COMBOFRAME_FADE_IN = 0.3;
COMBOFRAME_FADE_OUT = 0.5;
COMBOFRAME_HIGHLIGHT_FADE_IN = 0.4;
COMBOFRAME_SHINE_FADE_IN = 0.3;
COMBOFRAME_SHINE_FADE_OUT = 0.4;
COMBO_FRAME_LAST_NUM_POINTS = 0;

function ComboFrame_OnEvent(self, event, ...)
	if event == "PLAYER_TARGET_CHANGED" then
		ComboFrame_Update();
	elseif event == "UNIT_COMBO_POINTS" then
		local unit = ...;
		if unit == PlayerFrame.unit then
			ComboFrame_Update();
		end
	end
end

function ComboFrame_Update()
	local comboPoints = GetComboPoints(PlayerFrame.unit, "target");
	local comboPoint, comboPointHighlight, comboPointShine;
	if comboPoints > 0 then
		if not ComboFrame:IsShown() then
			ComboFrame:Show();
			UIFrameFadeIn(ComboFrame, COMBOFRAME_FADE_IN);
		end

		local fadeInfo = {};
		for i=1, MAX_COMBO_POINTS do
			comboPointHighlight = getglobal("ComboPoint"..i.."Highlight");
			comboPointShine = getglobal("ComboPoint"..i.."Shine");
			if i <= comboPoints then
				if i > COMBO_FRAME_LAST_NUM_POINTS then
					-- Fade in the highlight and set a function that triggers when it is done fading
					fadeInfo.mode = "IN";
					fadeInfo.timeToFade = COMBOFRAME_HIGHLIGHT_FADE_IN;
					fadeInfo.finishedFunc = ComboPointShineFadeIn;
					fadeInfo.finishedArg1 = comboPointShine;
					UIFrameFade(comboPointHighlight, fadeInfo);
				end
			else
				comboPointHighlight:SetAlpha(0);
				comboPointShine:SetAlpha(0);
			end
		end
	else
		ComboPoint1Highlight:SetAlpha(0);
		ComboPoint1Shine:SetAlpha(0);
		ComboFrame:Hide();
	end
	COMBO_FRAME_LAST_NUM_POINTS = comboPoints;
end

function ComboPointShineFadeIn(frame)
	-- Fade in the shine and then fade it out with the ComboPointShineFadeOut function
	local fadeInfo = {};
	fadeInfo.mode = "IN";
	fadeInfo.timeToFade = COMBOFRAME_SHINE_FADE_IN;
	fadeInfo.finishedFunc = ComboPointShineFadeOut;
	fadeInfo.finishedArg1 = frame;
	UIFrameFade(frame, fadeInfo);
end

--hack since a frame can't have a reference to itself in it
function ComboPointShineFadeOut(frame)
	UIFrameFadeOut(frame, COMBOFRAME_SHINE_FADE_OUT);
end
