
local _
local CoolLine = CreateFrame("Frame", "CoolLine", UIParent)

CoolLine.MainFrame = CoolLine

CoolLine:SetScript("OnEvent", function(this, event, ...)
	this[event](this, ...)
end)

local IS_WOW_8 = GetBuildInfo():match("^8")
local IS_WOW_CLASSIC = GetBuildInfo():match("^1")

local smed = LibStub("LibSharedMedia-3.0")

local _G, pairs, strmatch, tinsert, tremove, random = _G, pairs, string.match, table.insert, table.remove, math.random
local GetTime = GetTime
local GetSpellInfo = GetSpellInfo
local UnitExists, HasPetUI = UnitExists, HasPetUI

local db, block
local backdrop = { edgeSize = 16 } -- Left Unchanged
local section, iconsize = 0, 0
local tick0, tick1, tick3, tick10, tick30, tick120, tick300
local BOOKTYPE_SPELL, BOOKTYPE_PET = BOOKTYPE_SPELL, BOOKTYPE_PET
local spells = { [BOOKTYPE_SPELL] = { }, [BOOKTYPE_PET] = { }, }
local chargespells = { [BOOKTYPE_SPELL] = { }, [BOOKTYPE_PET] = { }, }
local frames, cooldowns, specialspells = { }, { }, { }
CoolLine.spells, CoolLine.chargespells = spells, chargespells
CoolLine.frames, CoolLine.cooldowns, CoolLine.specialspells = frames, cooldowns, specialspells

local NO_RELOCATE = "NO_RELOCATE"
CoolLine.NO_RELOCATE = NO_RELOCATE

local SetValue, updatelook, createfs, ShowOptions, RuneCheck
local function SetValueH(this, v, just)
	this:SetPoint(just or "CENTER", CoolLine, "LEFT", v, 0)
end

local function SetValueHR(this, v, just)
	this:SetPoint(just or "CENTER", CoolLine, "LEFT", db.w - v, 0)
end

local function SetValueV(this, v, just)
	this:SetPoint(just or "CENTER", CoolLine, "BOTTOM", 0, v)
end

local function SetValueVR(this, v, just)
	this:SetPoint(just or "CENTER", CoolLine, "BOTTOM", 0, db.h - v)
end

--------------------------------
-- For 3rd party addons such as ElvUI
function CoolLine:SetConfig(w, h, x, y, font, fontsize, inactivealpha, activealpha, statusbar, updateOption)
--------------------------------
	if db then
		db.w             = w         or db.w
		db.h             = h         or db.h
		-- db.x             = x         or db.x
		-- db.y             = y         or db.y
		db.font          = font      or db.font
		db.fontsize      = fontsize  or db.fontsize
		db.statusbar     = statusbar or db.statusbar
		db.activealpha   = activealpha or db.activealpha
		db.inactivealpha = inactivealpha or db.inactivealpha
	else
		-- ?
		print("CoolLine SetConfig called but no db loaded")
	end
	self.updatelook(updateOption)
end

function CoolLine:getConfig()
	return db.w, db.h, db.x, db.y, db.font, db.fontsize, db.inactivealpha, db.activealpha, db.statusbar
end



CoolLine:RegisterEvent("ADDON_LOADED")

function CoolLine:ADDON_LOADED(a1)
	if a1 ~= "CoolLine" then return end
	self:UnregisterEvent("ADDON_LOADED")
	self.ADDON_LOADED = nil

	CoolLineDB = CoolLineDB or { }
	if CoolLineDB.perchar then
		CoolLineCharDB = CoolLineCharDB or CoolLineDB
		db = CoolLineCharDB
	else
		CoolLineCharDB = nil
		db = CoolLineDB
	end
	if db.dbinit ~= 3 then
		db.dbinit = 3
		for k, v in pairs({
			w = 360, h = 18, x = 0, y = -240,
			statusbar = "Blizzard",
			bgcolor = { r = 0, g = 0, b = 0, a = 0.5, },
			border = "Blizzard Dialog",
			bordersize = 16, -- Added defaults
			borderinset = 4, -- Added defaults
			bordercolor = { r = 1, g = 1, b = 1, a = 1, },
			font = "Friz Quadrata TT",
			fontsize = 10,
			iconplus = 4,
			fontcolor = { r = 1, g = 1, b = 1, a = 0.8, },
			spellcolor = { r = 0.8, g = 0.4, b = 0, a = 1, },
			nospellcolor = { r = 0, g = 0, b = 0, a = 1, },
			inactivealpha = 0.5,
			activealpha = 1.0,
			block = {  -- [spell or item name] = true,
				[GetItemInfo(6948) or "Hearthstone"] = true,  -- Hearthstone
			},
		}) do
			db[k] = (db[k] ~= nil and db[k]) or v
		end
	end
	block = db.block
	local _, class = UnitClass("player")
	if class == "DEATHKNIGHT" then
		local runecd = {  -- fix by NeoSyrex
			[GetSpellInfo(50977) or "Death Gate"] = 11,
			[GetSpellInfo(43265) or "Death and Decay"] = 11,
			[GetSpellInfo(42650) or "Army of the Dead"] = 11,
--			[GetSpellInfo(47476) or "Strangulate"] = 11,
--			[GetSpellInfo(51052) or "Anti-Magic Zone"] = 11,
--			[GetSpellInfo(63560) or "Dark Transformation"] = 10,
			[GetSpellInfo(49184) or "Howling Blast"] = 8,
--			[GetSpellInfo(51271) or "Pillar of Frost"] = 11,
--			[GetSpellInfo(55233) or "Vampiric Blood"] = 11,
		}
		RuneCheck = function(name, duration)
			local rc = runecd[name]
			if not rc or (rc <= duration and (rc > 10 or rc >= duration)) then
				return true
			end
		end
	elseif class == "PRIEST" then
		specialspells = {
			[GetSpellInfo(81209) or "blah"] = 81209,  -- Chakra: Chastise
			[GetSpellInfo(88684) or "blah"] = 88684,  -- Holy Word: Serenity
			[GetSpellInfo(88685) or "blah"] = 88685,  -- Holy Word: Sanctuary
			[GetSpellInfo(88625) or "blah"] = 88625,  -- Holy Word: Chastise
		}
	end

	SlashCmdList.COOLLINE = ShowOptions
	SLASH_COOLLINE1 = "/coolline"
	local panel = CreateFrame("Frame")
	panel.name = "CoolLine"
	panel:SetScript("OnShow", function(this)
		local t1 = this:CreateFontString(nil, "ARTWORK")
		t1:SetJustifyH("LEFT")
		t1:SetJustifyV("TOP")
		t1:SetFontObject(GameFontNormalLarge)
		t1:SetPoint("TOPLEFT", 16, -16)
		t1:SetText(this.name)

		local t2 = this:CreateFontString(nil, "ARTWORK")
		t2:SetJustifyH("LEFT")
		t2:SetJustifyV("TOP")
		t2:SetFontObject(GameFontHighlightSmall)
		t2:SetHeight(43)
		t2:SetPoint("TOPLEFT", t1, "BOTTOMLEFT", 0, -8)
		t2:SetPoint("RIGHT", this, "RIGHT", -32, 0)
		t2:SetNonSpaceWrap(true)
		t2:SetFormattedText("|cffffff00/coolline|r to open menu;\n |cffffff00/coolline SpellOrItemNameOrLink|r to add/remove filter")

		local b = CreateFrame("Button", nil, this, "UIPanelButtonTemplate")
		b:SetWidth(120)
		b:SetHeight(20)
		b:SetText("Options Menu")
		b:SetScript("OnClick", ShowOptions)
		b:SetPoint("TOPLEFT", t2, "BOTTOMLEFT", -2, -8)
		this:SetScript("OnShow", nil)
	end)
	InterfaceOptions_AddCategory(panel)

	createfs = function(f, text, offset, just)
		local fs = f or self.overlay:CreateFontString(nil, "OVERLAY")
		fs:SetFont(smed:Fetch("font", db.font), db.fontsize)
		fs:SetTextColor(db.fontcolor.r, db.fontcolor.g, db.fontcolor.b, db.fontcolor.a)
		fs:SetText(text)
		fs:SetWidth(db.fontsize * 3)
		fs:SetHeight(db.fontsize + 2)
		fs:SetShadowColor(db.bgcolor.r, db.bgcolor.g, db.bgcolor.b, db.bgcolor.a)
		fs:SetShadowOffset(1, -1)
		if just then
			fs:ClearAllPoints()
			if db.vertical then
				fs:SetJustifyH("CENTER")
				just = db.reverse and ((just == "LEFT" and "TOP") or "BOTTOM") or ((just == "LEFT" and "BOTTOM") or "TOP")
			elseif db.reverse then
				just = (just == "LEFT" and "RIGHT") or "LEFT"
				offset = offset + ((just == "LEFT" and 1) or -1)
				fs:SetJustifyH(just)
			else
				offset = offset + ((just == "LEFT" and 1) or -1)
				fs:SetJustifyH(just)
			end
		else
			fs:SetJustifyH("CENTER")
		end
		SetValue(fs, offset, just)
		return fs
	end

	updatelook = function(option)
		self:SetWidth(db.w or 130)
		self:SetHeight(db.h or 18)

		if option ~= NO_RELOCATE then
			self:SetPoint("CENTER", UIParent, "CENTER", db.x or 0, db.y or -240)
		end

		self.bg = self.bg or self:CreateTexture(nil, "ARTWORK")
		self.bg:SetTexture(smed:Fetch("statusbar", db.statusbar))
		self.bg:SetVertexColor(db.bgcolor.r, db.bgcolor.g, db.bgcolor.b, db.bgcolor.a)
		self.bg:SetAllPoints(self)
		if db.vertical then
			self.bg:SetTexCoord(1,0, 0,0, 1,1, 0,1)
		else
			self.bg:SetTexCoord(0,1, 0,1)
		end

		self.border = self.border or CreateFrame("Frame", nil, self)
		self.border:SetPoint("TOPLEFT", -db.borderinset, db.borderinset) -- Implemented 'insets'
		self.border:SetPoint("BOTTOMRIGHT", db.borderinset, -db.borderinset) -- Implemented 'insets'
		backdrop = {
			edgeFile = smed:Fetch("border", db.border),
			edgeSize = db.bordersize,
		} -- Updated backdrop table
		self.border:SetBackdrop(backdrop)
		self.border:SetBackdropBorderColor(db.bordercolor.r, db.bordercolor.g, db.bordercolor.b, db.bordercolor.a)

		self.overlay = self.overlay or CreateFrame("Frame", nil, self.border)
		self.overlay:SetFrameLevel(24)

		section = (db.vertical and db.h or db.w) / 6
		iconsize = ((db.vertical and db.w) or db.h) + (db.iconplus or 4)
		SetValue = (db.vertical and (db.reverse and SetValueVR or SetValueV)) or (db.reverse and SetValueHR or SetValueH)

		tick0 = createfs(tick0, "0", 0, "LEFT")
		tick1 = createfs(tick1, "1", section)
		tick3 = createfs(tick3, "3", section * 2)
		tick10 = createfs(tick10, "10", section * 3)
		tick30 = createfs(tick30, "30", section * 4)
		tick120 = createfs(tick120, "2m", section * 5)
		tick300 = createfs(tick300, "6m", section * 6, "RIGHT")

		if not self.cb and (not smed:IsValid("font", db.font) or not smed:IsValid("border", db.border) or not smed:IsValid("statusbar", db.statusbar)) then
			smed.RegisterCallback(self, "LibSharedMedia_Registered", updatelook)
			self.cb = true
		end
		if db.hidepet then
			self:UnregisterEvent("UNIT_PET")
			self:UnregisterEvent("PET_BAR_UPDATE_COOLDOWN")
		else
			self:RegisterUnitEvent("UNIT_PET", "player")
			self:UNIT_PET()
		end
		if db.hidebag and db.hideinv then
			self:UnregisterEvent("BAG_UPDATE_COOLDOWN")
		else
			self:RegisterEvent("BAG_UPDATE_COOLDOWN")
			self:BAG_UPDATE_COOLDOWN()
		end
		if db.hidefail then
			self:UnregisterEvent("UNIT_SPELLCAST_FAILED")
		else
			self:RegisterUnitEvent("UNIT_SPELLCAST_FAILED", "player")
		end
		CoolLine:SetAlpha((CoolLine.unlock or #cooldowns > 0) and db.activealpha or db.inactivealpha)
		for i = 1, #cooldowns do
			cooldowns[i]:SetSize(iconsize, iconsize)
		end
	end
	CoolLine.updatelook = updatelook

	if IsLoggedIn() then
		CoolLine:PLAYER_LOGIN()
	else
		self:RegisterEvent("PLAYER_LOGIN")
	end

	--注册并及时生效移动窗体逻辑
	BigFoot_RegistMoveFrame("CoolLine")
end

--------------------------------
function CoolLine:PLAYER_LOGIN()
--------------------------------
	self.PLAYER_LOGIN = nil

	self:RegisterEvent("SPELLS_CHANGED")
	self:RegisterEvent("SPELL_UPDATE_COOLDOWN")
	self:RegisterEvent("SPELL_UPDATE_CHARGES")
	self.SPELL_UPDATE_CHARGES = self.SPELL_UPDATE_COOLDOWN
	self:SPELL_UPDATE_COOLDOWN()

	-- IF WOW RETAIL THEN
	if not IS_WOW_CLASSIC then
		self:RegisterEvent("PET_BATTLE_OPENING_START")
		self:RegisterEvent("PET_BATTLE_CLOSE")
		self.PET_BATTLE_OPENING_START = self.Hide
		self.PET_BATTLE_CLOSE = self.Show
		if C_PetBattles.IsInBattle() then
			self:Hide()
		end

		self:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", "player")
		if UnitHasVehicleUI("player") then
			self:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN")
			self:RegisterUnitEvent("UNIT_EXITED_VEHICLE", "player")
		end
	end
	-- END WOW RETAIL

	updatelook()
	self:SetAlpha((#cooldowns == 0 and db.inactivealpha) or db.activealpha)
	self:RegisterEvent("PLAYER_LEAVING_WORLD")
end

-----------------------------------------
function CoolLine:PLAYER_ENTERING_WORLD()
-----------------------------------------
	self:RegisterEvent("SPELLS_CHANGED")
	self:RegisterEvent("SPELL_UPDATE_COOLDOWN")
	self:SPELLS_CHANGED()
	self:SPELL_UPDATE_COOLDOWN()
end

----------------------------------------
function CoolLine:PLAYER_LEAVING_WORLD()
----------------------------------------
	self:RegisterEvent("PLAYER_ENTERING_WORLD")
	self:UnregisterEvent("SPELLS_CHANGED")
	self:UnregisterEvent("SPELL_UPDATE_COOLDOWN")
end

local iconback = { bgFile="Interface\\AddOns\\CoolLine\\backdrop.tga" }
local elapsed, throt, ptime, isactive = 0, 1.5, 0, false

local function ClearCooldown(f, name)
	name = name or (f and f.name)
	for i = 1, #cooldowns do
		local frame = cooldowns[i]
		if frame.name == name then
			frame:Hide()
			frame.name = nil
			frame.endtime = nil
			tinsert(frames, tremove(cooldowns, i))
			break
		end
	end
end

local function SetupIcon(frame, position, tthrot, active, fl)
	throt = (throt < tthrot and throt) or tthrot
	isactive = active or isactive
	if fl then
		frame:SetFrameLevel(random(1,5) * 2 + 2)
	end
	SetValue(frame, position)
end

local function OnUpdate(this, a1, ctime, dofl)
	elapsed = elapsed + a1
	if elapsed < throt then return end
	elapsed = 0

	if #cooldowns == 0 then
		if not CoolLine.unlock then
			CoolLine:SetScript("OnUpdate", nil)
			CoolLine:SetAlpha(db.inactivealpha)
		end
		return
	end

	ctime = ctime or GetTime()
	if ctime > ptime then
		dofl, ptime = true, ctime + 0.4
	end
	isactive, throt = false, 1.5
	for index, frame in pairs(cooldowns) do
		local remain = frame.endtime - ctime
		if remain < 3 then
			if remain > 1 then
				SetupIcon(frame, section * (remain + 1) * 0.5, 0.02, true, dofl)  -- 1 + (remain - 1) / 2
			elseif remain > 0.3 then
				SetupIcon(frame, section * remain, 0, true, dofl)
			elseif remain > 0 then
				local size = iconsize * (0.5 - remain) * 5  -- iconsize + iconsize * (0.3 - remain) / 0.2
				frame:SetWidth(size)
				frame:SetHeight(size)
				SetupIcon(frame, section * remain, 0, true, dofl)
			elseif remain > -1 then
				SetupIcon(frame, 0, 0, true, dofl)
				frame:SetAlpha(1 + remain)  -- fades
			else
				throt = (throt < 0.2 and throt) or 0.2
				isactive = true
				ClearCooldown(frame)
			end
		elseif remain < 10 then
			SetupIcon(frame, section * (remain + 11) * 0.14286, remain > 4 and 0.05 or 0.02, true, dofl)  -- 2 + (remain - 3) / 7
		elseif remain < 30 then
			SetupIcon(frame, section * (remain + 50) * 0.05, 0.06, true, dofl)  -- 3 + (remain - 10) / 20
		elseif remain < 120 then
			SetupIcon(frame, section * (remain + 330) * 0.011111, 0.18, true, dofl)  -- 4 + (remain - 30) / 90
		elseif remain < 360 then
			SetupIcon(frame, section * (remain + 1080) * 0.0041667, 1.2, true, dofl)  -- 5 + (remain - 120) / 240
			frame:SetAlpha(1)
		else
			SetupIcon(frame, 6 * section, 2, false, dofl)
		end
	end
	if not isactive and not CoolLine.unlock then
		CoolLine:SetAlpha(db.inactivealpha)
	end
end

local function NewCooldown(name, icon, endtime, isplayer)
	local f
	for index, frame in pairs(cooldowns) do
		if frame.name == name and frame.isplayer == isplayer then
			f = frame
			break
		elseif frame.endtime == endtime then
			return
		end
	end
	if not f then
		f = f or tremove(frames)
		if not f then
			f = CreateFrame("Frame", nil, CoolLine.border)
			f:SetBackdrop(iconback)
			f.icon = f:CreateTexture(nil, "ARTWORK")
			f.icon:SetTexCoord(0.07, 0.93, 0.07, 0.93)
			f.icon:SetPoint("TOPLEFT", 1, -1)
			f.icon:SetPoint("BOTTOMRIGHT", -1, 1)
		end
		tinsert(cooldowns, f)
	end
	local ctime = GetTime()
	f:SetWidth(iconsize)
	f:SetHeight(iconsize)
	f:SetAlpha((endtime - ctime > 360) and 0.6 or 1)
	f.name, f.endtime, f.isplayer = name, endtime, isplayer
	f.icon:SetTexture(icon)
	local c = db[isplayer and "spellcolor" or "nospellcolor"]
	f:SetBackdropColor(c.r, c.g, c.b, c.a)
	f:Show()
	CoolLine:SetScript("OnUpdate", OnUpdate)
	CoolLine:SetAlpha(db.activealpha)
	OnUpdate(CoolLine, 2, ctime)
end

CoolLine.NewCooldown, CoolLine.ClearCooldown = NewCooldown, ClearCooldown

do  -- cache spells that have a cooldown
	local GetSpellBookItemName, GetSpellBookItemInfo, GetSpellBaseCooldown, GetSpellCharges
	    = GetSpellBookItemName, GetSpellBookItemInfo, GetSpellBaseCooldown, GetSpellCharges

	local function CacheBook(btype)
		local lastID, spellName
		local spellType, spellID
		local sb = spells[btype]

		if IS_WOW_8 then
			local _, _, offset, numSpells = GetSpellTabInfo(2)
			for i = 1, offset + numSpells do
				spellName = GetSpellBookItemName(i, btype)
				if not spellName then break end
				spellType, spellID = GetSpellBookItemInfo(i, btype)
				if spellID and spellType == "FLYOUT" then
					local _, _, numSlots, isKnown = GetFlyoutInfo(spellID)
					if isKnown then
						for j = 1, numSlots do
							local flyID, _, _, flyName = GetFlyoutSlotInfo(spellID, j)
							lastID = flyID
							if flyID then
								local flyCD = GetSpellBaseCooldown(flyID)
								if flyCD and flyCD > 2499 then
									sb[flyID] = flyName -- specialspells[flyID] or flyName
								end
							end
						end
					end
				elseif spellID and spellType == "SPELL" and spellID ~= lastID then
					-- Base spell = slot ID + name from slot ID
					-- Real spell = ID from slot name + name from slot name
					-- For the purposes of CoolLine we only care about the real spell.
					lastID = spellID
					spellName, _, _, _, _, _, spellID = GetSpellInfo(spellName)
					if spellID then
						-- Special spells like warlock Cauterize Master can be in
						-- a limbo state during loading. Just ignore them in that
						-- case. The spellbook will update again momentarily and
						-- they will correctly resolve then.
						local _, maxCharges = GetSpellCharges(spellID)
						if maxCharges and maxCharges > 0 then
							chargespells[btype][spellID] = spellName
						else
							local cd = GetSpellBaseCooldown(spellID)
							if cd and cd > 2499 then
								sb[spellID] = spellName
					--			if specialspells[spellName] then
					--				sb[ specialspells[spellName] ] = spellName
					--			end
							end
						end
					end
				end
			end
		elseif IS_WOW_CLASSIC then
			local offsets, numTabs
			numTabs = GetNumSpellTabs()
			for i=1, numTabs do
				local _, _, offset, numSpells = GetSpellTabInfo(i)
				for j=1, offset + numSpells do
					local spellName, spellRank, spellId = GetSpellBookItemName(j, btype)
					if not spellName then break end
					local spellType, spellID = GetSpellBookItemInfo(j, btype)
					-- copy pasta of above retail code
					if spellID and spellType == "SPELL" and spellID ~= lastID then
						-- Base spell = slot ID + name from slot ID
						-- Real spell = ID from slot name + name from slot name
						-- For the purposes of CoolLine we only care about the real spell.
						lastID = spellID
						spellName, _, _, _, _, _, spellID = GetSpellInfo(spellName)
						if spellID then
							-- Special spells like warlock Cauterize Master can be in
							-- a limbo state during loading. Just ignore them in that
							-- case. The spellbook will update again momentarily and
							-- they will correctly resolve then.
							local _, maxCharges = GetSpellCharges(spellID)
							if maxCharges and maxCharges > 0 then
								chargespells[btype][spellID] = spellName
							else
								local cd = GetSpellBaseCooldown(spellID)
								if cd and cd > 2499 then
									sb[spellID] = spellName
						--			if specialspells[spellName] then
						--				sb[ specialspells[spellName] ] = spellName
						--			end
								end
							end
						end
					end
				end
			end
		end

	end
	----------------------------------
	function CoolLine:SPELLS_CHANGED()
	----------------------------------
		CacheBook(BOOKTYPE_SPELL)
		if not db.hidepet then
			CacheBook(BOOKTYPE_PET)
		end
	end
end

do  -- scans spellbook to update cooldowns, throttled since the event fires a lot
	local selap = 0
	local spellthrot = CreateFrame("Frame", nil, CoolLine)
	local GetSpellCooldown, GetSpellTexture, GetSpellCharges = GetSpellCooldown, GetSpellTexture, GetSpellCharges
	local function CheckSpellBook(btype)
		for id, name in pairs(spells[btype]) do
			local start, duration, enable = GetSpellCooldown(name)
			if enable == 1 and start > 0 and not block[name] and (not RuneCheck or RuneCheck(name, duration)) then
				if duration > 2.5 then
					local _, _, texture = GetSpellInfo(id)
					NewCooldown(name, texture, start + duration, btype == BOOKTYPE_SPELL)
				else
					for i = 1, #cooldowns do
						local frame = cooldowns[i]
						if frame.name == name then
							if frame.endtime > start + duration + 0.1 then
								frame.endtime = start + duration
							end
							break
						end
					end
				end
			else
				ClearCooldown(nil, name)
			end
		end
		for id, name in pairs(chargespells[btype]) do
			local currentCharges, maxCharges, cooldownStart, cooldownDuration = GetSpellCharges(id)
			if cooldownStart and cooldownDuration and currentCharges < maxCharges and not block[name] then
				local _, _, texture = GetSpellInfo(id)
				NewCooldown(name, texture, cooldownStart + cooldownDuration, btype == BOOKTYPE_SPELL)
			else
				ClearCooldown(nil, name)
			end
		end
	end
	spellthrot:SetScript("OnUpdate", function(this, a1)
		selap = selap + a1
		if selap < 0.3 then return end
		selap = 0
		this:Hide()
		CheckSpellBook(BOOKTYPE_SPELL)
		if not db.hidepet and HasPetUI() then
			CheckSpellBook(BOOKTYPE_PET)
		end
	end)
	spellthrot:Hide()
	-----------------------------------------
	function CoolLine:SPELL_UPDATE_COOLDOWN()
	-----------------------------------------
		spellthrot:Show()
	end
end

do  -- scans equipments and bags for item cooldowns
	local GetItemInfo = GetItemInfo
	local GetInventoryItemCooldown, GetInventoryItemTexture = GetInventoryItemCooldown, GetInventoryItemTexture
	local GetContainerItemCooldown, GetContainerItemInfo = GetContainerItemCooldown, GetContainerItemInfo
	local GetContainerNumSlots = GetContainerNumSlots
	---------------------------------------
	function CoolLine:BAG_UPDATE_COOLDOWN()
	---------------------------------------
		for i = 1, (db.hideinv and 0) or 18 do
			local start, duration, enable = GetInventoryItemCooldown("player", i)
			if enable == 1 then
				local name = GetItemInfo(GetInventoryItemLink("player", i))
				if start > 0 and not block[name] then
					if duration > 3 and duration < 3601 then
						NewCooldown(name, GetInventoryItemTexture("player", i), start + duration)
					end
				else
					ClearCooldown(nil, name)
				end
			end
		end

		for i = 0, (db.hidebag and -1) or 4 do
			for j = 1, GetContainerNumSlots(i) do
				local start, duration, enable = GetContainerItemCooldown(i, j)
				if enable == 1 then
					local name = GetItemInfo(GetContainerItemLink(i, j))
					if start > 0 and not block[name] then
						if duration > 3 and duration < 3601 then
							NewCooldown(name, GetContainerItemInfo(i, j), start + duration)
						end
					else
						ClearCooldown(nil, name)
					end
				end
			end
		end
	end
end

-------------------------------------------
function CoolLine:PET_BAR_UPDATE_COOLDOWN()
-------------------------------------------
	for i = 1, 10 do
		local start, duration, enable = GetPetActionCooldown(i)
		if enable == 1 then
			local name, _, texture
			if IS_WOW_8 then
				name, texture = GetPetActionInfo(i)
			else
				name, _, texture = GetPetActionInfo(i)
			end
			if name then
				if start > 0 and not block[name] then
					if duration > 3 then
						NewCooldown(name, texture, start + duration)
					end
				else
					ClearCooldown(nil, name)
				end
			end
		end
	end
end
------------------------------
function CoolLine:UNIT_PET()
------------------------------
	if UnitExists("pet") and not HasPetUI() then
		self:RegisterEvent("PET_BAR_UPDATE_COOLDOWN")
	else
		self:UnregisterEvent("PET_BAR_UPDATE_COOLDOWN")
	end
end

local GetActionCooldown, HasAction = GetActionCooldown, HasAction
---------------------------------------------
function CoolLine:ACTIONBAR_UPDATE_COOLDOWN()  -- used only for vehicles
---------------------------------------------
	for i = 1, 8 do
		local b = _G["OverrideActionBarButton"..i]
		if b and HasAction(b.action) then
			local start, duration, enable = GetActionCooldown(b.action)
			if enable == 1 then
				if start > 0 and not block[GetActionInfo(b.action)] then
					if duration > 3 then
						NewCooldown("vehicle"..i, GetActionTexture(b.action), start + duration)
					end
				else
					ClearCooldown(nil, "vehicle"..i)
				end
			end
		end
	end
end
------------------------------------------
function CoolLine:UNIT_ENTERED_VEHICLE()
------------------------------------------
	if not UnitHasVehicleUI("player") then return end
	self:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN")
	self:RegisterUnitEvent("UNIT_EXITED_VEHICLE", "player")
	self:ACTIONBAR_UPDATE_COOLDOWN()
end
-----------------------------------------
function CoolLine:UNIT_EXITED_VEHICLE()
-----------------------------------------
	self:UnregisterEvent("ACTIONBAR_UPDATE_COOLDOWN")
	for i = 1, #cooldowns do
		local frame = cooldowns[i]
		if frame and strmatch(frame.name, "vehicle") then
			ClearCooldown(nil, frame.name)
		end
	end
end

local failborder
----------------------------------------------------
function CoolLine:UNIT_SPELLCAST_FAILED(unit, spell, id8)
----------------------------------------------------
	if IS_WOW_8 then
		spell = GetSpellInfo(id8) -- TEMPORARY, need to switch to using spell IDs throughout
	end

	if #cooldowns == 0 then return end

	for index, frame in pairs(cooldowns) do
		if frame.name == spell then
			if frame.endtime - GetTime() > 1 then
				if not failborder then
					failborder = CreateFrame("Frame", nil, CoolLine.border)
					failborder:SetBackdrop(iconback)
					failborder:SetBackdropColor(1, 0, 0, 0.9)
					failborder:Hide()
					failborder:SetScript("OnUpdate", function(this, a1)
						this.alp = this.alp - a1
						if this.alp < 0 then return this:Hide() end
						this:SetAlpha(this.alp > 1 and 1 or this.alp)
					end)
				end
				failborder.alp = 1.2
				failborder:SetPoint("TOPLEFT", frame, "TOPLEFT", -2, 2)
				failborder:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 2, -2)
				failborder:Show()
			end
			break
		end
	end
end

local CoolLineDD, Set
local info = { }
function ShowOptions(a1)
	if type(a1) == "string" and a1 ~= "" and a1 ~= "menu" and a1 ~= "options" and a1 ~= "help" then
		if strmatch(a1, "|H") then
			a1 = strmatch(a1, "|h%[(.+)%]|h")
		end
		if a1 then
			if block[a1] then
				block[a1] = nil
				print("|cff88ffffCool|r|cff88ff88Line|r: |cffffff00"..a1.."|r removed from filter.")
			else
				block[a1] = true
				print("|cff88ffffCool|r|cff88ff88Line|r: |cffffff00"..a1.."|r added to filter.")
			end
		end
		return
	end
	if not CoolLineDD then
		CoolLineDD = CreateFrame("Frame", "CoolLineDD", UIParent)
		CoolLineDD.displayMode = "MENU"

		Set = function(b, a1)
			if a1 == "unlock" then
				if not CoolLine.resizer then
					-- CoolLine:SetMovable(true)			--bf@178.com
					CoolLine:SetResizable(true)
					-- CoolLine:RegisterForDrag("LeftButton")	--bf@178.com
					CoolLine:SetScript("OnMouseUp", function(this, a1) if a1 == "RightButton" then ShowOptions() end end)
					-- CoolLine:SetScript("OnDragStart", function(this) this:StartMoving() end)		--bf@178.com
					CoolLine:SetScript("OnDragStop", function(this)
						this:StopMovingOrSizing()
						local x, y = this:GetCenter()
						local ux, uy = UIParent:GetCenter()
						db.x, db.y = floor(x - ux + 0.5), floor(y - uy + 0.5)
						this:ClearAllPoints()
						updatelook()
					end)

					CoolLine:SetMinResize(6, 6)
					CoolLine.resizer = CreateFrame("Button", nil, CoolLine.border, "UIPanelButtonTemplate")
					local resize = CoolLine.resizer
					resize:SetWidth(8)
					resize:SetHeight(8)
					resize:SetPoint("BOTTOMRIGHT", CoolLine, "BOTTOMRIGHT", 2, -2)
					resize:SetScript("OnMouseDown", function(this) CoolLine:StartSizing("BOTTOMRIGHT") end)
					resize:SetScript("OnMouseUp", function(this)
						CoolLine:StopMovingOrSizing()
						db.w, db.h = floor(CoolLine:GetWidth() + 0.5), floor(CoolLine:GetHeight() + 0.5)
						updatelook()
						-----------添加锚点位置重绘---------------
						BigFoot_CreatFrame()
					end)
				end
				if not CoolLine.unlock then
					CoolLine.unlock = true
					CoolLine:EnableMouse(true)
					CoolLine.resizer:Show()
					CoolLine:SetAlpha(db.activealpha)
					--print("CoolLine - drag frame to reposition or drag red corner to resize")
				else
					CoolLine.unlock = nil
					CoolLine:EnableMouse(false)
					CoolLine.resizer:Hide()
					OnUpdate(CoolLine, 2)
				end
			elseif a1 then
				if a1 == "vertical" then
					local pw, ph = db.w, db.h
					db.w, db.h = ph, pw
				elseif a1 == "resetall" then
					CoolLineCharDB, CoolLineDB = nil, nil
					return ReloadUI()
				end
				db[a1] = not db[a1]
				if a1 == "perchar" then
					if db.perchar then
						CoolLineCharDB = CoolLineCharDB or CoolLineDB
					else
						CoolLineCharDB = nil
					end
					ReloadUI()
				end
				updatelook()
			end
		end

		local function SetSelect(b, a1)
			db[a1] = tonumber(b.value) or b.value
			local level, num = strmatch(b:GetName(), "DropDownList(%d+)Button(%d+)")
			level, num = tonumber(level) or 0, tonumber(num) or 0
			for i = 2, level do
				for j = 1, UIDROPDOWNMENU_MAXBUTTONS do
					local check = _G["DropDownList"..i.."Button"..j.."Check"]
					if check and i == level and j == num then
						check:Show()
					elseif b then
						check:Hide()
					end
				end
			end
			updatelook()
		end
		local function SetColor(a1)
			local dbc = db[UIDROPDOWNMENU_MENU_VALUE]
			if not dbc then return end
			local r, g, b, a
			if a1 then
				local pv = ColorPickerFrame.previousValues
				r, g, b, a = pv.r, pv.g, pv.b, 1 - pv.opacity
			else
				r, g, b = ColorPickerFrame:GetColorRGB()
				a = 1 - OpacitySliderFrame:GetValue()
			end
			dbc.r, dbc.g, dbc.b, dbc.a = r, g, b, a
			updatelook()
		end
		local function HideCheck(b)
			if b and b.GetName and _G[b:GetName().."Check"] then
				_G[b:GetName().."Check"]:Hide()
			end
		end
		local function AddButton(lvl, text, keepshown)
			info.text = text
			info.keepShownOnClick = keepshown
			UIDropDownMenu_AddButton(info, lvl)
			wipe(info)
		end
		local function AddToggle(lvl, text, value)
			info.arg1 = value
			info.func = Set
			if value == "unlock" then
				info.checked = CoolLine.unlock
			else
				info.checked = db[value]
			end
			AddButton(lvl, text, 1)
		end
		local function AddList(lvl, text, value)
			info.value = value
			info.hasArrow = true
			info.func = HideCheck
			info.notCheckable = 1
			AddButton(lvl, text, 1)
		end
		local function AddSelect(lvl, text, arg1, value)
			info.arg1 = arg1
			info.func = SetSelect
			info.value = value
			if tonumber(value) and tonumber(db[arg1] or "blah") then
				if floor(100 * tonumber(value)) == floor(100 * tonumber(db[arg1])) then
					info.checked = true
				end
			else
				info.checked = db[arg1] == value
			end
			AddButton(lvl, text, 1)
		end
		local function AddColor(lvl, text, value)
			local dbc = db[value]
			if not dbc then return end
			info.hasColorSwatch = true
			info.hasOpacity = 1
			info.r, info.g, info.b, info.opacity = dbc.r, dbc.g, dbc.b, 1 - (dbc.a or 0)
			info.swatchFunc, info.opacityFunc, info.cancelFunc = SetColor, SetColor, SetColor
			info.value = value
			info.func = UIDropDownMenuButton_OpenColorPicker
			info.notCheckable = 1
			AddButton(lvl, text, nil)
		end
		CoolLineDD.initialize = function(self, lvl)
			if lvl == 1 then
				info.isTitle = true
				info.notCheckable = 1
                if(GetLocale() == 'zhCN') then
                    AddList(lvl, "材质", "statusbar")
                    AddColor(lvl, "材质颜色", "bgcolor")
                    AddList(lvl, "边框", "border")
                    AddList(lvl, "边框大小", "bordersize")
                    AddList(lvl, "边框偏移值", "borderinset")
                    AddColor(lvl, "边框颜色", "bordercolor")
					AddList(lvl, "字体", "font")
					AddColor(lvl, "字体颜色", "fontcolor")
					AddList(lvl, "字体大小", "fontsize")
                    AddColor(lvl, "我的法术颜色", "spellcolor")
                    AddColor(lvl, "物品/宠物颜色", "nospellcolor")
                    AddList(lvl, "未激活透明度", "inactivealpha")
                    AddList(lvl, "激活透明度", "activealpha")
					AddList(lvl, "图标大小", "iconplus")
                    AddList(lvl, "更多", "More")
                    AddToggle(lvl, "解锁", "unlock")
                elseif(GetLocale() == 'zhTW') then
                    AddList(lvl, "材質", "statusbar")
                    AddColor(lvl, "材質顏色", "bgcolor")
                    AddList(lvl, "邊框", "border")
                    AddList(lvl, "邊框大小", "bordersize")
                    AddList(lvl, "邊框偏移值", "borderinset")
                    AddColor(lvl, "邊框顏色", "bordercolor")
                    AddList(lvl, "字型", "font")
                    AddColor(lvl, "字型顏色", "fontcolor")
                    AddList(lvl, "字型大小", "fontsize")
                    AddColor(lvl, "我的法術顏色", "spellcolor")
                    AddColor(lvl, "物品/寵物顏色", "nospellcolor")
                    AddList(lvl, "未啟動透明度", "inactivealpha")
                    AddList(lvl, "已啟動透明度", "activealpha")
                    AddList(lvl, "圖示大小", "iconplus")
                    AddList(lvl, "更多", "More")
                    AddToggle(lvl, "解鎖", "unlock")
                else
                    AddButton(lvl, "|cff88ffffCool|r|cff88ff88Line|r")
                    AddList(lvl, "Texture", "statusbar")
                    AddColor(lvl, "Texture Color", "bgcolor")
                    AddList(lvl, "Border", "border")
					AddList(lvl, "Border Size", "bordersize") -- Added Options
					AddList(lvl, "Border Inset", "borderinset") -- Added Options
                    AddColor(lvl, "Border Color", "bordercolor")
                    AddList(lvl, "Font", "font")
                    AddColor(lvl, "Font Color", "fontcolor")
                    AddList(lvl, "Font Size", "fontsize")
                    AddColor(lvl, "My Spell Color", "spellcolor")
                    AddColor(lvl, "Item/Pet Color", "nospellcolor")
                    AddList(lvl, "Inactive Opacity", "inactivealpha")
                    AddList(lvl, "Active Opacity", "activealpha")
                    AddList(lvl, "Icon Size", "iconplus")
                    AddList(lvl, "More", "More")
                    AddToggle(lvl, "Unlock", "unlock")
                end
			elseif lvl and lvl > 1 then
				local sub = UIDROPDOWNMENU_MENU_VALUE
				if sub == "font" or sub == "statusbar" or sub == "border" then
					local t = smed:List(sub)
					local starti = 20 * (lvl - 2) + 1
					local endi = 20 * (lvl - 1)
					for i = starti, endi do
						if not t[i] then break end
						AddSelect(lvl, t[i], sub, t[i])
						if i == endi and t[i + 1] then
							AddList(lvl, "More", sub)
						end
					end
				elseif sub == "fontsize" then
					for i = 5, 12 do
						AddSelect(lvl, i, "fontsize", i)
					end
					for i = 14, 28, 2 do
						AddSelect(lvl, i, "fontsize", i)
					end
				elseif sub == "bordersize" then -- Added options limits
					for i = 1, 16 do
						AddSelect(lvl, i, "bordersize", i)
					end
				elseif sub == "borderinset" then -- Added options limits
					for i = -10, 10 do
						AddSelect(lvl, i, "borderinset", i)
					end
				elseif sub == "inactivealpha" or sub == "activealpha" then
					for i = 0, 1, 0.1 do
						AddSelect(lvl, format("%.1f", i), sub, i)
					end
				elseif sub == "iconplus" then
					for i = 0, 24, 2 do
						AddSelect(lvl, format("+%d", i), sub, i)
					end
				elseif sub == "More" then
                    if(GetLocale() == 'zhCN') then
                        AddToggle(lvl, "垂直显示", "vertical")
                        AddToggle(lvl, "反转显示", "reverse")
                        AddToggle(lvl, "禁用施法失败的", "hidefail")
						AddToggle(lvl, "禁用已装备的", "hideinv")
						AddToggle(lvl, "禁用背包物品的", "hidebag")
						AddToggle(lvl, "禁用宠物技能", "hidepet")
                        AddToggle(lvl, "按不同角色保存", "perchar")
                        AddToggle(lvl, _G.RESET_TO_DEFAULT, "resetall")
                    elseif(GetLocale() == 'zhTW') then
                        AddToggle(lvl, "垂直顯示", "vertical")
                        AddToggle(lvl, "反轉計時", "reverse")
                        AddToggle(lvl, "禁用施法失敗的", "hidefail")
                        AddToggle(lvl, "禁用已裝備的", "hideinv")
                        AddToggle(lvl, "禁用背包", "hidebag")
                        AddToggle(lvl, "禁用寵物", "hidepet")
                        AddToggle(lvl, "按角色儲存", "perchar")
                        AddToggle(lvl, _G.RESET_TO_DEFAULT, "resetall")
                    else
                        AddToggle(lvl, "Vertical", "vertical")
                        AddToggle(lvl, "Reverse", "reverse")
                        AddToggle(lvl, "Disable Cast Fail", "hidefail")
                        AddToggle(lvl, "Disable Equipped", "hideinv")
                        AddToggle(lvl, "Disable Bags", "hidebag")
                        AddToggle(lvl, "Disable Pet", "hidepet")
                        AddToggle(lvl, "Save Per Char", "perchar")
                        AddToggle(lvl, _G.RESET_TO_DEFAULT, "resetall")
                    end
				end
			end
		end
	end
	ToggleDropDownMenu(1, nil, CoolLineDD, "cursor")
	bf_CoolLineDisableMove()
end

function bf_CoolLineDisableMove()
	if _G["DropDownList1Button16"] then
		local localText ="";
		local NewTex=""
		if(GetLocale() == 'zhCN') then
			localText ="解锁";
			NewTex="尺寸调整解锁"
		elseif(GetLocale() == 'zhTW') then
			localText ="解鎖";
			NewTex="尺寸調整解鎖"
		else
			localText ="Unlock";
			NewTex="size UnLock"
		end
		if _G["DropDownList1Button16"]:GetText() ==localText then
			_G["DropDownList1Button16"]:SetText(NewTex);
		end
	end
end
