local E, L, V, P, G = unpack(ElvUI)
local UF = E:GetModule('UnitFrames')

function UF:Construct_Cutaway(frame)
	local cutaway = {}
	local frameName = frame:GetName()

	if frame.Power then
		local powerTexture = frame.Power:GetStatusBarTexture()
		local cutawayPower = frame.Power.ClipFrame:CreateTexture(frameName..'CutawayPower')
		cutawayPower:Point('TOPLEFT', powerTexture, 'TOPRIGHT')
		cutawayPower:Point('BOTTOMLEFT', powerTexture, 'BOTTOMRIGHT')
		cutawayPower:SetTexture(E.media.blankTex)
		cutaway.Power = cutawayPower
	end

	local healthTexture = frame.Health:GetStatusBarTexture()
	local cutawayHealth = frame.Health.ClipFrame:CreateTexture(frameName..'CutawayHealth')
	cutawayHealth:Point('TOPLEFT', healthTexture, 'TOPRIGHT')
	cutawayHealth:Point('BOTTOMLEFT', healthTexture, 'BOTTOMRIGHT')
	cutawayHealth:SetTexture(E.media.blankTex)
	cutaway.Health = cutawayHealth

	return cutaway
end

local cutawayPoints = {
	[-4] = {'TOPLEFT', 'BOTTOMLEFT'},
	[-3] = {'TOPRIGHT', 'BOTTOMRIGHT'},
	[-2] = {'TOPRIGHT', 'TOPLEFT'},
	[-1] = {'BOTTOMRIGHT', 'BOTTOMLEFT'},
	[1] = {'TOPLEFT', 'TOPRIGHT'},
	[2] = {'BOTTOMLEFT', 'BOTTOMRIGHT'},
	[3] = {'BOTTOMLEFT', 'TOPLEFT'},
	[4] = {'BOTTOMRIGHT', 'TOPRIGHT'}
}

local DEFAULT_INDEX, VERT_INDEX = 1, 3
function UF:GetPoints_Cutaway(db)
	local vertical = db and db.orientation == 'VERTICAL'
	local reversed = db and db.reverseFill

	local index = (vertical and VERT_INDEX) or DEFAULT_INDEX
	local p1 = (reversed and -index) or index
	local p2 = p1 + ((reversed and -1) or 1)

	return cutawayPoints[p1], cutawayPoints[p2]
end

function UF:Configure_Cutaway(frame)
	local db = frame.db.cutaway
	local healthEnabled = db and db.health and db.health.enabled
	local powerEnabled = db and db.power and db.power.enabled
	if not E.Retail and (healthEnabled or powerEnabled) then
		if not frame:IsElementEnabled('Cutaway') then
			frame:EnableElement('Cutaway')
		end

		frame.Cutaway:UpdateConfigurationValues(db)

		local health = frame.Cutaway.Health
		if health and healthEnabled then
			local point1, point2 = UF:GetPoints_Cutaway(frame.db.health)
			local barTexture = frame.Health:GetStatusBarTexture()

			health:ClearAllPoints()
			health:Point(point1[1], barTexture, point1[2])
			health:Point(point2[1], barTexture, point2[2])

			frame.Health:PostUpdateColor(frame.unit)
		end

		local power = frame.Cutaway.Power
		local powerUsable = powerEnabled and frame.USE_POWERBAR
		if power and powerUsable then
			local point1, point2 = UF:GetPoints_Cutaway(frame.db.power)
			local barTexture = frame.Power:GetStatusBarTexture()

			power:ClearAllPoints()
			power:Point(point1[1], barTexture, point1[2])
			power:Point(point2[1], barTexture, point2[2])

			frame.Power:PostUpdateColor()
		end
	elseif frame:IsElementEnabled('Cutaway') then
		frame:DisableElement('Cutaway')
	end
end
