--[[-- Core Module - Gui
    - This file is used to require all the different elements of the gui module
    - each module has an outline here but for more details see their separate files in ./gui
    - please read the files for more documentation that cant be shown here
    - please note there is a rework planned but not started
    @core Gui
    @alias Gui
]]

local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core

--[[
    Core

    Gui.new_define(prototype) --- Used internally to create new element defines from a class prototype
    Gui.draw(name,element) --- Draws a copy of the element define to the parent element, see draw_to

    Gui.categorize_by_player(element) --- A categorize function to be used with add_store, each player has their own value
    Gui.categorize_by_force(element) --- A categorize function to be used with add_store, each force has its own value
    Gui.categorize_by_surface(element) --- A categorize function to be used with add_store, each surface has its own value

    Gui.toggle_enabled(element) --- Will toggle the enabled state of an element
    Gui.toggle_visible(element) --- Will toggle the visibility of an element
    Gui.set_padding(element,up,down,left,right) --- Sets the padding for a gui element
    Gui.set_padding_style(style,up,down,left,right) --- Sets the padding for a gui style
    Gui.create_alignment(element,flow_name) --- Allows the creation of a right align flow to place elements into
    Gui.destroy_if_valid(element) --- Destroys an element but tests for it being present and valid first
    Gui.create_scroll_table(element,table_size,maximal_height,name) --- Creates a scroll area with a table inside, table can be any size
    Gui.create_header(element,caption,tooltip,right_align,name) --- Creates a header section with a label and button area

    Prototype Constructor

    Constructor.event(event_name) --- Creates a new function to add functions to an event handler
    Constructor.extend(new_prototype) --- Extents a prototype with the base functions of all gui prototypes, no metatables
    Constructor.store(sync,callback) --- Creates a new function which adds a store to a gui define
    Constructor.setter(value_type,key,second_key) --- Creates a setter function that checks the type when a value is set

    Base Prototype

    Prototype:uid() --- Gets the uid for the element define
    Prototype:debug_name(value) ---  Sets a debug alias for the define
    Prototype:set_caption(value) --- Sets the caption for the element define
    Prototype:set_tooltip(value) --- Sets the tooltip for the element define
    Prototype:set_style(style,callback) --- Sets the style for the element define
    Prototype:set_embedded_flow(state) --- Sets the element to be drawn inside a nameless flow, can be given a name using a function

    Prototype:set_pre_authenticator --- Sets an authenticator that blocks the draw function if check fails
    Prototype:set_post_authenticator --- Sets an authenticator that disables the element if check fails

    Prototype:raise_event(event_name,...) --- Raises a custom event for this define, any number of params can be given
    Prototype:draw_to(element,...) --- The main function for defines, when called will draw an instance of this define to the given element

    Prototype:get_store(category) --- Gets the value in this elements store, category needed if categorize function used
    Prototype:set_store(category,value) --- Sets the value in this elements store, category needed if categorize function used
    Prototype:clear_store(category) --- Sets the value in this elements store to nil, category needed if categorize function used
]]

local Instances = require 'expcore.gui.instances' --- @dep expcore.gui.instances
Gui.new_instance_group = Instances.registers
Gui.get_instances = Instances.get_elements
Gui.add_instance = Instances.get_elements
Gui.update_instances = Instances.apply_to_elements
Gui.classes.instances = Instances
--[[
    Instances.has_categories(name) --- Returns if a instance group has a categorise function; must be registered
    Instances.is_registered(name) --- Returns if the given name is a registered instance group
    Instances.register(name,categorise) --- Registers the name of an instance group to allow for storing element instances

    Instances.add_element(name,element) --- Adds an element to the instance group under the correct category; must be registered
    Instances.get_elements_raw(name,category) --- Gets all element instances without first removing any invalid ones; used internally and must be registered
    Instances.get_valid_elements(name,category,callback) --- Gets all valid element instances and has the option of running a callback on those that are valid

    Instances.unregistered_add_element(name,category,element) --- A version of add_element that does not require the group to be registered
    Instances.unregistered_get_elements(name,category,callback) --- A version of get_elements that does not require the group to be registered
]]

local Button = require 'expcore.gui.elements.buttons' --- @dep expcore.gui.elements.buttons
Gui.new_button = Button.new_button
Gui.classes.button = Button
--[[
    Button.new_button(name) --- Creates a new button element define

    Button._prototype:on_click(player,element) --- Registers a handler for when the button is clicked
    Button._prototype:on_left_click(player,element) --- Registers a handler for when the button is clicked with the left mouse button
    Button._prototype:on_right_click(player,element) --- Registers a handler for when the button is clicked with the right mouse button

    Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite) --- Adds sprites to a button making it a sprite button
    Button._prototype:set_click_filter(filter,...) --- Adds a click / mouse button filter to the button
    Button._prototype:set_key_filter(filter,...) --- Adds a control key filter to the button
]]

local Checkbox = require 'expcore.gui.elements.checkbox' --- @dep expcore.gui.elements.checkbox
Gui.new_checkbox = Checkbox.new_checkbox
Gui.new_radiobutton = Checkbox.new_radiobutton
Gui.new_radiobutton_option_set = Checkbox.new_option_set
Gui.draw_option_set = Checkbox.draw_option_set
Gui.classes.checkbox = Checkbox
--[[
    Checkbox.new_checkbox(name) --- Creates a new checkbox element define
    Checkbox._prototype_checkbox:on_element_update(callback) --- Registers a handler for when an element instance updates
    Checkbox._prototype_checkbox:on_store_update(callback) --- Registers a handler for when the stored value updates

    Checkbox.new_radiobutton(name) --- Creates a new radiobutton element define
    Checkbox._prototype_radiobutton:on_element_update(callback) --- Registers a handler for when an element instance updates
    Checkbox._prototype_radiobutton:on_store_update(callback) --- Registers a handler for when the stored value updates
    Checkbox._prototype_radiobutton:add_as_option(option_set,option_name) --- Adds this radiobutton to be an option in the given option set (only one can be true at a time)

    Checkbox.new_option_set(callback,categorize) --- Registers a new option set that can be linked to radiobuttons (only one can be true at a time)
    Checkbox.draw_option_set(name,element) --- Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)

    Checkbox.reset_radiobutton(element,exclude,recursive) --- Sets all radiobuttons in a element to false (unless excluded) and can act recursively
]]

local Dropdown = require 'expcore.gui.elements.dropdown' --- @dep expcore.gui.elements.dropdown
Gui.new_dropdown = Dropdown.new_dropdown
Gui.new_list_box = Dropdown.new_list_box
Gui.classes.dropdown = Dropdown
--[[
    Dropdown.new_dropdown(name) --- Creates a new dropdown element define
    Dropdown.new_list_box(name) --- Creates a new list box element define

    Dropdown._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
    Dropdown._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates

    Dropdown._prototype:new_static_options(options,...) --- Adds new static options to the dropdown which will trigger the general callback
    Dropdown._prototype:new_dynamic_options(callback) --- Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options)
    Dropdown._prototype:add_option_callback(option,callback) --- Adds a case specific callback which will only run when that option is selected (general case still triggered)

    Dropdown.select_value(element,value) --- Selects the option from a dropdown or list box given the value rather than key
    Dropdown.get_selected_value(element) --- Returns the currently selected value rather than index
]]

local Slider = require 'expcore.gui.elements.slider' --- @dep expcore.gui.elements.slider
Gui.new_slider = Slider.new_slider
Gui.classes.slider = Slider
--[[
    Slider.new_slider(name) --- Creates a new slider element define

    Slider._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
    Slider._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates

    Slider._prototype:set_range(min,max) --- Sets the range of a slider, if not used will use default values for a slider
    Slider._prototype:draw_label(element) --- Draws a new label and links its value to the value of this slider, if no store then it will only show one value per player
    Slider._prototype:enable_auto_draw_label(state) --- Enables auto draw of the label, the label will share the same parent element as the slider
]]

local Text = require 'expcore.gui.elements.text' --- @dep expcore.gui.elements.text
Gui.new_text_filed = Text.new_text_field
Gui.new_text_box = Text.new_text_box
Gui.classes.text = Text
--[[
    Text.new_text_field(name) --- Creates a new text field element define
    Text._prototype_field:on_element_update(callback) --- Registers a handler for when an element instance updates
    Text._prototype_field:on_store_update(callback) --- Registers a handler for when the stored value updates

    Text.new_text_box(name) --- Creates a new text box element define
    Text._prototype_field:on_element_update(callback) --- Registers a handler for when an element instance updates
    Text._prototype_field:on_store_update(callback) --- Registers a handler for when the stored value updates
    Text._prototype_box:set_selectable(state) --- Sets the text box to be selectable
    Text._prototype_box:set_word_wrap(state) --- Sets the text box to have word wrap
    Text._prototype_box:set_read_only(state) --- Sets the text box to be read only
]]

local ElemButton = require 'expcore.gui.elements.elem-button' --- @dep expcore.gui.elements.elem-button
Gui.new_elem_button = ElemButton.new_elem_button
Gui.classes.elem_button = ElemButton
--[[
    ElemButton.new_elem_button(name) --- Creates a new elem button element define

    ElemButton._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
    ElemButton._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates

    ElemButton._prototype:set_type(type) --- Sets the type of the elem button, the type is required so this must be called at least once
    ElemButton._prototype:set_default(value) --- Sets the default value for the elem button, this may be a function or a string
]]

local ProgressBar = require 'expcore.gui.elements.progress-bar' --- @dep expcore.gui.elements.progress-bar
Gui.new_progressbar = ProgressBar.new_progressbar
Gui.set_progressbar_maximum = ProgressBar.set_maximum
Gui.increment_progressbar = ProgressBar.increment
Gui.decrement_progressbar = ProgressBar.decrement
Gui.classes.progressbar = ProgressBar
--[[
    ProgressBar.set_maximum(element,amount,count_down) --- Sets the maximum value that represents the end value of the progress bar
    ProgressBar.increment(element,amount) --- Increases the value of the progressbar, if a define is given all of its instances are incremented
    ProgressBar.decrement(element,amount) --- Decreases the value of the progressbar, if a define is given all of its instances are decreased

    ProgressBar.new_progressbar(name) --- Creates a new progressbar element define
    ProgressBar._prototype:set_maximum(amount,count_down) --- Sets the maximum value that represents the end value of the progress bar
    ProgressBar._prototype:use_count_down(state) --- Will set the progress bar to start at 1 and trigger when it hits 0
    ProgressBar._prototype:increment(amount,category) --- Increases the value of the progressbar
    ProgressBar._prototype:increment_filtered(amount,filter) --- Increases the value of the progressbar, if the filter condition is met, does not work with store
    ProgressBar._prototype:decrement(amount,category) --- Decreases the value of the progressbar
    ProgressBar._prototype:decrement_filtered(amount,filter) --- Decreases the value of the progressbar, if the filter condition is met, does not work with store
    ProgressBar._prototype:add_element(element,maximum) --- Adds an element into the list of instances that will are waiting to complete, does not work with store
    ProgressBar._prototype:reset_element(element) --- Resets an element, or its store, to be back at the start, either 1 or 0

    ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element completes (hits 0 or 1)
    ProgressBar._prototype:on_complete(callback) --- Triggers when a store value completes (hits 0 or 1)
    ProgressBar._prototype:event_counter(filter) --- Event handler factory that counts up by 1 every time the event triggers, can filter which elements are incremented
    ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggers, can filter which elements are decremented
]]

local Toolbar = require 'expcore.gui.concepts.toolbar' --- @dep expcore.gui.concepts.toolbar
Gui.new_toolbar_button = Toolbar.new_button
Gui.add_button_to_toolbar = Toolbar.add_button
Gui.update_toolbar = Toolbar.update
Gui.classes.toolbar = Toolbar
--[[
    Toolbar.new_button(name) --- Adds a new button to the toolbar
    Toolbar.add_button(button) --- Adds an existing buttton to the toolbar
    Toolbar.update(player) --- Updates the player's toolbar with an new buttons or expected change in auth return
]]

local LeftFrames = require 'expcore.gui.concepts.left' --- @dep expcore.gui.concepts.left
Gui.get_left_frame_flow = LeftFrames.get_flow
Gui.toggle_left_frame = LeftFrames.toggle_frame
Gui.new_left_frame = LeftFrames.new_frame
Gui.classes.left_frames = LeftFrames
--[[
    LeftFrames.get_flow(player) --- Gets the left frame flow for a player
    LeftFrames.get_frame(name,player) --- Gets one frame from the left flow by its name
    LeftFrames.get_open(player) --- Gets all open frames for a player, if non are open it will remove the close all button
    LeftFrames.toggle_frame(name,player,state) --- Toggles the visibility of a left frame, or sets its visibility state

    LeftFrames.new_frame(permission_name) --- Creates a new left frame define
    LeftFrames._prototype:set_open_by_default(state) --- Sets if the frame is visible when a player joins, can also be a function to return a boolean
    LeftFrames._prototype:set_direction(direction) --- Sets the direction of the frame, either vertical or horizontal
    LeftFrames._prototype:get_frame(player) --- Gets the frame for this define from the left frame flow
    LeftFrames._prototype:is_open(player) --- Returns if the player currently has this define visible
    LeftFrames._prototype:toggle(player) --- Toggles the visibility of the left frame

    LeftFrames._prototype:update(player) --- Updates the contents of the left frame, first tries update callback, other wise will clear and redraw
    LeftFrames._prototype:update_all(update_offline) --- Updates the frame for all players, see update
    LeftFrames._prototype:redraw(player) --- Redraws the frame by calling on_draw, will always clear the frame
    LeftFrames._prototype:redraw_all(update_offline) --- Redraws the frame for all players, see redraw

    LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame
    LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it
    LeftFrames._prototype:on_player_toggle(player,frame) --- Triggered when the player toggle the left frame
    LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
]]

local CenterFrames = require 'expcore.gui.concepts.center' --- @dep expcore.gui.concepts.center
Gui.get_center_flow = CenterFrames.get_flow
Gui.toggle_center_frame = CenterFrames.toggle_frame
Gui.draw_center_frame = CenterFrames.draw_frame
Gui.redraw_center_frame = CenterFrames.redraw_frames
Gui.new_center_frame = CenterFrames.new_frame
Gui.classes.center_frames = CenterFrames
--[[
    CenterFrames.get_flow(player) --- Gets the center flow for a player
    CenterFrames.clear_flow(player) --- Clears the center flow for a player
    CenterFrames.draw_frame(player,name) --- Draws the center frame for a player, if already open then will do nothing
    CenterFrames.redraw_frame(player,name) --- Draws the center frame for a player, if already open then will destroy it and redraw
    CenterFrames.toggle_frame(player,name,state) --- Toggles if the frame is currently open or not, will open if closed and close if open

    CenterFrames.new_frame(permission_name) --- Sets the frame to be the current active gui when opened and closes all other frames
    CenterFrames._prototype:on_draw(player,frame) --- Use to draw your elements onto the new frame
    CenterFrames._prototype:set_auto_focus(state) --- Sets the frame to be the current active gui when opened and closes all other frames
    CenterFrames._prototype:draw_frame(player) --- Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame)
    CenterFrames._prototype:redraw_frame(player) --- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame)
    CenterFrames._prototype:toggle_frame(player) --- Toggles if the frame is open, if open it will close it and if closed it will open it
    CenterFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
]]

local PopupFrames = require 'expcore.gui.concepts.popups' --- @dep expcore.gui.concepts.popups
Gui.get_popup_flow = PopupFrames.get_flow
Gui.open_popup = PopupFrames.open
Gui.new_popup = PopupFrames.new_popup
Gui.classes.popup_frames = PopupFrames
--[[
    PopupFrames.get_flow(player) --- Gets the left flow that contains the popup frames
    PopupFrames.open(define_name,player,open_time,...) --- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function

    PopupFrames.close_progress --- Progress bar which when depleted will close the popup frame
    PopupFrames.close_button --- A button which can be used to close the gui before the timer runs out

    PopupFrames.new_popup(name) --- Creates a new popup frame define
    PopupFrames._prototype:set_default_open_time(amount) --- Sets the default open time for the popup, will be used if non is provided with open
    PopupFrames._prototype:open(player,open_time,...) --- Opens this define for a player, can be given open time and any other params for the draw function
]]

return Gui