local Token = require 'utils.token'
local Event = require 'utils.event'
local Global = require 'utils.global'
local Server = require 'utils.server'
local SpamProtection = require 'utils.spam_protection'

local insert = table.insert
local tostring = tostring
local next = next
local gui_prefix = 'comfy_'

local Public = {}
Public.events =
{
    on_gui_removal = Event.generate_event_name('on_gui_removal'),
    on_gui_closed_main_frame = Event.generate_event_name('on_gui_closed_main_frame')
}

-- local to this file
local local_settings =
{
    toggle_button = false
}
local main_gui_tabs = {}
local screen_elements = {}
local remove_data_recursively
local concat = table.concat
local names = {}
-- global
local data = {}
local settings =
{
    mod_gui_top_frame = true,
    disabled_tabs = {},
    disable_clear_invalid_data = true
}

Public.token =
    Global.register(
        { data = data, settings = settings },
        function (tbl)
            data = tbl.data
            settings = tbl.settings
        end
    )

Public.names = names

Public.beam = 'file/utils/files/beam.png'
Public.beam_1 = 'file/utils/files/beam_1.png'
Public.beam_2 = 'file/utils/files/beam_2.png'
Public.settings_white_icon = 'file/utils/files/settings-white.png'
Public.settings_black_icon = 'file/utils/files/settings-black.png'
Public.pin_white_icon = 'file/utils/files/pin-white.png'
Public.pin_black_icon = 'file/utils/files/pin-black.png'
Public.infinite_icon = 'file/utils/files/infinity.png'
Public.arrow_up_icon = 'file/utils/files/arrow-up.png'
Public.arrow_down_icon = 'file/utils/files/arrow-down.png'
Public.tidal_icon = 'file/utils/files/tidal.png'
Public.spew_icon = 'file/utils/files/spew.png'
Public.berserk_icon = 'file/utils/files/berserk.png'
Public.warp_icon = 'file/utils/files/warp.png'
Public.x_icon = 'file/utils/files/x.png'
Public.info_icon = 'file/utils/files/info.png'
Public.mod_gui_button_enabled = false

function Public.uid_name()
    if game then
        return error('This function is not allowed to be called in this context.', 2)
    end

    local info = debug.getinfo(2, 'Sl')
    local filepath = info.source:match('^@__level__/(.+)$'):sub(1, -5)
    local line = info.currentline

    local token = tostring(Token.uid())

    local name = concat { token, ' - ', filepath, ':line:', line }
    names[token] = name

    return token
end

function Public.uid()
    return Token.uid()
end

local main_frame_name = Public.uid_name()
local main_toggle_button_name = Public.uid_name()
local main_button_name = Public.uid_name()
local close_button_name = Public.uid_name()

if not Public.mod_gui_button_enabled then
    Public.button_style = nil
end

Public.top_main_gui_button = main_button_name
Public.main_frame_name = main_frame_name
Public.main_toggle_button_name = main_toggle_button_name
Public.frame_style = 'non_draggable_frame'
Public.button_style = 'mod_gui_button'
Public.top_flow_button_enabled_style = 'menu_button_continue'
Public.top_flow_button_disabled_style = Public.button_style

--- Verifies if a frame is valid and destroys it.
---@param align userdata
---@param frame userdata
local function validate_frame_and_destroy(align, frame)
    local get_frame = align[frame]
    if get_frame and get_frame.valid then
        remove_data_recursively(frame)
        get_frame.destroy()
    end
end

local function get_button_flow(player)
    local gui = player.gui.top

    if gui.mod_gui_button_flow then
        return gui.mod_gui_button_flow
    end

    local frame = gui.mod_gui_top_frame or gui.add { type = "frame", name = "mod_gui_top_frame", direction = "horizontal", style = "slot_window_frame" }
    return frame.mod_gui_inner_frame or frame.add { type = "frame", name = "mod_gui_inner_frame", style = "mod_gui_inside_deep_frame" }
end

-- Associates data with the LuaGuiElement. If data is nil then removes the data
function Public.set_data(element, value)
    if not element or not element.valid then
        return
    end

    local player_index = element.player_index
    local values = data[player_index]

    if value == nil then
        if not values then
            return
        end

        values[element.index] = nil

        if next(values) == nil then
            data[player_index] = nil
        end
    else
        if not values then
            values = {}
            data[player_index] = values
        end

        values[element.index] = { value = value, name = element.name }
    end
end

local set_data = Public.set_data

-- Associates data with the LuaGuiElement. If data is nil then removes the data
function Public.set_data_parent(parent, element, value)
    local player_index = parent.player_index
    local values = data[player_index]

    if value == nil then
        if not values then
            return
        end

        values[parent.index] = nil

        if next(values) == nil then
            data[player_index] = nil
        end
    else
        if not values then
            values = {}
            data[player_index] = values
        end

        if not values[parent.index] then
            values[parent.index] = {}
        end

        values[parent.index][element.index] = { value = value, name = element.name }
    end
end

-- Gets the Associated data with this LuaGuiElement if any.
function Public.get_data(element)
    if not element then
        return
    end

    if not element.index then
        return
    end


    local player_index = element.player_index

    local values = data[player_index]
    if not values then
        return nil
    end

    return values[element.index].value
end

-- Gets the Associated data with this LuaGuiElement if any.
function Public.get_data_parent(parent, element)
    if not parent then
        return
    end
    if not element then
        return
    end

    local player_index = parent.player_index

    local values = data[player_index]
    if not values then
        return nil
    end

    values = values[parent.index]
    if not values then
        return nil
    end

    return values[element.index].value
end

-- Adds a gui that is alike the factorio native gui.
function Public.add_main_frame_with_toolbar(player, align, set_frame_name, set_settings_button_name,
    close_main_frame_name, name, info, inside_table_count)
    if not align then
        return
    end
    local main_frame
    if align == 'left' then
        validate_frame_and_destroy(player.gui.left, set_frame_name)
        main_frame = player.gui.left.add { type = 'frame', name = set_frame_name, direction = 'vertical' }
    elseif align == 'center' then
        validate_frame_and_destroy(player.gui.center, set_frame_name)
        main_frame = player.gui.center.add { type = 'frame', name = set_frame_name, direction = 'vertical' }
    elseif align == 'screen' then
        validate_frame_and_destroy(player.gui.screen, set_frame_name)
        main_frame = player.gui.screen.add { type = 'frame', name = set_frame_name, direction = 'vertical' }
    end

    local titlebar = main_frame.add { type = 'flow', name = 'titlebar', direction = 'horizontal' } --[[@as LuaGuiElement]]
    titlebar.style.horizontal_spacing = 8
    titlebar.style = 'horizontal_flow'

    if align == 'screen' then
        titlebar.drag_target = main_frame
    end

    titlebar.add
    {
        type = 'label',
        name = 'main_label',
        style = 'frame_title',
        caption = name,
        ignored_by_interaction = true
    }
    local widget = titlebar.add { type = 'empty-widget', style = 'draggable_space', ignored_by_interaction = true }
    widget.style.left_margin = 4
    widget.style.right_margin = 4
    widget.style.height = 24
    widget.style.horizontally_stretchable = true

    if set_settings_button_name then
        if not info then
            titlebar.add
            {
                type = 'sprite-button',
                name = set_settings_button_name,
                style = 'frame_action_button',
                sprite = Public.settings_white_icon,
                mouse_button_filter = { 'left' },
                hovered_sprite = Public.settings_black_icon,
                clicked_sprite = Public.settings_black_icon,
                tooltip = 'Settings',
                tags =
                {
                    action = 'open_settings_gui'
                }
            }
        else
            titlebar.add
            {
                type = 'sprite-button',
                name = set_settings_button_name,
                style = 'frame_action_button',
                sprite = Public.info_icon,
                mouse_button_filter = { 'left' },
                hovered_sprite = Public.info_icon,
                clicked_sprite = Public.info_icon,
                tooltip = 'Info',
                tags =
                {
                    action = 'open_settings_gui'
                }
            }
        end
    end

    local close_button

    if close_main_frame_name then
        close_button = titlebar.add
            {
                type = 'sprite-button',
                name = close_main_frame_name,
                style = 'frame_action_button',
                mouse_button_filter = { 'left' },
                sprite = 'utility/close',
                hovered_sprite = 'utility/close_fat',
                clicked_sprite = 'utility/close_fat',
                tooltip = 'Close',
                tags =
                {
                    action = 'close_main_frame_gui'
                }
            }
    end

    local inside_frame =
        main_frame.add
        {
            type = 'table',
            column_count = 1 or inside_table_count,
            name = 'inside_frame'
        }

    return main_frame, inside_frame, close_button
end

-- Removes data associated with LuaGuiElement and its children recursively.
function Public.remove_data_recursively(element)
    set_data(element, nil)

    local children = element.children

    if not children then
        return
    end

    for _, child in next, children do
        if child.valid then
            remove_data_recursively(child)
        end
    end
end

remove_data_recursively = Public.remove_data_recursively

local remove_children_data
function Public.remove_children_data(element)
    local children = element.children

    if not children then
        return
    end

    for _, child in next, children do
        if child.valid then
            set_data(child, nil)
            remove_children_data(child)
        end
    end
end

remove_children_data = Public.remove_children_data

function Public.destroy(element)
    if not element then
        return
    end
    remove_data_recursively(element)
    element.destroy()
end

function Public.clear(element)
    remove_children_data(element)
    element.clear()
end

local function clear_invalid_data()
    if settings.disable_clear_invalid_data then
        return
    end

    for _, player in pairs(game.players) do
        local player_index = player.index
        local values = data[player_index]
        if values then
            for k, element in next, values do
                if type(element) == 'table' then
                    for key, obj in next, element do
                        if type(obj) == 'table' and obj.valid ~= nil then
                            if not obj.valid then
                                element[key] = nil
                            end
                        end
                    end
                    if type(element) == 'userdata' and not element.valid then
                        values[k] = nil
                    end
                end
            end
        end
    end
end
Event.on_nth_tick(300, clear_invalid_data)

local function handler_factory(event_id)
    local handlers

    local function on_event(event)
        local element = event.element
        if not element or not element.valid then
            return
        end

        local handler = handlers[element.name]
        if not handler then
            return
        end

        local player = game.get_player(event.player_index)
        if not (player and player.valid) then
            return
        end

        event.player = player

        if type(handler) == 'function' then
            handler(event)
        else
            for i = 1, #handler do
                local callback = handler[i]
                if callback then
                    callback(event)
                end
            end
        end
    end

    return function (element_name, handler)
        if not element_name then
            return error('Element name is required when passing it onto the handler_factory.', 2)
        end
        if not handler or not type(handler) == 'function' then
            return error(
                'Handler is required when passing it onto the handler_factory and needs to be of type function.', 2)
        end

        if not handlers then
            handlers = {}
            Event.add(event_id, on_event)
        end

        if handlers[element_name] then
            local old = handlers[element_name]
            handlers[element_name] = {}
            insert(handlers[element_name], old)
            insert(handlers[element_name], handler)
        else
            handlers[element_name] = handler
        end
    end
end

--luacheck: ignore custom_raise
---@diagnostic disable-next-line: unused-function, unused-local
local function custom_raise(handlers, element, player)
    local handler = handlers[element.name]
    if not handler then
        return
    end

    handler({ element = element, player = player })
end

-- Disabled the handler so it does not clean then data table of invalid data.
function Public.set_disable_clear_invalid_data(value)
    settings.disable_clear_invalid_data = value or false
end

-- Gets state if the cleaner handler is active or false
function Public.get_disable_clear_invalid_data()
    return settings.disable_clear_invalid_data
end

-- Disable a gui.
---@param frame_name string
---@param state boolean?
function Public.set_disabled_tab(frame_name, state)
    if not frame_name then
        return
    end

    settings.disabled_tabs[frame_name] = state or false
end

-- Fetches if a gui is disabled.
---@param frame_name string
function Public.get_disabled_tab(frame_name)
    if not frame_name then
        return
    end

    return settings.disabled_tabs[frame_name]
end

-- Fetches the main frame name
function Public.get_main_frame(player)
    if not player then
        return false
    end

    local left = player.gui.left
    local frame = left[main_frame_name]
    if frame and frame.valid then
        local inside_frame = frame.children[2]
        if inside_frame and inside_frame.valid then
            return inside_frame
        end
        return false
    end
    return false
end

-- Fetches the parent frame name
function Public.get_parent_frame(player)
    if not player then
        return false
    end

    local left = player.gui.left
    local frame = left[main_frame_name]

    if frame and frame.valid then
        return frame
    end
    return false
end

--- This adds the given gui to the top gui.
---@param player LuaPlayer
---@param frame userdata|table
function Public.add_mod_button(player, frame)
    if get_button_flow(player)[frame.name] and get_button_flow(player)[frame.name].valid then
        return get_button_flow(player)[frame.name]
    end

    return get_button_flow(player).add(frame)
end

---@param state boolean
--- If we should use the new mod gui or not
function Public.set_mod_gui_top_frame(state)
    settings.mod_gui_top_frame = state or false
end

--- Get mod_gui_top_frame
function Public.get_mod_gui_top_frame()
    return settings.mod_gui_top_frame
end

---@param state boolean
--- If we should show the toggle button or not
function Public.set_toggle_button(state)
    if _LIFECYCLE == 8 then
        error('Calling Gui.set_toggle_button after on_init() or on_load() has run is a desync risk.', 2)
    end
    local_settings.toggle_button = state or false
end

--- Get toggle_button state
function Public.get_toggle_button()
    if _LIFECYCLE == 8 then
        error('Calling Gui.get_toggle_button after on_init() or on_load() has run is a desync risk.', 2)
    end
    return local_settings.toggle_button
end

--- This adds the given gui to the main gui.
---@param tbl table
function Public.add_tab_to_gui(tbl)
    if _LIFECYCLE == 8 then
        error('Calling Gui.add_tab_to_gui after on_init() or on_load() has run is a desync risk.', 2)
    end
    if not tbl then
        return
    end

    if not tbl.name then
        return
    end

    if not tbl.caption then
        return
    end

    if not tbl.id then
        return
    end

    local admin = tbl.admin or false
    local only_server_sided = tbl.only_server_sided or false

    if not main_gui_tabs[tbl.caption] then
        main_gui_tabs[tbl.caption] = { id = tbl.id, name = tbl.name, admin = admin, only_server_sided = only_server_sided }
    else
        error('Given name: ' .. tbl.caption .. ' already exists in table.')
    end
end

function Public.screen_to_bypass(elem)
    screen_elements[elem] = true
    return screen_elements
end

--- Fetches the main gui tabs. You are forbidden to write as this is local.
---@param key string
function Public.get(key)
    if key then
        return main_gui_tabs[key]
    else
        return main_gui_tabs
    end
end

function Public.clear_main_frame(player)
    if not player then
        return
    end
    local frame = Public.get_main_frame(player)
    if frame then
        remove_data_recursively(frame)
        frame.destroy()
    end
end

function Public.clear_all_center_frames(player)
    for _, child in pairs(player.gui.center.children) do
        remove_data_recursively(child)
        if child.name:find(gui_prefix) then
            child.destroy()
        end
    end
end

function Public.clear_all_screen_frames(player)
    for _, child in pairs(player.gui.screen.children) do
        if not screen_elements[child.name] and child.name:find(gui_prefix) then
            remove_data_recursively(child)
            child.destroy()
        end
    end
end

function Public.clear_all_active_frames(player)
    Event.raise(Public.events.on_gui_closed_main_frame, { player_index = player.index })
    for _, child in pairs(player.gui.left.children) do
        if child.name:find(gui_prefix) then
            remove_data_recursively(child)
            child.destroy()
        end
    end
    for _, child in pairs(player.gui.screen.children) do
        if not screen_elements[child.name] and child.name:find(gui_prefix) then
            remove_data_recursively(child)
            child.destroy()
        end
    end
    for _, child in pairs(player.gui.center.children) do
        if child.name:find(gui_prefix) then
            remove_data_recursively(child)
            child.destroy()
        end
    end
end

function Public.get_player_active_frame(player)
    local main_frame = Public.get_main_frame(player)
    if not main_frame then
        return false
    end

    local panel = main_frame.tabbed_pane
    if not panel then
        return
    end
    local index = panel.selected_tab_index
    if not index then
        return panel.tabs[1].content
    end

    return panel.tabs[index].content
end

local function get_player_active_tab(player)
    local main_frame = Public.get_main_frame(player)
    if not main_frame then
        return false
    end

    local panel = main_frame.tabbed_pane
    if not panel then
        return
    end
    local index = panel.selected_tab_index
    if not index then
        return panel.tabs[1].tab, panel.tabs[1].content
    end

    return panel.tabs[index].tab, panel.tabs[index].content
end

function Public.reload_active_tab(player, forced, tab_name)
    local is_spamming = SpamProtection.is_spamming(player, nil, 'Reload active tab')
    if is_spamming and not forced then
        return
    end

    local frame, main_tab = get_player_active_tab(player)
    if not frame then
        return
    end
    local tab = main_gui_tabs[frame.caption] or tab_name
    if not tab then
        return
    end
    local id = tab.id
    if not id then
        return
    end
    local callback = Token.get(id)

    local d =
    {
        player = player,
        frame = main_tab
    }

    return callback(d)
end

local function top_button(player)
    if settings.mod_gui_top_frame then
        local button = Public.add_mod_button(player,
            { type = 'sprite-button', name = main_button_name, sprite = 'item/raw-fish', style = Public.button_style })
        if button then
            button.style.minimal_height = 36
            button.style.maximal_height = 36
            button.style.minimal_width = 40
            button.style.padding = -2
        end
    else
        if player.gui.top[main_button_name] then
            return
        end
        local button = player.gui.top.add(
            {
                type = 'sprite-button',
                name = main_button_name,
                sprite = 'item/raw-fish',
                style = Public.button_style
            })
        button.style.minimal_height = 38
        button.style.maximal_height = 38
        button.style.minimal_width = 40
        button.style.padding = -2
    end
end

local function top_toggle_button(player)
    if not player or not player.valid then
        return
    end

    if Public.get_mod_gui_top_frame() then
        local b =
            Public.add_mod_button(
                player,
                {
                    type = 'sprite-button',
                    name = main_toggle_button_name,
                    sprite = 'utility/preset',
                    tooltip = 'Click to hide top buttons!',
                    style = Public.button_style
                }
            )
        if b then
            b.style.font_color = { 165, 165, 165 }
            b.style.font = 'default-semibold'
            b.style.minimal_height = 36
            b.style.maximal_height = 36
            b.style.minimal_width = 15
            b.style.maximal_width = 15
            b.style.padding = -2
        end
    else
        local b =
            player.gui.top.add(
                {
                    type = 'sprite-button',
                    name = main_toggle_button_name,
                    sprite = 'utility/preset',
                    style = Public.button_style,
                    tooltip = 'Click to hide top buttons!'
                }
            )
        b.style.padding = 2
        b.style.width = 20
        b.style.maximal_height = 38
    end
end

local function draw_main_frame(player)
    local tabs = main_gui_tabs

    Public.clear_all_active_frames(player)

    if Public.get_main_frame(player) then
        remove_data_recursively(Public.get_main_frame(player))
        Public.get_main_frame(player).destroy()
    end

    local admins = Server.get_admins_data()

    local frame, inside_frame = Public.add_main_frame_with_toolbar(player, 'left', main_frame_name, nil,
        close_button_name, 'Comfy Factorio')
    local tabbed_pane = inside_frame.add({ type = 'tabbed-pane', name = 'tabbed_pane' })
    for name, callback in pairs(tabs) do
        if not settings.disabled_tabs[name] then
            local show = false
            local secs = Server.get_current_time()

            if callback.only_server_sided then
                if secs then show = true end
            elseif callback.admin == true then
                if player.admin and (not secs or (secs and admins[player.name])) then
                    show = true
                end
            else
                show = true
            end

            if show then
                local tab = tabbed_pane.add({ type = 'tab', caption = name, name = callback.name, style = 'slightly_smaller_tab' })
                local name_frame = tabbed_pane.add({ type = 'frame', name = name, direction = 'vertical', style = 'mod_gui_inside_deep_frame' })
                name_frame.style.padding = 8
                tabbed_pane.add_tab(tab, name_frame)
            end
        end
    end

    for _, child in pairs(tabbed_pane.children) do
        child.style.padding = 8
        child.style.left_padding = 2
        child.style.right_padding = 2
    end

    player.opened = frame

    Public.reload_active_tab(player, true)
    return frame, inside_frame
end

function Public.get_content(player)
    local left_frame = Public.get_main_frame(player)
    if not left_frame then
        return false
    end
    return left_frame.tabbed_pane
end

function Public.refresh(player)
    local frame = get_player_active_tab(player)
    if not frame then
        return false
    end

    local tabbed_pane = Public.get_content(player)

    for _, tab in pairs(tabbed_pane.tabs) do
        if tab.content.name ~= frame.name then
            tab.content.clear()
            Event.raise(Public.events.on_gui_removal, { player_index = player.index })
        end
    end

    Public.reload_active_tab(player, true)
    return true
end

function Public.call_existing_tab(player, name)
    local frame, inside_frame = draw_main_frame(player)
    if not frame then
        return
    end
    if not inside_frame then
        return
    end

    local tabbed_pane = inside_frame.tabbed_pane
    for key, v in pairs(tabbed_pane.tabs) do
        if v.tab.caption == name then
            tabbed_pane.selected_tab_index = key
            Public.reload_active_tab(player, true)
        end
    end
end

Public.get_button_flow = get_button_flow
Public.mod_button = get_button_flow

-- Register a handler for the on_gui_checked_state_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Public.on_checked_state_changed = handler_factory(defines.events.on_gui_checked_state_changed)

-- Register a handler for the on_gui_click event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Public.on_click = handler_factory(defines.events.on_gui_click)

-- Register a handler for the on_gui_closed event for a custom LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Public.on_custom_close = handler_factory(defines.events.on_gui_closed)

-- Register a handler for the on_gui_elem_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Public.on_elem_changed = handler_factory(defines.events.on_gui_elem_changed)

-- Register a handler for the on_gui_selection_state_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Public.on_selection_state_changed = handler_factory(defines.events.on_gui_selection_state_changed)

-- Register a handler for the on_gui_text_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Public.on_text_changed = handler_factory(defines.events.on_gui_text_changed)

-- Register a handler for the on_gui_value_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Public.on_value_changed = handler_factory(defines.events.on_gui_value_changed)

Public.on_click(
    main_button_name,
    function (event)
        local is_spamming = SpamProtection.is_spamming(event.player, nil, 'Main button')
        if is_spamming then
            return
        end
        local player = event.player
        local frame = Public.get_parent_frame(player)

        if frame then
            remove_data_recursively(frame)
            frame.destroy()
            Event.raise(Public.events.on_gui_removal, { player_index = player.index })
            local active_frame = Public.get_player_active_frame(player)
            Event.raise(Public.events.on_gui_closed_main_frame,
                { player_index = player.index, element = active_frame or nil })
        else
            draw_main_frame(player)
        end
    end
)

Public.on_click(
    close_button_name,
    function (event)
        local player = event.player
        local frame = Public.get_parent_frame(player)
        local active_frame = Public.get_player_active_frame(player)
        Event.raise(Public.events.on_gui_closed_main_frame, { player_index = player.index, element = active_frame or nil })
        if frame then
            remove_data_recursively(frame)
            frame.destroy()
        end
    end
)

Public.on_custom_close(
    main_frame_name,
    function (event)
        local player = event.player
        local active_frame = Public.get_player_active_frame(player)
        Event.raise(Public.events.on_gui_closed_main_frame, { player_index = player.index, element = active_frame or nil })
        local frame = Public.get_parent_frame(player)
        if frame then
            remove_data_recursively(frame)
            frame.destroy()
        end
    end
)

Public.on_click(
    main_toggle_button_name,
    function (event)
        local button = event.element
        local player = event.player
        local top = player.gui.top

        if button.sprite == 'utility/preset' then
            if Public.get_mod_gui_top_frame() then
                for _, ele in pairs(top.mod_gui_top_frame.mod_gui_inner_frame.children) do
                    if ele and ele.valid and ele.name ~= main_toggle_button_name then
                        ele.visible = false
                    end
                end
            else
                for _, ele in pairs(top.children) do
                    if ele and ele.valid and ele.name ~= main_toggle_button_name then
                        ele.visible = false
                    end
                end
            end

            Public.clear_all_active_frames(player)

            local main_frame = Public.get_main_frame(player)
            if main_frame then
                main_frame.destroy()
            end

            button.sprite = 'utility/expand_dots'
            button.tooltip = 'Click to show top buttons!'
        else
            if Public.get_mod_gui_top_frame() then
                for _, ele in pairs(top.mod_gui_top_frame.mod_gui_inner_frame.children) do
                    if ele and ele.valid and ele.name ~= main_toggle_button_name then
                        ele.visible = true
                    end
                end
            else
                for _, ele in pairs(top.children) do
                    if ele and ele.valid and ele.name ~= main_toggle_button_name then
                        ele.visible = true
                    end
                end
            end

            button.sprite = 'utility/preset'
            button.tooltip = 'Click to hide top buttons!'
        end
    end
)

Event.add(defines.events.on_gui_click,
    function (event)
        local element = event.element
        if not element or not element.valid then
            return
        end

        local player = game.get_player(event.player_index)

        local name = element.name

        if name == main_button_name then
            local is_spamming = SpamProtection.is_spamming(player, nil, 'Main GUI Click')
            if is_spamming then
                return
            end
            Public.refresh(player)
        end

        if not event.element.caption then
            return
        end
        if event.element.type ~= 'tab' then
            return
        end

        local success = Public.refresh(player)
        if not success then
            Public.reload_active_tab(player)
        end
    end
)

Event.add(
    defines.events.on_player_created,
    function (event)
        local player = game.get_player(event.player_index)
        if local_settings.toggle_button then
            top_toggle_button(player)
        end
        top_button(player)
    end
)

Event.add(
    defines.events.on_player_joined_game,
    function (event)
        local player = game.get_player(event.player_index)
        top_button(player)
    end
)

function Public.data()
    return data
end

return Public
