Quantcast
if select(2, GetAddOnInfo('ElvUI_KnightFrame')) and IsAddOnLoaded('ElvUI_KnightFrame') then return end

local E, L, V, P, G = unpack(ElvUI)
local KF, Info, Timer = unpack(ElvUI_KnightFrame)

--------------------------------------------------------------------------------
--<< KnightFrame : Upgrade Character Frame's Item Info like Wow-Armory		>>--
--------------------------------------------------------------------------------
local CA = CharacterArmory or CreateFrame('Frame', 'CharacterArmory', PaperDollFrame)

local IsGemType = select(8, GetAuctionItemClasses())
local SlotIDList = {}
local InsetDefaultPoint = { CharacterFrameInsetRight:GetPoint() }
local ExpandButtonDefaultPoint = { CharacterFrameExpandButton:GetPoint() }

do --<< Button Script >>--
	function CA:OnEnter()
		if self.Link or self.Message then
			GameTooltip:SetOwner(self, 'ANCHOR_RIGHT')

			self:SetScript('OnUpdate', function()
				GameTooltip:ClearLines()

				if self.Link then
					GameTooltip:SetHyperlink(self.Link)
				end

				if self.Link and self.Message then GameTooltip:AddLine(' ') end -- Line space

				if self.Message then
					GameTooltip:AddLine(self.Message, 1, 1, 1)
				end

				GameTooltip:Show()
			end)
		end
	end


	function CA:OnLeave()
		self:SetScript('OnUpdate', nil)
		GameTooltip:Hide()
	end


	function CA:GemSocket_OnEnter()
		GameTooltip:SetOwner(self, 'ANCHOR_RIGHT')

		local Parent = self:GetParent()

		if Parent.GemItemID then
			if type(Parent.GemItemID) == 'number' then
				if GetItemInfo(Parent.GemItemID) then
					GameTooltip:SetHyperlink(select(2, GetItemInfo(Parent.GemItemID)))
					self:SetScript('OnUpdate', nil)
				else
					self:SetScript('OnUpdate', CA.GemSocket_OnEnter)
					return
				end
			else
				GameTooltip:ClearLines()
				GameTooltip:AddLine('|cffffffff'..Parent.GemItemID)
			end
		elseif Parent.GemType then
			GameTooltip:ClearLines()
			GameTooltip:AddLine('|cffffffff'.._G['EMPTY_SOCKET_'..Parent.GemType])
		end

		GameTooltip:Show()
	end


	function CA:GemSocket_OnClick(Button)
		if CursorHasItem() then
			CA.GemSocket_OnRecieveDrag(self)
			return
		else
			self = self:GetParent()
		end

		if self.GemItemID then
			local ItemName, ItemLink = GetItemInfo(self.GemItemID)

			if not IsShiftKeyDown() then
				SetItemRef(ItemLink, ItemLink, 'LeftButton')
			else
				if Button == 'RightButton' then
					SocketInventoryItem(GetInventorySlotInfo(self.SlotName))
				elseif HandleModifiedItemClick(ItemLink) then
				elseif BrowseName and BrowseName:IsVisible() then
					AuctionFrameBrowse_Reset(BrowseResetButton)
					BrowseName:SetText(ItemName)
					BrowseName:SetFocus()
				end
			end
		end
	end


	function CA:GemSocket_OnRecieveDrag()
		self = self:GetParent()

		if CursorHasItem() then
			local CursorType, _, ItemLink = GetCursorInfo()

			if CursorType == 'item' and select(6, GetItemInfo(ItemLink)) == IsGemType then
				SocketInventoryItem(GetInventorySlotInfo(self.SlotName))
				ClickSocketButton(self.SocketNumber)
			end
		end
	end


	function CA:Transmogrify_OnEnter()
		self.Texture:SetVertexColor(1, .8, 1)

		GameTooltip:SetOwner(self, 'ANCHOR_BOTTOMRIGHT')
		GameTooltip:SetHyperlink(self.Link)
		GameTooltip:Show()
	end


	function CA:Transmogrify_OnLeave()
		self.Texture:SetVertexColor(1, .5, 1)

		GameTooltip:Hide()
	end


	function CA:Transmogrify_OnClick(Button)
		local ItemName, ItemLink = GetItemInfo(self.Link)

		if not IsShiftKeyDown() then
			SetItemRef(ItemLink, ItemLink, 'LeftButton')
		else
			if HandleModifiedItemClick(ItemLink) then
			elseif BrowseName and BrowseName:IsVisible() then
				AuctionFrameBrowse_Reset(BrowseResetButton)
				BrowseName:SetText(ItemName)
				BrowseName:SetFocus()
			end
		end
	end
end


function CA:Setup_CharacterArmory()
	--<< Core >>--
	self:Point('TOPLEFT', CharacterFrameInset, 10, 20)
	self:Point('BOTTOMRIGHT', CharacterFrameInsetRight, 'BOTTOMLEFT', -10, 5)

	--<< Updater >>--
	local args
	self:SetScript('OnEvent', function(self, Event, ...)
		if Event == 'SOCKET_INFO_SUCCESS' or Event == 'ITEM_UPGRADE_MASTER_UPDATE' or Event == 'TRANSMOGRIFY_UPDATE' or Event == 'PLAYER_ENTERING_WORLD' or Event == 'PLAYER_EQUIPMENT_CHANGED' then
			self.GearUpdated = nil
			self:SetScript('OnUpdate', self.ScanData)
		elseif Event == 'UNIT_INVENTORY_CHANGED' then
			args = ...

			if args == 'player' then
				self.GearUpdated = nil
				self:SetScript('OnUpdate', self.ScanData)
			end
		elseif Event == 'COMBAT_LOG_EVENT_UNFILTERED' then
			_, Event, _, _, _, _, _, _, args = ...

			if Event == 'ENCHANT_APPLIED' and args == E.myname then
				self.GearUpdated = nil
				self:SetScript('OnUpdate', self.ScanData)
			end
		elseif Event == 'UPDATE_INVENTORY_DURABILITY' then
			self.DurabilityUpdated = nil
			self:SetScript('OnUpdate', self.ScanData)
		end
	end)
	self:SetScript('OnShow', self.ScanData)
	hooksecurefunc('CharacterFrame_Collapse', function() if Info.CharacterArmory_Activate and PaperDollFrame:IsShown() then CharacterFrame:SetWidth(448) end end)
	hooksecurefunc('CharacterFrame_Expand', function() if Info.CharacterArmory_Activate and PaperDollFrame:IsShown() then CharacterFrame:SetWidth(650) end end)
	hooksecurefunc('ToggleCharacter', function(frameType)
		if frameType ~= 'PaperDollFrame' and frameType ~= 'PetPaperDollFrame' then
			CharacterFrame:SetWidth(PANEL_DEFAULT_WIDTH)
		elseif Info.CharacterArmory_Activate and frameType == 'PaperDollFrame' then
			CharacterFrameInsetRight:SetPoint('TOPLEFT', CharacterFrameInset, 'TOPRIGHT', 110, 0)
			CharacterFrameExpandButton:SetPoint('BOTTOMRIGHT', CharacterFrameInsetRight, 'BOTTOMLEFT', 0, 1)
		else
			CharacterFrameInsetRight:SetPoint(unpack(InsetDefaultPoint))
			CharacterFrameExpandButton:SetPoint(unpack(ExpandButtonDefaultPoint))
		end
	end)
	hooksecurefunc('PaperDollFrame_SetLevel', function()
		if Info.CharacterArmory_Activate then
			CharacterLevelText:SetText('|c'..RAID_CLASS_COLORS[E.myclass].colorStr..CharacterLevelText:GetText())

			CharacterFrameTitleText:ClearAllPoints()
			CharacterFrameTitleText:Point('TOP', self, 0, 23)
			CharacterFrameTitleText:SetParent(self)
			CharacterLevelText:ClearAllPoints()
			CharacterLevelText:SetPoint('TOP', CharacterFrameTitleText, 'BOTTOM', 0, -13)
			CharacterLevelText:SetParent(self)
		end
	end)

	self.DisplayUpdater = CreateFrame('Frame', nil, PaperDollFrame)
	self.DisplayUpdater:SetScript('OnShow', function() if Info.CharacterArmory_Activate then self:Update_Display(true) end end)
	self.DisplayUpdater:SetScript('OnUpdate', function() if Info.CharacterArmory_Activate then self:Update_Display() end end)

	--<< Background >>--
	self.BG = self:CreateTexture(nil, 'OVERLAY')
	self.BG:SetPoint('TOPLEFT', self, -7, -20)
	self.BG:SetPoint('BOTTOMRIGHT', self, 7, 2)
	self:Update_BG()

	--<< Change Model Frame's frameLevel >>--
	CharacterModelFrame:SetFrameLevel(self:GetFrameLevel() + 2)

	--<< Average Item Level >>--
	KF:TextSetting(self, nil, { Tag = 'AverageItemLevel', FontSize = 12 }, 'BOTTOM', CharacterModelFrame, 'TOP', 0, 14)
	local function ValueColorUpdate()
		self.AverageItemLevel:SetText(KF:Color_Value(L['Average'])..' : '..format('%.2f', select(2, GetAverageItemLevel())))
	end
	E.valueColorUpdateFuncs[ValueColorUpdate] = true

	-- Create each equipment slots gradation, text, gem socket icon.
	local Slot
	for i, SlotName in pairs(Info.Armory_Constants.GearList) do
		-- Equipment Tag
		Slot = CreateFrame('Frame', nil, self)
		Slot:Size(130, 41)
		Slot:SetFrameLevel(CharacterModelFrame:GetFrameLevel() + 1)
		Slot.Direction = i%2 == 1 and 'LEFT' or 'RIGHT'
		Slot.ID, Slot.EmptyTexture = GetInventorySlotInfo(SlotName)
		Slot:Point(Slot.Direction, _G['Character'..SlotName], Slot.Direction == 'LEFT' and -1 or 1, 0)

		-- Grow each equipment slot's frame level
		_G['Character'..SlotName]:SetFrameLevel(Slot:GetFrameLevel() + 1)

		-- Gradation
		Slot.Gradation = Slot:CreateTexture(nil, 'OVERLAY')
		Slot.Gradation:SetInside()
		Slot.Gradation:SetTexture('Interface\\AddOns\\ElvUI_SLE\\modules\\Armory\\Media\\Textures\\Gradation')
		if Slot.Direction == 'LEFT' then
			Slot.Gradation:SetTexCoord(0, 1, 0, 1)
		else
			Slot.Gradation:SetTexCoord(1, 0, 0, 1)
		end

		if not E.db.sle.Armory.Character.Gradation.Display then
			Slot.Gradation:Hide()
		end

		if SlotName ~= 'ShirtSlot' and SlotName ~= 'TabardSlot' then
			-- Item Level
			KF:TextSetting(Slot, nil, { Tag = 'ItemLevel',
				Font = E.db.sle.Armory.Character.Level.Font,
				FontSize = E.db.sle.Armory.Character.Level.FontSize,
				FontStyle = E.db.sle.Armory.Character.Level.FontStyle,
				directionH = Slot.Direction
			}, 'TOP'..Slot.Direction, _G['Character'..SlotName], 'TOP'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 2 or -2, -1)

			if E.db.sle.Armory.Character.Level.Display == 'Hide' then
				Slot.ItemLevel:Hide()
			end

			-- Enchantment Name
			KF:TextSetting(Slot, nil, { Tag = 'ItemEnchant',
				Font = E.db.sle.Armory.Character.Enchant.Font,
				FontSize = E.db.sle.Armory.Character.Enchant.FontSize,
				FontStyle = E.db.sle.Armory.Character.Enchant.FontStyle,
				directionH = Slot.Direction
			}, Slot.Direction, _G['Character'..SlotName], Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT', Slot.Direction == 'LEFT' and 2 or -2, 1)

			if E.db.sle.Armory.Character.Enchant.Display == 'Hide' then
				Slot.ItemEnchant:Hide()
			end

			Slot.EnchantWarning = CreateFrame('Button', nil, Slot)
			Slot.EnchantWarning:Size(E.db.sle.Armory.Character.Enchant.WarningSize)
			Slot.EnchantWarning.Texture = Slot.EnchantWarning:CreateTexture(nil, 'OVERLAY')
			Slot.EnchantWarning.Texture:SetInside()
			Slot.EnchantWarning.Texture:SetTexture('Interface\\AddOns\\ElvUI_SLE\\modules\\Armory\\Media\\Textures\\Warning-Small')
			Slot.EnchantWarning:Point(Slot.Direction, Slot.ItemEnchant, Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT', Slot.Direction == 'LEFT' and 3 or -3, 0)
			Slot.EnchantWarning:SetScript('OnEnter', self.OnEnter)
			Slot.EnchantWarning:SetScript('OnLeave', self.OnLeave)

			-- Durability
			KF:TextSetting(Slot, nil, { Tag = 'Durability',
				Font = E.db.sle.Armory.Character.Durability.Font,
				FontSize = E.db.sle.Armory.Character.Durability.FontSize,
				FontStyle = E.db.sle.Armory.Character.Durability.FontStyle,
				directionH = Slot.Direction
			}, 'BOTTOM'..Slot.Direction, _G['Character'..SlotName], 'BOTTOM'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 2 or -2, 3)

			-- Gem Socket
			for i = 1, MAX_NUM_SOCKETS do
				Slot['Socket'..i] = CreateFrame('Frame', nil, Slot)
				Slot['Socket'..i]:Size(E.db.sle.Armory.Character.Gem.SocketSize)
				Slot['Socket'..i]:SetBackdrop({
					bgFile = E.media.blankTex,
					edgeFile = E.media.blankTex,
					tile = false, tileSize = 0, edgeSize = E.mult,
					insets = { left = 0, right = 0, top = 0, bottom = 0}
				})
				Slot['Socket'..i]:SetBackdropColor(0, 0, 0, 1)
				Slot['Socket'..i]:SetBackdropBorderColor(0, 0, 0)
				Slot['Socket'..i]:SetFrameLevel(CharacterModelFrame:GetFrameLevel() + 1)

				Slot['Socket'..i].SlotName = SlotName
				Slot['Socket'..i].SocketNumber = i

				Slot['Socket'..i].Socket = CreateFrame('Button', nil, Slot['Socket'..i])
				Slot['Socket'..i].Socket:SetBackdrop({
					bgFile = E.media.blankTex,
					edgeFile = E.media.blankTex,
					tile = false, tileSize = 0, edgeSize = E.mult,
					insets = { left = 0, right = 0, top = 0, bottom = 0}
				})
				Slot['Socket'..i].Socket:SetInside()
				Slot['Socket'..i].Socket:SetFrameLevel(Slot['Socket'..i]:GetFrameLevel() + 1)
				Slot['Socket'..i].Socket:RegisterForClicks('AnyUp')
				Slot['Socket'..i].Socket:SetScript('OnEnter', self.OnEnter)
				Slot['Socket'..i].Socket:SetScript('OnLeave', self.OnLeave)
				Slot['Socket'..i].Socket:SetScript('OnClick', self.GemSocket_OnClick)
				Slot['Socket'..i].Socket:SetScript('OnReceiveDrag', self.GemSocket_OnRecieveDrag)

				Slot['Socket'..i].Texture = Slot['Socket'..i].Socket:CreateTexture(nil, 'OVERLAY')
				Slot['Socket'..i].Texture:SetTexCoord(.1, .9, .1, .9)
				Slot['Socket'..i].Texture:SetInside()
			end
			Slot.Socket2:Point(Slot.Direction, Slot.Socket1, Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT', Slot.Direction == 'LEFT' and 1 or -1, 0)
			Slot.Socket3:Point(Slot.Direction, Slot.Socket2, Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT', Slot.Direction == 'LEFT' and 1 or -1, 0)

			Slot.SocketWarning = CreateFrame('Button', nil, Slot)
			Slot.SocketWarning:Size(E.db.sle.Armory.Character.Enchant.WarningSize)
			Slot.SocketWarning:RegisterForClicks('AnyUp')
			Slot.SocketWarning.Texture = Slot.SocketWarning:CreateTexture(nil, 'OVERLAY')
			Slot.SocketWarning.Texture:SetInside()
			Slot.SocketWarning.Texture:SetTexture('Interface\\AddOns\\ElvUI_SLE\\modules\\Armory\\Media\\Textures\\Warning-Small')
			Slot.SocketWarning:SetScript('OnEnter', self.OnEnter)
			Slot.SocketWarning:SetScript('OnLeave', self.OnLeave)

			-- Transmogrify
			if Info.Armory_Constants.CanTransmogrifySlot[SlotName] then
				Slot.TransmogrifyAnchor = CreateFrame('Button', nil, Slot)
				Slot.TransmogrifyAnchor:Size(12)
				Slot.TransmogrifyAnchor:SetFrameLevel(Slot:GetFrameLevel() + 2)
				Slot.TransmogrifyAnchor:Point('BOTTOM'..Slot.Direction, Slot, Slot.Direction == 'LEFT' and -2 or 2, -1)
				Slot.TransmogrifyAnchor:SetScript('OnEnter', self.Transmogrify_OnEnter)
				Slot.TransmogrifyAnchor:SetScript('OnLeave', self.Transmogrify_OnLeave)
				Slot.TransmogrifyAnchor:SetScript('OnClick', self.Transmogrify_OnClick)

				Slot.TransmogrifyAnchor.Texture = Slot.TransmogrifyAnchor:CreateTexture(nil, 'OVERLAY')
				Slot.TransmogrifyAnchor.Texture:SetInside()
				Slot.TransmogrifyAnchor.Texture:SetTexture('Interface\\AddOns\\ElvUI_SLE\\modules\\Armory\\Media\\Textures\\Anchor')
				Slot.TransmogrifyAnchor.Texture:SetVertexColor(1, .5, 1)

				if Slot.Direction == 'LEFT' then
					Slot.TransmogrifyAnchor.Texture:SetTexCoord(0, 1, 0, 1)
				else
					Slot.TransmogrifyAnchor.Texture:SetTexCoord(1, 0, 0, 1)
				end

				Slot.TransmogrifyAnchor:Hide()
			end
		end

		SlotIDList[Slot.ID] = SlotName
		self[SlotName] = Slot
	end

	-- GameTooltip for counting gem sockets and getting enchant effects
	self.ScanTT = CreateFrame('GameTooltip', 'Knight_CharacterArmory_ScanTT', nil, 'GameTooltipTemplate')
	self.ScanTT:SetOwner(UIParent, 'ANCHOR_NONE')

	if PawnUI_InventoryPawnButton then
		PawnUI_InventoryPawnButton:SetFrameLevel(CharacterModelFrame:GetFrameLevel() + 1)
	end

	self.Setup_CharacterArmory = nil
end


function CA:ScanData()
	self.NeedUpdate = nil

	if not self.DurabilityUpdated then
		self.NeedUpdate = self:Update_Durability() or self.NeedUpdate
	end

	if self.GearUpdated ~= true then
		self.NeedUpdate = self:Update_Gear() or self.NeedUpdate
	end

	if not self.NeedUpdate and self:IsShown() then
		self:SetScript('OnUpdate', nil)
	elseif self.NeedUpdate then
		self:SetScript('OnUpdate', self.ScanData)
	end
end


function CA:Update_Durability()
	local Slot, R, G, B, CurrentDurability, MaxDurability

	for _, SlotName in pairs(Info.Armory_Constants.GearList) do
		Slot = self[SlotName]
		CurrentDurability, MaxDurability = GetInventoryItemDurability(Slot.ID)

		if CurrentDurability and MaxDurability and not (E.db.sle.Armory.Character.Durability.Display == 'DamagedOnly' and CurrentDurability == MaxDurability) then
			R, G, B = E:ColorGradient((CurrentDurability / MaxDurability), 1, 0, 0, 1, 1, 0, 0, 1, 0)
			Slot.Durability:SetFormattedText("%s%.0f%%|r", E:RGBToHex(R, G, B), (CurrentDurability / MaxDurability) * 100)

			if (E.db.sle.Armory.Character.Durability.Display == 'MouseoverOnly' and not Slot:IsMouseOver()) or E.db.sle.Armory.Character.Durability.Display == 'Hide' then
				Slot.Socket1:Point('BOTTOM'..Slot.Direction, _G['Character'..SlotName], 'BOTTOM'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 2 or -2, 2)
			else
				Slot.Socket1:Point('BOTTOM'..Slot.Direction, Slot.Durability, 'BOTTOM'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Durability:GetText() and (Slot.Direction == 'LEFT' and 3 or -1) or 0, Slot.Durability:GetText() and -1 or 0)
			end
		elseif Slot.Durability then
			Slot.Durability:SetText('')
			Slot.Socket1:Point('BOTTOM'..Slot.Direction, _G['Character'..SlotName], 'BOTTOM'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 3 or -3, 3)
		end
	end

	self.DurabilityUpdated = true
end


function CA:ClearTooltip(Tooltip)
	local TooltipName = Tooltip:GetName()

	Tooltip:ClearLines()
	for i = 1, 10 do
		_G[TooltipName..'Texture'..i]:SetTexture(nil)
		_G[TooltipName..'Texture'..i]:ClearAllPoints()
		_G[TooltipName..'Texture'..i]:Point('TOPLEFT', Tooltip)
	end
end


function CA:Update_Gear()
	--[[ Get Player Profession

	local Prof1, Prof2 = GetProfessions()
	local Prof1_Level, Prof2_Level = 0, 0
	self.PlayerProfession = {}

	if Prof1 then Prof1, _, Prof1_Level = GetProfessionInfo(Prof1) end
	if Prof2 then Prof2, _, Prof2_Level = GetProfessionInfo(Prof2) end
	if Prof1 and Info.Armory_Constants.ProfessionList[Prof1] then self.PlayerProfession[(Info.Armory_Constants.ProfessionList[Prof1].Key)] = Prof1_Level end
	if Prof2 and Info.Armory_Constants.ProfessionList[Prof2] then self.PlayerProfession[(Info.Armory_Constants.ProfessionList[Prof2].Key)] = Prof2_Level end
	]]
	local ErrorDetected, NeedUpdate, NeedUpdateList, R, G, B
	local Slot, ItemLink, ItemData, ItemRarity, BasicItemLevel, TrueItemLevel, ItemUpgradeID, ItemType, ItemTexture, UsableEffect, CurrentLineText, GemID, GemCount_Default, GemCount_Enable, GemCount_Now, GemCount, IsTransmogrified, TransmogrifyItemID

	for _, SlotName in pairs(type(self.GearUpdated) == 'table' and self.GearUpdated or Info.Armory_Constants.GearList) do
		Slot = self[SlotName]
		ItemLink = GetInventoryItemLink('player', Slot.ID)
		ErrorDetected = nil

		if not (SlotName == 'ShirtSlot' or SlotName == 'TabardSlot') then
			do --<< Clear Setting >>--
				NeedUpdate, TrueItemLevel, UsableEffect, ItemUpgradeID, ItemType, ItemTexture = nil, nil, nil, nil, nil, nil

				Slot.ItemLevel:SetText(nil)
				Slot.IsEnchanted = nil
				Slot.ItemEnchant:SetText(nil)
				for i = 1, MAX_NUM_SOCKETS do
					Slot['Socket'..i].Texture:SetTexture(nil)
					Slot['Socket'..i].Socket.Link = nil
					Slot['Socket'..i].GemItemID = nil
					Slot['Socket'..i].GemType = nil
					Slot['Socket'..i]:Hide()
				end
				Slot.EnchantWarning:Hide()
				Slot.EnchantWarning.Message = nil
				Slot.SocketWarning:Point(Slot.Direction, Slot.Socket1)
				Slot.SocketWarning:Hide()
				Slot.SocketWarning.Link = nil
				Slot.SocketWarning.Message = nil

				if Slot.TransmogrifyAnchor then
					Slot.TransmogrifyAnchor.Link = nil
					Slot.TransmogrifyAnchor:Hide()
				end
			end

			if ItemLink then
				if not ItemLink:find('%[%]') then -- sometimes itemLink is malformed so we need to update when crashed
					do --<< Gem Parts >>--
						ItemData = { strsplit(':', ItemLink) }
						ItemData[4], ItemData[5], ItemData[6], ItemData[7] = 0, 0, 0, 0

						for i = 1, #ItemData do
							ItemData.FixedLink = (ItemData.FixedLink and ItemData.FixedLink..':' or '')..ItemData[i]
						end

						self:ClearTooltip(self.ScanTT)
						self.ScanTT:SetHyperlink(ItemData.FixedLink)

						GemCount_Default, GemCount_Now, GemCount = 0, 0, 0

						-- First, Counting default gem sockets
						for i = 1, MAX_NUM_SOCKETS do
							ItemTexture = _G['Knight_CharacterArmory_ScanTTTexture'..i]:GetTexture()

							if ItemTexture and ItemTexture:find('Interface\\ItemSocketingFrame\\') then
								GemCount_Default = GemCount_Default + 1
								Slot['Socket'..GemCount_Default].GemType = strupper(gsub(ItemTexture, 'Interface\\ItemSocketingFrame\\UI--EmptySocket--', ''))
							end
						end

						-- Second, Check if slot's item enable to adding a socket
						GemCount_Enable = GemCount_Default
						--[[
						if (SlotName == 'WaistSlot' and UnitLevel('player') >= 70) or -- buckle
							((SlotName == 'WristSlot' or SlotName == 'HandsSlot') and self.PlayerProfession.BlackSmithing and self.PlayerProfession.BlackSmithing >= 550) then -- BlackSmith

							GemCount_Enable = GemCount_Enable + 1
							Slot['Socket'..GemCount_Enable].GemType = 'PRISMATIC'
						end
						]]

						self:ClearTooltip(self.ScanTT)
						self.ScanTT:SetInventoryItem('player', Slot.ID)

						-- Apply current item's gem setting
						for i = 1, MAX_NUM_SOCKETS do
							ItemTexture = _G['Knight_CharacterArmory_ScanTTTexture'..i]:GetTexture()
							GemID = select(i, GetInventoryItemGems(Slot.ID))

							if Slot['Socket'..i].GemType and Info.Armory_Constants.GemColor[Slot['Socket'..i].GemType] then
								R, G, B = unpack(Info.Armory_Constants.GemColor[Slot['Socket'..i].GemType])
								Slot['Socket'..i].Socket:SetBackdropColor(R, G, B, .5)
								Slot['Socket'..i].Socket:SetBackdropBorderColor(R, G, B)
							else
								Slot['Socket'..i].Socket:SetBackdropColor(1, 1, 1, .5)
								Slot['Socket'..i].Socket:SetBackdropBorderColor(1, 1, 1)
							end

							if ItemTexture or GemID then
								if E.db.sle.Armory.Character.Gem.Display == 'Always' or E.db.sle.Armory.Character.Gem.Display == 'MouseoverOnly' and Slot.Mouseovered or E.db.sle.Armory.Character.Gem.Display == 'MissingOnly' then
									Slot['Socket'..i]:Show()
									Slot.SocketWarning:Point(Slot.Direction, Slot['Socket'..i], (Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 3 or -3, 0)
								end

								GemCount_Now = GemCount_Now + 1

								if GemID then
									GemCount = GemCount + 1
									Slot['Socket'..i].GemItemID = GemID

									_, Slot['Socket'..i].Socket.Link, _, _, _, _, _, _, _, ItemTexture = GetItemInfo(GemID)

									if ItemTexture then
										Slot['Socket'..i].Texture:SetTexture(ItemTexture)
									else
										NeedUpdate = true
									end
								end
							end
						end

						--print(SlotName..' : ', GemCount_Default, GemCount_Enable, GemCount_Now, GemCount)
						if GemCount_Now < GemCount_Default then -- ItemInfo not loaded
							NeedUpdate = true
						end
					end

					_, _, ItemRarity, BasicItemLevel, _, _, _, _, ItemType, ItemTexture = GetItemInfo(ItemLink)
					R, G, B = GetItemQualityColor(ItemRarity)

					ItemUpgradeID = ItemLink:match(':(%d+)\124h%[')

					--<< Enchant Parts >>--
					for i = 1, self.ScanTT:NumLines() do
						CurrentLineText = _G['Knight_CharacterArmory_ScanTTTextLeft'..i]:GetText()

						if CurrentLineText:find(Info.Armory_Constants.ItemLevelKey_Alt) then
							TrueItemLevel = tonumber(CurrentLineText:match(Info.Armory_Constants.ItemLevelKey_Alt))
						elseif CurrentLineText:find(Info.Armory_Constants.ItemLevelKey) then
							TrueItemLevel = tonumber(CurrentLineText:match(Info.Armory_Constants.ItemLevelKey))
						elseif CurrentLineText:find(Info.Armory_Constants.EnchantKey) then
							if E.db.sle.Armory.Character.Enchant.Display ~= 'Hide' then
								CurrentLineText = CurrentLineText:match(Info.Armory_Constants.EnchantKey) -- Get enchant string
								CurrentLineText = gsub(CurrentLineText, ITEM_MOD_AGILITY_SHORT, AGI)
								CurrentLineText = gsub(CurrentLineText, ITEM_MOD_SPIRIT_SHORT, SPI)
								CurrentLineText = gsub(CurrentLineText, ITEM_MOD_STAMINA_SHORT, STA)
								CurrentLineText = gsub(CurrentLineText, ITEM_MOD_STRENGTH_SHORT, STR)
								CurrentLineText = gsub(CurrentLineText, ITEM_MOD_INTELLECT_SHORT, INT)
								CurrentLineText = gsub(CurrentLineText, ITEM_MOD_CRIT_RATING_SHORT, CRIT_ABBR) -- Critical is too long
								CurrentLineText = gsub(CurrentLineText, ' + ', '+') -- Remove space

								if L.Armory_ReplaceEnchantString and type(L.Armory_ReplaceEnchantString) == 'table' then
									for Old, New in pairs(L.Armory_ReplaceEnchantString) do
										CurrentLineText = gsub(CurrentLineText, Old, New)
									end
								end

								for Name, _ in pairs(SLE_ArmoryDB.EnchantString) do
									if SLE_ArmoryDB.EnchantString[Name].original and SLE_ArmoryDB.EnchantString[Name].new then
										CurrentLineText = gsub(CurrentLineText, SLE_ArmoryDB.EnchantString[Name].original, SLE_ArmoryDB.EnchantString[Name].new)
									end
								end

								Slot.ItemEnchant:SetText('|cffceff00'..CurrentLineText)
							end

							Slot.IsEnchanted = true
						elseif CurrentLineText:find(ITEM_SPELL_TRIGGER_ONUSE) then
							UsableEffect = true
						end
					end

					--<< ItemLevel Parts >>--
					if BasicItemLevel then
						if ItemUpgradeID then
							if ItemUpgradeID == '0' or not E.db.sle.Armory.Character.Level.ShowUpgradeLevel and ItemRarity == 7 then
								ItemUpgradeID = nil
							else
								ItemUpgradeID = TrueItemLevel - BasicItemLevel
							end
						end

						Slot.ItemLevel:SetText(
							(not TrueItemLevel or BasicItemLevel == TrueItemLevel) and BasicItemLevel
							or
							E.db.sle.Armory.Character.Level.ShowUpgradeLevel and (Slot.Direction == 'LEFT' and TrueItemLevel..' ' or '')..(ItemUpgradeID and (Info.Armory_Constants.UpgradeColor[ItemUpgradeID] or '|cffaaaaaa')..'(+'..ItemUpgradeID..')|r' or '')..(Slot.Direction == 'RIGHT' and ' '..TrueItemLevel or '')
							or
							TrueItemLevel
						)
					end

					if E.db.sle.Armory.Character.NoticeMissing ~= false then
						if not Slot.IsEnchanted and Info.Armory_Constants.EnchantableSlots[SlotName] then
							if (SlotName == 'SecondaryHandSlot' and ItemType ~= 'INVTYPE_SHIELD' and ItemType ~= 'INVTYPE_HOLDABLE' and ItemType ~= 'INVTYPE_WEAPONOFFHAND' and ItemType ~= 'INVTYPE_RANGEDRIGHT') or SlotName ~= 'SecondaryHandSlot' then
								ErrorDetected = true
								Slot.EnchantWarning:Show()

								if not E.db.sle.Armory.Character.Enchant.WarningIconOnly then
									Slot.ItemEnchant:SetText('|cffff0000'..L['Not Enchanted'])
								end
							end
						end

						if GemCount_Enable > GemCount_Now or GemCount_Enable > GemCount or GemCount_Now > GemCount then
							ErrorDetected = true

							Slot.SocketWarning:Show()
							Slot.SocketWarning.Message = '|cffff5678'..(GemCount_Now - GemCount)..'|r '..L['Empty Socket']
						end
						if E.db.sle.Armory.Character.MissingIcon then
							Slot.EnchantWarning.Texture:Show()
							Slot.SocketWarning.Texture:Show()
						else
							Slot.EnchantWarning.Texture:Hide()
							Slot.SocketWarning.Texture:Hide()
						end
					end

					--<< Transmogrify Parts >>--
					if Slot.TransmogrifyAnchor then
						IsTransmogrified, _, _, _, _, TransmogrifyItemID = GetTransmogrifySlotInfo(Slot.ID)

						if IsTransmogrified then
							_, Slot.TransmogrifyAnchor.Link = GetItemInfo(TransmogrifyItemID)
							Slot.TransmogrifyAnchor:Show()
						end
					end
				else
					NeedUpdate = true
				end
			end

			if NeedUpdate then
				NeedUpdateList = NeedUpdateList or {}
				NeedUpdateList[#NeedUpdateList + 1] = SlotName
			end
		end

		-- Change Gradation
		if ItemLink and E.db.sle.Armory.Character.Gradation.Display then
			Slot.Gradation:Show()
		else
			Slot.Gradation:Hide()
		end
		if ErrorDetected and E.db.sle.Armory.Character.NoticeMissing then
			Slot.Gradation:SetVertexColor(1, 0, 0)
			Slot.Gradation:Show()
		else
			Slot.Gradation:SetVertexColor(unpack(E.db.sle.Armory.Character.Gradation.Color))
		end
	end

	self.AverageItemLevel:SetText(KF:Color_Value(STAT_AVERAGE_ITEM_LEVEL)..' : '..format('%.2f', select(2, GetAverageItemLevel())))

	if NeedUpdateList then
		self.GearUpdated = NeedUpdateList
		return true
	end

	self.GearUpdated = true
end


function CA:Update_BG()
	if E.db.sle.Armory.Character.Backdrop.SelectedBG == 'HIDE' then
		self.BG:SetTexture(nil)
	elseif E.db.sle.Armory.Character.Backdrop.SelectedBG == 'CUSTOM' then
		self.BG:SetTexture(E.db.sle.Armory.Character.Backdrop.CustomAddress)
	else
		self.BG:SetTexture(Info.Armory_Constants.BlizzardBackdropList[E.db.sle.Armory.Character.Backdrop.SelectedBG] or 'Interface\\AddOns\\ElvUI_SLE\\modules\\Armory\\Media\\Textures\\'..E.db.sle.Armory.Character.Backdrop.SelectedBG)
	end
end


function CA:Update_Display(Force)
	local Slot, Mouseover, SocketVisible

	if (PaperDollFrame:IsMouseOver() and (E.db.sle.Armory.Character.Level.Display == 'MouseoverOnly' or E.db.sle.Armory.Character.Enchant.Display == 'MouseoverOnly' or E.db.sle.Armory.Character.Durability.Display == 'MouseoverOnly' or E.db.sle.Armory.Character.Gem.Display == 'MouseoverOnly')) or Force then
		for _, SlotName in pairs(Info.Armory_Constants.GearList) do
			Slot = self[SlotName]
			Mouseover = Slot:IsMouseOver()

			if Slot.ItemLevel then
				if E.db.sle.Armory.Character.Level.Display == 'Always' or Mouseover and E.db.sle.Armory.Character.Level.Display == 'MouseoverOnly' then
					Slot.ItemLevel:Show()
				else
					Slot.ItemLevel:Hide()
				end
			end

			if Slot.ItemEnchant then
				if E.db.sle.Armory.Character.Enchant.Display == 'Always' or Mouseover and E.db.sle.Armory.Character.Enchant.Display == 'MouseoverOnly' then
					Slot.ItemEnchant:Show()
				elseif E.db.sle.Armory.Character.Enchant.Display ~= 'Always' and not (E.db.sle.Armory.Character.NoticeMissing and not Slot.IsEnchanted) then
					Slot.ItemEnchant:Hide()
				end
			end

			if Slot.Durability then
				if E.db.sle.Armory.Character.Durability.Display == 'Always' or Mouseover and E.db.sle.Armory.Character.Durability.Display == 'MouseoverOnly' or E.db.sle.Armory.Character.Durability.Display == 'DamagedOnly' then
					Slot.Durability:Show()

					if Slot.Socket1 then
						if Slot.Durability:GetText() == '' or E.db.sle.Armory.Character.Durability.Display == 'MouseoverOnly' and not Mouseover then
							Slot.Socket1:Point('BOTTOM'..Slot.Direction, _G['Character'..SlotName], 'BOTTOM'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 2 or -2, 2)
						else
							Slot.Socket1:Point('BOTTOM'..Slot.Direction, Slot.Durability, 'BOTTOM'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Durability:GetText() and (Slot.Direction == 'LEFT' and 3 or -1) or 0, Slot.Durability:GetText() and -1 or 0)
						end
					end
				else
					Slot.Durability:Hide()

					Slot.Socket1:Point('BOTTOM'..Slot.Direction, _G['Character'..SlotName], 'BOTTOM'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 2 or -2, 2)
				end
			end


			SocketVisible = nil

			if Slot.Socket1 then
				for i = 1, MAX_NUM_SOCKETS do
					if E.db.sle.Armory.Character.Gem.Display == 'Always' or Mouseover and E.db.sle.Armory.Character.Gem.Display == 'MouseoverOnly' then
						if Slot['Socket'..i].GemType then
							Slot['Socket'..i]:Show()
							Slot.SocketWarning:Point(Slot.Direction, Slot['Socket'..i], (Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 3 or -3, 0)
						end
					else
						if SocketVisible == nil then
							SocketVisible = false
						end

						if Slot['Socket'..i].GemType and E.db.sle.Armory.Character.NoticeMissing and not Slot['Socket'..i].GemItemID then
							SocketVisible = true
						end
					end
				end

				if SocketVisible then
					for i = 1, MAX_NUM_SOCKETS do
						if Slot['Socket'..i].GemType then
							Slot['Socket'..i]:Show()
							Slot.SocketWarning:Point(Slot.Direction, Slot['Socket'..i], (Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 3 or -3, 0)
						end
					end
				elseif SocketVisible == false then
					for i = 1, MAX_NUM_SOCKETS do
						Slot['Socket'..i]:Hide()
					end

					Slot.SocketWarning:Point(Slot.Direction, Slot.Socket1)
				end
			end

			if Force == SlotName then
				break
			end
		end
	end
end


KF.Modules[#KF.Modules + 1] = 'CharacterArmory'
KF.Modules.CharacterArmory = function()
	if E.db.sle.Armory.Character.Enable ~= false then
		Info.CharacterArmory_Activate = true

		-- Setting frame
		CharacterFrame:SetHeight(444)

		-- Move right equipment slots
		CharacterHandsSlot:SetPoint('TOPRIGHT', CharacterFrameInsetRight, 'TOPLEFT', -4, -2)

		-- Move bottom equipment slots
		CharacterMainHandSlot:SetPoint('BOTTOMLEFT', PaperDollItemsFrame, 'BOTTOMLEFT', 185, 14)

		if CA.Setup_CharacterArmory then
			CA:Setup_CharacterArmory()
		else
			CA:Show()
		end
		CA:ScanData()
		CA:Update_BG()

		-- Model Frame
		CharacterModelFrame:ClearAllPoints()
		CharacterModelFrame:SetPoint('TOPLEFT', CharacterHeadSlot)
		CharacterModelFrame:SetPoint('RIGHT', CharacterHandsSlot)
		CharacterModelFrame:SetPoint('BOTTOM', CharacterMainHandSlot)
		CharacterModelFrame.BackgroundTopLeft:Hide()
		CharacterModelFrame.BackgroundTopRight:Hide()
		CharacterModelFrame.BackgroundBotLeft:Hide()
		CharacterModelFrame.BackgroundBotRight:Hide()

		if PaperDollFrame:IsShown() then
			CharacterFrame:SetWidth(CharacterFrame.Expanded and 650 or 444)
			CharacterFrameInsetRight:SetPoint('TOPLEFT', CharacterFrameInset, 'TOPRIGHT', 110, 0)
			CharacterFrameExpandButton:SetPoint('BOTTOMRIGHT', CharacterFrameInsetRight, 'BOTTOMLEFT', -3, 7)
		end

		-- Run KnightArmory
		CA:RegisterEvent('SOCKET_INFO_SUCCESS')
		CA:RegisterEvent('PLAYER_EQUIPMENT_CHANGED')
		CA:RegisterEvent('UNIT_INVENTORY_CHANGED')
		CA:RegisterEvent('ITEM_UPGRADE_MASTER_UPDATE')
		CA:RegisterEvent('TRANSMOGRIFY_UPDATE')
		CA:RegisterEvent('COMBAT_LOG_EVENT_UNFILTERED')
		CA:RegisterEvent('UPDATE_INVENTORY_DURABILITY')
		CA:RegisterEvent('PLAYER_ENTERING_WORLD')

		--[[
		KF_KnightArmory.CheckButton:Show()
		KF_KnightArmory_NoticeMissing:EnableMouse(true)
		KF_KnightArmory_NoticeMissing.text:SetTextColor(1, 1, 1)
		KF_KnightArmory_NoticeMissing.CheckButton:SetTexture('Interface\\Buttons\\UI-CheckBox-Check')
		]]
	elseif Info.CharacterArmory_Activate then
		Info.CharacterArmory_Activate = nil

		-- Setting frame to default
		CharacterFrame:SetHeight(424)
		CharacterFrame:SetWidth(PaperDollFrame:IsShown() and CharacterFrame.Expanded and CHARACTERFRAME_EXPANDED_WIDTH or PANEL_DEFAULT_WIDTH)
		CharacterFrameInsetRight:SetPoint(unpack(InsetDefaultPoint))
		CharacterFrameExpandButton:SetPoint(unpack(ExpandButtonDefaultPoint))

		-- Move rightside equipment slots to default position
		CharacterHandsSlot:SetPoint('TOPRIGHT', CharacterFrameInset, 'TOPRIGHT', -4, -2)

		-- Move bottom equipment slots to default position
		CharacterMainHandSlot:SetPoint('BOTTOMLEFT', PaperDollItemsFrame, 'BOTTOMLEFT', 130, 16)

		-- Model Frame
		CharacterModelFrame:ClearAllPoints()
		CharacterModelFrame:Size(231, 320)
		CharacterModelFrame:SetPoint('TOPLEFT', PaperDollFrame, 'TOPLEFT', 52, -66)
		CharacterModelFrame.BackgroundTopLeft:Show()
		CharacterModelFrame.BackgroundTopRight:Show()
		CharacterModelFrame.BackgroundBotLeft:Show()
		CharacterModelFrame.BackgroundBotRight:Show()

		-- Turn off ArmoryFrame
		CA:Hide()
		CA:UnregisterAllEvents()

		--[[
		KF_KnightArmory.CheckButton:Hide()
		KF_KnightArmory_NoticeMissing:EnableMouse(false)
		KF_KnightArmory_NoticeMissing.text:SetTextColor(0.31, 0.31, 0.31)
		KF_KnightArmory_NoticeMissing.CheckButton:SetTexture('Interface\\Buttons\\UI-CheckBox-Check-Disabled')
		]]
	end
end