-------------------------------------------------------------------------------
-- Tooltip.lua
--
-- Displays tooltips with vendor and auction prices.
-------------------------------------------------------------------------------

local _
local L = LibStub("AceLocale-3.0"):GetLocale("AuctionLite", false)

local MAX_BANK_COLUMNS = 7;
local MAX_BANK_ROWS = 14;

local LinkTooltips = true;

local ShownMoneyFrames = {};

MoneyTypeInfo["AUCTIONLITE_TOOLTIP"] = {
  UpdateFunc = function(self) return self.staticMoney end,
  showSmallerCoins = 1,
  collapse = 1,
};

-- Clean up after showing a tooltip with money.
function AuctionLite:GameTooltip_ClearMoney_Hook(tooltip)
  -- Hide all private money frames.
  local shownFrames = ShownMoneyFrames[tooltip];
  if shownFrames ~= nil then
    local i;
    for i = 1, shownFrames do
      local moneyFrame = _G[tooltip:GetName() .. "MoneyFrameAL" .. i];
      if moneyFrame ~= nil then
        moneyFrame:Hide();
      end
    end
    ShownMoneyFrames[tooltip] = nil;
  end
end

-- Hook the money callback to find out how expensive the item is.
function AuctionLite:GameTooltip_OnTooltipAddMoney_Hook(tooltip, cost, maxcost)
  if self.db.profile.showVendor == "c_no" then
    -- We're not handling it, so pass the request on.
    return self.hooks["GameTooltip_OnTooltipAddMoney"](tooltip, cost, maxcost);
  end
end

-- This is our version of Blizzard's SetTooltipMoney.  We create our
-- own money frames inside the tooltip so that we can align them properly.
function AuctionLite:SetTooltipMoney(tooltip, label, money)
  -- Add the label.
  tooltip:AddLine(label);

  -- Keep track of frames for this tooltip.
  local shownFrames = ShownMoneyFrames[tooltip] or 0;
  shownFrames = shownFrames + 1;
  ShownMoneyFrames[tooltip] = shownFrames;

  -- Create the frame if necessary.
  local moneyName = tooltip:GetName() .. "MoneyFrameAL" .. shownFrames;
  local moneyFrame = _G[moneyName];
  if moneyFrame == nil then
    moneyFrame = CreateFrame("Frame", moneyName, tooltip,
                             "TooltipMoneyFrameTemplate");
    MoneyFrame_SetType(moneyFrame, "AUCTIONLITE_TOOLTIP");
  end

  -- Align it to the right of the tooltip at the appropriate line.
  local numLines = tooltip:NumLines();
  local textName = tooltip:GetName() .. "TextLeft" .. numLines;
  moneyFrame:SetPoint("RIGHT", tooltip, "RIGHT", 0, 0);
  moneyFrame:SetPoint("TOP", textName, "TOP", 0, 0);
  moneyFrame:Show();

  -- Set the money amount and adjust the width.
  MoneyFrame_Update(moneyFrame:GetName(), money);
  moneyFrame.lineNum = numLines;
end

-- Make an appropriate money string
function AuctionLite:AddTooltipLine(tooltip, option, getPrice, label,
                                    link, count1, count2)
  -- Do we want any tooltip at all?
  if option ~= "c_no" then
    -- Looks like we do, so fetch the price.
    local price = getPrice(link);
    if price ~= nil and price > 0 then
      -- We have price data here, so now we need to show it.
      price = math.floor(price);
      if self.db.profile.coinTooltips then
        -- We can only show one number, so give the average if there's
        -- a range of prices.
        local priceAvg;
        if count2 == nil then
          priceAvg = price * count1;
        else
          priceAvg = math.floor(price * (count1 + count2) / 2);
        end

        -- Add the money frame.
        self:SetTooltipMoney(tooltip, label, priceAvg);
      else
        -- Show the old-school text tooltip.
        local priceInfo = self:PrintMoney(price * count1);
        if count2 ~= nil then
          priceInfo = priceInfo .. " |cffffffff-|r " ..
                      self:PrintMoney(price * count2);
        end

        tooltip:AddDoubleLine(label, priceInfo);
      end
    elseif option == "a_yes" then
      -- We have no price info, but the user wants a line anyway.
      tooltip:AddDoubleLine(label, "|cffffffffn/a|r");
    end
  end
end

-- Add vendor and auction data to a tooltip.  We have count1 and count2
-- for the upper and lower bound on the number of items; count2 may be nil.
function AuctionLite:AddTooltipData(tooltip, link, count1, count2)
  if link ~= nil and count1 ~= nil and
     (self.db.profile.showVendor ~= "c_no" or
      self.db.profile.showDisenchant ~= "c_no" or
      self.db.profile.showAuction ~= "c_no") then

    -- Get vendor price.
    local _, _, _, _, _, _, _, _, _, _, vendor = GetItemInfo(link);

    -- Do we multiply by the stack size?
    local stackPrice = self.db.profile.showStackPrice;
    if (stackPrice and IsShiftKeyDown()) or
       (not stackPrice and not IsShiftKeyDown()) then
      count1 = 1;
      count2 = nil;
    end

    -- Figure out how to display the multiplier.
    local suffix;
    if count2 == nil then
      suffix = " |cffb09000(x" .. count1 .. ")|r";
    else
      suffix = " |cffb09000(x" .. count1 .. "-" .. count2 .. ")|r";
    end

    -- Remember how many money frames this tooltip had originally.
    local startMoney = ShownMoneyFrames[tooltip] or 0;

	--[[
    -- Add lines for vendor, auction, and disenchant as appropriate.
    self:AddTooltipLine(tooltip, self.db.profile.showVendor,
      function(link) return vendor end,
      "|cffffd000" .. L["Vendor"] .. "|r" .. suffix, link, count1, count2);
	]]

    self:AddTooltipLine(tooltip, self.db.profile.showDisenchant,
      function(link) return AuctionLite:GetDisenchantValue(link) end,
      "|cffffd000" .. L["Disenchant"] .. "|r" .. suffix, link, count1, count2);

	--[[
    self:AddTooltipLine(tooltip, self.db.profile.showAuction,
      function(link) return AuctionLite:GetAuctionValue(link) end,
      "|cffffd000" .. L["Auction"] .. "|r" .. suffix, link, count1, count2);
	]]
    -- Find out how many money frames we added.
    local endMoney = ShownMoneyFrames[tooltip] or 0;

    -- Figure out the maximum width for each denomination in our tooltips.
    local goldWidth = 0;
    local silverWidth = 0;
    local copperWidth = 0;

    local maxWidth = function(buttonName, width)
      local button = _G[buttonName];
      if button:IsShown() and button:GetWidth() > width then
        return button:GetWidth();
      else
        return width;
      end
    end

    local i;
    for i = startMoney + 1, endMoney do
      local moneyName = tooltip:GetName() .. "MoneyFrameAL" .. i;
      goldWidth = maxWidth(moneyName .. "GoldButton", goldWidth);
      silverWidth = maxWidth(moneyName .. "SilverButton", silverWidth);
      copperWidth = maxWidth(moneyName .. "CopperButton", copperWidth);
    end

    -- Now update the width of each denomination and each money frame
    -- so that they line up nicely.
    local updateWidth = function(buttonName, newWidth)
      local button = _G[buttonName];
      button:SetWidth(newWidth);
    end

    local maxTextWidth = 0;
    local maxMoneyWidth = 0;

    local i;
    for i = startMoney + 1, endMoney do
      -- Update each column width.
      local moneyName = tooltip:GetName() .. "MoneyFrameAL" .. i;
      updateWidth(moneyName .. "GoldButton", goldWidth);
      updateWidth(moneyName .. "SilverButton", silverWidth);
      updateWidth(moneyName .. "CopperButton", copperWidth);
      -- Get the maximum text width and money width.
      local moneyFrame = _G[moneyName];
      if moneyFrame:GetWidth() > maxMoneyWidth then
        maxMoneyWidth = moneyFrame:GetWidth();
      end
      local textName = tooltip:GetName() .. "TextLeft" .. moneyFrame.lineNum;
      local textFrame = _G[textName];
      if textFrame:GetWidth() > maxTextWidth then
        maxTextWidth = textFrame:GetWidth();
      end
    end

    -- Widen the tooltip if necessary.
    if tooltip:GetMinimumWidth() < maxTextWidth + maxMoneyWidth then
      tooltip:SetMinimumWidth(maxTextWidth + maxMoneyWidth);
    end

    -- We're done!  Show the tooltip.
    tooltip:Show();
  end
end

-- Add data to bag item tooltips.
function AuctionLite:BagTooltip(tooltip, bag, slot)
  if tooltip:NumLines() > 0 then
    local link = GetContainerItemLink(bag, slot);
    local _, count = GetContainerItemInfo(bag, slot);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to inventory/bank tooltips.
function AuctionLite:InventoryTooltip(tooltip, unit, slot)
  if tooltip:NumLines() > 0 and
     not (20 <= slot and slot <= 23) and  -- skip inventory bags
     not (68 <= slot and slot <= 74) then -- skip bank bags
    local link = GetInventoryItemLink(unit, slot);
    local count = GetInventoryItemCount(unit, slot);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to guild bank tooltips.
function AuctionLite:GuildBankTooltip(tooltip, tab, slot)
  if tooltip:NumLines() > 0 then
    local link = GetGuildBankItemLink(tab, slot);
    local _, count = GetGuildBankItemInfo(tab, slot);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to trade skill tooltips.
function AuctionLite:TradeSkillTooltip(tooltip, recipe, reagent)
  if tooltip:NumLines() > 0 then
    local link;
    local count1;
    local count2;
    if reagent == nil then
      -- We want the target of this skill.  If we make multiple items,
      -- estimate the value based on the average number produced.
      link = GetTradeSkillItemLink(recipe);
      local min, max = GetTradeSkillNumMade(recipe);
      count1 = min;
      if min ~= max then
        count2 = max;
      end
    else
      -- We want a reagent.
      link = GetTradeSkillReagentItemLink(recipe, reagent);
      _, _, count1 = GetTradeSkillReagentInfo(recipe, reagent);
    end
    self:AddTooltipData(tooltip, link, count1, count2);
  end
end

-- Add data to merchant tooltips.
function AuctionLite:MerchantTooltip(tooltip, id)
  if tooltip:NumLines() > 0 then
    local link = GetMerchantItemLink(id);
    local _, _, _, count = GetMerchantItemInfo(id);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to buyback tooltips.
function AuctionLite:BuybackTooltip(tooltip, id)
  if tooltip:NumLines() > 0 then
    local link = GetBuybackItemLink(id);
    local _, _, _, count = GetBuybackItemInfo(id);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to quest item tooltips.
function AuctionLite:QuestTooltip(tooltip, itemType, id)
  if tooltip:NumLines() > 0 then
    local link = GetQuestItemLink(itemType, id);
    local _, _, count = GetQuestItemInfo(itemType, id);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to quest log item tooltips.
function AuctionLite:QuestLogTooltip(tooltip, itemType, id)
  if tooltip:NumLines() > 0 then
    local link = GetQuestLogItemLink(itemType, id);
    local _, _, count = GetQuestLogRewardInfo(id);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to loot item tooltips.
function AuctionLite:LootTooltip(tooltip, id)
  if tooltip:NumLines() > 0 and LootSlotHasItem(id) then
    local link = GetLootSlotLink(id);
    local _, _, count = GetLootSlotInfo(id);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to loot roll item tooltips.
function AuctionLite:LootRollTooltip(tooltip, id)
  if tooltip:NumLines() > 0 then
    local link = GetLootRollItemLink(id);
    local _, _, count = GetLootRollItemInfo(id);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to auction item tooltips.
function AuctionLite:AuctionTooltip(tooltip, itemType, index)
  if tooltip:NumLines() > 0 then
    local link = GetAuctionItemLink(itemType, index);
    local _, _, count = GetAuctionItemInfo(itemType, index);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to auction sell item tooltips.
function AuctionLite:AuctionSellTooltip(tooltip)
  if tooltip:NumLines() > 0 then
    local _, _, count, _, _, _, link = self:GetAuctionSellItemInfoAndLink();
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to mailbox tooltips.
function AuctionLite:InboxTooltip(tooltip, msgIndex, attachIndex)
  if tooltip:NumLines() > 0 then
    attachIndex = attachIndex or 1
    local link = GetInboxItemLink(msgIndex, attachIndex);
    local _, _, _, count = GetInboxItem(msgIndex, attachIndex);
    self:AddTooltipData(tooltip, link, count);
  end
end

-- Add data to item link tooltips.
function AuctionLite:HyperlinkTooltip(tooltip, link)
  if tooltip:NumLines() > 0 and link:find("item") and LinkTooltips then
    self:AddTooltipData(tooltip, link, 1);
  end
end

-- Enable/disable hyperlink tooltips.
function AuctionLite:SetHyperlinkTooltips(enabled)
  LinkTooltips = enabled;
end

-- Show an AL tooltip for the "Buy" or "Sell" frame.
function AuctionLite:SetAuctionLiteTooltip(widget, shift, link, count)
  if link ~= nil and self.db.profile.tooltipLocation ~= "e_hide" then
    self:SetHyperlinkTooltips(false);
    if self.db.profile.tooltipLocation == "a_cursor" then
      GameTooltip:SetOwner(widget, "ANCHOR_TOPLEFT", shift);
    elseif self.db.profile.tooltipLocation == "b_right" then
      GameTooltip:SetOwner(UIParent, "ANCHOR_NONE");
      GameTooltip:SetPoint("TOPLEFT", AuctionFrame, "TOPRIGHT", 10, -10);
    elseif self.db.profile.tooltipLocation == "c_below" then
      GameTooltip:SetOwner(UIParent, "ANCHOR_NONE");
      GameTooltip:SetPoint("TOPLEFT", AuctionFrame, "BOTTOMLEFT", 10, -30);
    elseif self.db.profile.tooltipLocation == "d_corner" then
      GameTooltip:SetOwner(UIParent, "ANCHOR_NONE");
      GameTooltip:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -15, 75);
    else
      assert(false);
    end
    if self:IsBattlePetLink(link) then
      local _, speciesId, level, breedQuality, maxHealth, power, speed, name =
        strsplit(":", link);
      BattlePetToolTip_Show(tonumber(speciesId), tonumber(level),
                            tonumber(breedQuality), tonumber(maxHealth),
                            tonumber(power), tonumber(speed), name);
    else
      GameTooltip:SetHyperlink(link);
      if GameTooltip:NumLines() > 0 then
        self:AddTooltipData(GameTooltip, link, count);
      end
      self:SetHyperlinkTooltips(true);
    end
  end
end

-- Guild bank buttons don't have an update function for their tooltips.
-- Add one of our own so that they change when you hit shift!
function AuctionLite:HookBankTooltips()
  local i, j;
  for i = 1, MAX_BANK_COLUMNS do
    for j = 1, MAX_BANK_ROWS do
      local button = _G["GuildBankColumn" .. i .. "Button" .. j];
      if button ~= nil then
        button.UpdateTooltipOrigAL = button.UpdateTooltip;
        button.UpdateTooltip = function(button)
          if button.UpdateTooltipOrigAL ~= nil then
            button:UpdateTooltipOrigAL();
          end
          GuildBankItemButton_OnEnter(button);
        end
      end
    end
  end
end

-- Hook a given tooltip.
function AuctionLite:AddHooksToTooltip(tooltip)
  self:SecureHook(tooltip, "SetBagItem", "BagTooltip");
  self:SecureHook(tooltip, "SetInventoryItem", "InventoryTooltip");
  self:SecureHook(tooltip, "SetGuildBankItem", "GuildBankTooltip");
  --self:SecureHook(tooltip, "SetTradeSkillItem", "TradeSkillTooltip");
  self:SecureHook(tooltip, "SetMerchantItem", "MerchantTooltip");
  self:SecureHook(tooltip, "SetBuybackItem", "BuybackTooltip");
  self:SecureHook(tooltip, "SetQuestItem", "QuestTooltip");
  self:SecureHook(tooltip, "SetQuestLogItem", "QuestLogTooltip");
  self:SecureHook(tooltip, "SetLootItem", "LootTooltip");
  self:SecureHook(tooltip, "SetLootRollItem", "LootRollTooltip");
  self:SecureHook(tooltip, "SetAuctionItem", "AuctionTooltip");
  self:SecureHook(tooltip, "SetAuctionSellItem", "AuctionSellTooltip");
  self:SecureHook(tooltip, "SetInboxItem", "InboxTooltip");
  self:SecureHook(tooltip, "SetHyperlink", "HyperlinkTooltip");
end

-- Add all of our tooltip hooks.
function AuctionLite:HookTooltips()
  self:AddHooksToTooltip(GameTooltip);
  self:AddHooksToTooltip(ItemRefTooltip);

  self:SecureHook("GameTooltip_ClearMoney",
                  "GameTooltip_ClearMoney_Hook");

--  self:RawHook("GameTooltip_OnTooltipAddMoney",
--               "GameTooltip_OnTooltipAddMoney_Hook",
--               true);
end
