--[[-----------------------------------------------------------------------------
CollectMeLabel Widget
Displays a row in the scroll lists text and optionally an icon.
Basically merged Label And Interactive Label and fixed some bugs i.e. GetTexture always returns nil, even if texture is set
@todo: rightclick dropdown
-------------------------------------------------------------------------------]]
local Type, Version = "CollectMeLabel", 1
local AceGUI = LibStub and LibStub("AceGUI-3.0", true)
if not AceGUI or (AceGUI:GetWidgetVersion(Type) or 0) >= Version then return end

-- Lua APIs
local max, select, pairs = math.max, select, pairs

-- WoW APIs
local CreateFrame, UIParent = CreateFrame, UIParent

-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: GameFontHighlightSmall

--[[-----------------------------------------------------------------------------
Scripts
-------------------------------------------------------------------------------]]
local function Control_OnEnter(frame)
    frame.obj:Fire("OnEnter")
end

local function Control_OnLeave(frame)
    frame.obj:Fire("OnLeave")
end

local function Label_OnClick(frame, button)
    frame.obj:Fire("OnClick", button)
    AceGUI:ClearFocus()
end

--[[-----------------------------------------------------------------------------
Support functions
-------------------------------------------------------------------------------]]

local function UpdateImageAnchor(self)
    if self.resizing then return end
    local frame = self.frame
    local width = frame.width or frame:GetWidth() or 0
    local image = self.image
    local label = self.label
    local height

    label:ClearAllPoints()
    image:ClearAllPoints()

    if self.imageshown then
        local imagewidth = image:GetWidth()
        if (width - imagewidth) < 200 or (label:GetText() or "") == "" then
            -- image goes on top centered when less than 200 width for the text, or if there is no text
            image:SetPoint("TOP")
            label:SetPoint("TOP", image, "BOTTOM")
            label:SetPoint("LEFT")
            label:SetWidth(width)
            height = image:GetHeight() + label:GetHeight()
        else
            -- image on the left
            image:SetPoint("TOPLEFT")
            if image:GetHeight() > label:GetHeight() then
                label:SetPoint("LEFT", image, "RIGHT", 4, 0)
            else
                label:SetPoint("TOPLEFT", image, "TOPRIGHT", 4, 0)
            end
            label:SetWidth(width - imagewidth - 4)
            height = max(image:GetHeight(), label:GetHeight())
        end
    else
        -- no image shown
        label:SetPoint("TOPLEFT")
        label:SetWidth(width)
        height = label:GetHeight()
    end

    self.resizing = true
    frame:SetHeight(height)
    frame.height = height
    self.resizing = nil
end

--[[-----------------------------------------------------------------------------
Methods
-------------------------------------------------------------------------------]]
local methods = {
    ["OnAcquire"] = function(self)
    -- set the flag to stop constant size updates
        self.resizing = true
        -- height is set dynamically by the text and image size
        self:SetWidth(200)
        self:SetText()
        self:SetImage(nil)
        self:SetImageSize(16, 16)
        self:SetColor()
        self:SetFontObject()

        -- reset the flag
        self.resizing = nil
        -- run the update explicitly
        UpdateImageAnchor(self)

        self:SetHighlight()
        self:SetHighlightTexCoord()
    end,

    -- ["OnRelease"] = nil,

    ["OnWidthSet"] = function(self, width)
        UpdateImageAnchor(self)
    end,

    ["SetText"] = function(self, text)
        self.label:SetText(text)
        UpdateImageAnchor(self)
    end,

    ["SetColor"] = function(self, r, g, b)
        if not (r and g and b) then
            r, g, b = 1, 1, 1
        end
        self.label:SetVertexColor(r, g, b)
    end,

    ["SetImage"] = function(self, path, ...)
        local image = self.image
        local is_image_set = image:SetTexture(path)

        if is_image_set then
            self.imageshown = true
            local n = select("#", ...)
            if n == 4 or n == 8 then
                image:SetTexCoord(...)
            else
                image:SetTexCoord(0, 1, 0, 1)
            end
        else
            self.imageshown = nil
        end
        UpdateImageAnchor(self)
    end,

    ["SetFont"] = function(self, font, height, flags)
        self.label:SetFont(font, height, flags)
    end,

    ["SetFontObject"] = function(self, font)
        self:SetFont((font or GameFontHighlightSmall):GetFont())
    end,

    ["SetImageSize"] = function(self, width, height)
        self.image:SetWidth(width)
        self.image:SetHeight(height)
        UpdateImageAnchor(self)
    end,

    ["SetHighlight"] = function(self, ...)
        self.highlight:SetTexture(...)
    end,

    ["SetHighlightTexCoord"] = function(self, ...)
        local c = select("#", ...)
        if c == 4 or c == 8 then
            self.highlight:SetTexCoord(...)
        else
            self.highlight:SetTexCoord(0, 1, 0, 1)
        end
    end,
}

--[[-----------------------------------------------------------------------------
Constructor
-------------------------------------------------------------------------------]]
local function Constructor()
    local frame = CreateFrame("Frame", nil, UIParent)
    frame:Hide()
    frame:EnableMouse(true)

    local label = frame:CreateFontString(nil, "BACKGROUND", "GameFontHighlightSmall")
    label:SetJustifyH("LEFT")
    label:SetJustifyV("TOP")

    local image = frame:CreateTexture(nil, "BACKGROUND")

    frame:SetScript("OnEnter", Control_OnEnter)
    frame:SetScript("OnLeave", Control_OnLeave)
    frame:SetScript("OnMouseDown", Label_OnClick)

    local highlight = frame:CreateTexture(nil, "HIGHLIGHT")
    highlight:SetTexture(nil)
    highlight:SetAllPoints()
    highlight:SetBlendMode("ADD")

    label.highlight = highlight

    -- create widget
    local widget = {
        label = label,
        image = image,
        frame = frame,
        type  = Type,
        highlight = highlight
    }
    for method, func in pairs(methods) do
        widget[method] = func
    end

    return AceGUI:RegisterAsWidget(widget)
end

AceGUI:RegisterWidgetType(Type, Constructor, Version)
