=0,a=1}
						return c.r, c.g, c.b, c.a
					end,
				set=function(i, r,g,b,a)
						db.background.bordercolor = {["r"] = r, ["g"] = g, ["b"] = b, ["a"] = a}
						Skada:ApplySettings()
					end,
				order=2.2
			},

			thickness = {
				type="range",
				name=L["Border thickness"],
				desc=L["The thickness of the borders."],
				min=0,
				max=50,
				step=0.5,
				get=function() return db.background.borderthickness end,
				set=function(win, val)
							db.background.borderthickness = val
				 			Skada:ApplySettings()
						end,
				order=2.3
			},

			optionheader = {
				type = "header",
				name = L["General"],
				order=4
			},

			scale = {
				type="range",
				name=L["Scale"],
				desc=L["Sets the scale of the window."],
				min=0.1,
				max=3,
				step=0.01,
				get=function() return db.scale end,
				set=function(win, val)
							db.scale = val
				 			Skada:ApplySettings()
						end,
				order=4.1
			},

			strata = {
				type="select",
				name=L["Strata"],
				desc=L["This determines what other frames will be in front of the frame."],
				values = {["BACKGROUND"]="BACKGROUND", ["LOW"]="LOW", ["MEDIUM"]="MEDIUM", ["HIGH"]="HIGH", ["DIALOG"]="DIALOG", ["FULLSCREEN"]="FULLSCREEN", ["FULLSCREEN_DIALOG"]="FULLSCREEN_DIALOG"},
				get=function() return db.strata end,
				set=function(win, val)
					db.strata = val
					Skada:ApplySettings()
				end,
				order=4.2
			},


		}
	}

	if include_dimensions then
		obj.args.width = {
			type = 'range',
			name = L["Width"],
			min=100,
			max=GetScreenWidth(),
			step=1.0,
			get = function() return db.width end,
			set = function(win,key)
				db.width = key
				Skada:ApplySettings()
			end,
			order=4.3
		}

		obj.args.height = {
			type = 'range',
			name = L["Height"],
			min=16,
			max=400,
			step=1.0,
			get = function() return db.height end,
			set = function(win,key)
				db.height = key
				Skada:ApplySettings()
			end,
			order=4.4
		}
	end
	return obj
end

do

	function Skada:OnInitialize()
		-- Register some SharedMedia goodies.
		media:Register("font", "Adventure",				[[Interface\Addons\Skada\media\fonts\Adventure.ttf]])
		media:Register("font", "ABF",					[[Interface\Addons\Skada\media\fonts\ABF.ttf]])
		media:Register("font", "Vera Serif",			[[Interface\Addons\Skada\media\fonts\VeraSe.ttf]])
		media:Register("font", "Diablo",				[[Interface\Addons\Skada\media\fonts\Avqest.ttf]])
		media:Register("font", "Accidental Presidency",	[[Interface\Addons\Skada\media\fonts\Accidental Presidency.ttf]])
		media:Register("statusbar", "Aluminium",      [[Interface\Addons\Skada\media\statusbar\Aluminium]])
		media:Register("statusbar", "Armory",         [[Interface\Addons\Skada\media\statusbar\Armory]])
		media:Register("statusbar", "BantoBar",       [[Interface\Addons\Skada\media\statusbar\BantoBar]])
		media:Register("statusbar", "Glaze2",         [[Interface\Addons\Skada\media\statusbar\Glaze2]])
		media:Register("statusbar", "Gloss",          [[Interface\Addons\Skada\media\statusbar\Gloss]])
		media:Register("statusbar", "Graphite",       [[Interface\Addons\Skada\media\statusbar\Graphite]])
		media:Register("statusbar", "Grid",           [[Interface\Addons\Skada\media\statusbar\Grid]])
		media:Register("statusbar", "Healbot",        [[Interface\Addons\Skada\media\statusbar\Healbot]])
		media:Register("statusbar", "LiteStep",       [[Interface\Addons\Skada\media\statusbar\LiteStep]])
		media:Register("statusbar", "Minimalist",     [[Interface\Addons\Skada\media\statusbar\Minimalist]])
		media:Register("statusbar", "Otravi",         [[Interface\Addons\Skada\media\statusbar\Otravi]])
		media:Register("statusbar", "Outline",        [[Interface\Addons\Skada\media\statusbar\Outline]])
		media:Register("statusbar", "Perl",           [[Interface\Addons\Skada\media\statusbar\Perl]])
		media:Register("statusbar", "Smooth",         [[Interface\Addons\Skada\media\statusbar\Smooth]])
		media:Register("statusbar", "Round",          [[Interface\Addons\Skada\media\statusbar\Round]])
		media:Register("statusbar", "TukTex",         [[Interface\Addons\Skada\media\statusbar\normTex]])
		media:Register("border", "Glow",              [[Interface\Addons\Skada\media\border\glowTex]])
		media:Register("border", "Roth",              [[Interface\Addons\Skada\media\border\roth]])
		media:Register("background", "Copper",        [[Interface\Addons\Skada\media\background\copper]])

		-- Some sounds (copied from Omen).
		media:Register("sound", "Rubber Ducky", 566121)
		media:Register("sound", "Cartoon FX", 566543)
		media:Register("sound", "Explosion", 566982)
		media:Register("sound", "Shing!", 566240)
		media:Register("sound", "Wham!", 566946)
		media:Register("sound", "Simon Chime", 566076)
		media:Register("sound", "War Drums", 567275)
		media:Register("sound", "Cheer", 567283)
		media:Register("sound", "Humm", 569518)
		media:Register("sound", "Short Circuit", 568975)
		media:Register("sound", "Fel Portal", 569215)
		media:Register("sound", "Fel Nova", 568582)
		media:Register("sound", "You Will Die!", 546633)

		-- DB
		self.db = LibStub("AceDB-3.0"):New("SkadaDB", self.defaults, "Default")
		if type(SkadaPerCharDB) ~= "table" then SkadaPerCharDB = {} end
		self.char = SkadaPerCharDB
		self.char.sets = self.char.sets or {}
		LibStub("AceConfigRegistry-3.0"):RegisterOptionsTable("Skada", self.options, true)

		-- Profiles
		LibStub("AceConfigRegistry-3.0"):RegisterOptionsTable("Skada-Profiles", LibStub("AceDBOptions-3.0"):GetOptionsTable(self.db), true)
        local profiles = LibStub('AceDBOptions-3.0'):GetOptionsTable(self.db)
        profiles.order = 600
        profiles.disabled = false
        Skada.options.args.profiles = profiles

		-- Dual spec profiles
		if lds then
			lds:EnhanceDatabase(self.db, "SkadaDB")
			lds:EnhanceOptions(LibStub("AceDBOptions-3.0"):GetOptionsTable(self.db), self.db)
		end

        -- Blizzard options frame
        local panel = CreateFrame("Frame", "SkadaBlizzOptions")
        panel.name = "Skada"
        InterfaceOptions_AddCategory(panel)

        local fs = panel:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge")
        fs:SetPoint("TOPLEFT", 10, -15)
        fs:SetPoint("BOTTOMRIGHT", panel, "TOPRIGHT", 10, -45)
        fs:SetJustifyH("LEFT")
        fs:SetJustifyV("TOP")
        fs:SetText("Skada")

        local button = CreateFrame("Button", nil, panel, "UIPanelButtonTemplate")
        button:SetText(L['Configure'])
        button:SetWidth(128)
        button:SetPoint("TOPLEFT", 10, -48)
        button:SetScript('OnClick', function()
            while CloseWindows() do end
            return Skada:OpenOptions()
        end)

		-- Slash Handler
		SLASH_SKADA1 = "/skada"
		SlashCmdList.SKADA = slashHandler

		self.db.RegisterCallback(self, "OnProfileChanged", "ReloadSettings")
		self.db.RegisterCallback(self, "OnProfileCopied", "ReloadSettings")
		self.db.RegisterCallback(self, "OnProfileReset", "ReloadSettings")
		self.db.RegisterCallback(self, "OnDatabaseShutdown", "ClearAllIndexes")

		-- Migrate old settings.
		if self.db.profile.barmax then
			self:Print("Migrating old settings somewhat gracefully. This should only happen once.")
			self.db.profile.barmax = nil
			self.db.profile.background.height = 200
		end
		if self.db.profile.total then
			self.db.profile.current = nil
			self.db.profile.total = nil
			self.db.profile.sets = nil
		end

        self:SetNotifyIcon("Interface\\Icons\\Spell_Lightning_LightningBolt01")
        self:SetNotifyStorage(self.db.profile.versions)
        self:NotifyOnce(self.versions)
	end
end

function Skada:OpenOptions(window)
    AceConfigDialog:SetDefaultSize('Skada', 800, 600)
	if window then
		AceConfigDialog:Open('Skada')
		AceConfigDialog:SelectGroup('Skada', 'windows', window.db.name)
	elseif not AceConfigDialog:Close('Skada') then
		AceConfigDialog:Open('Skada')
	end
end

function Skada:OnEnable()
	self:ReloadSettings()

	cleuFrame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")

	popup:RegisterEvent("PLAYER_ENTERING_WORLD")
	popup:RegisterEvent("ZONE_CHANGED_NEW_AREA")
	popup:RegisterEvent("GROUP_ROSTER_UPDATE")
	popup:RegisterEvent("UNIT_PET")
	popup:RegisterEvent("PLAYER_REGEN_DISABLED")

	-- mpratt - not part of vanilla
	-- popup:RegisterEvent("PET_BATTLE_OPENING_START")
	-- popup:RegisterEvent("PET_BATTLE_CLOSE")

	popup:RegisterEvent("ENCOUNTER_START")
	popup:RegisterEvent("ENCOUNTER_END")

	if type(CUSTOM_CLASS_COLORS) == "table" then
		Skada.classcolors = CUSTOM_CLASS_COLORS
	end

	if self.moduleList then
		for i = 1, #self.moduleList do
			self.moduleList[i](self, L)
		end
		self.moduleList = nil
	end

	-- Instead of listening for callbacks on SharedMedia we simply wait a few seconds and then re-apply settings
	-- to catch any missing media. Lame? Yes.
	self:ScheduleTimer("ApplySettings", 2)

	-- Memory usage warning
	self:ScheduleTimer("MemoryCheck", 3)
end

function Skada:MemoryCheck()
	UpdateAddOnMemoryUsage()
	local mem = GetAddOnMemoryUsage("Skada")
	if mem > 30000 then
		self:Print(L["Memory usage is high. You may want to reset Skada, and enable one of the automatic reset options."])
	end
end

function Skada:AddLoadableModule(name, description, func)
	if not self.moduleList then self.moduleList = {} end
	self.moduleList[#self.moduleList+1] = func
	self:AddLoadableModuleCheckbox(name, L[name], description and L[description])
end
