text: function spinme(options, drawWheel)
  {
      defaultOptions = {
          'canvasId'          : 'canvas',     // Id of the canvas which the wheel is to draw on to.
          'centerX'           : null,         // X position of the center of the wheel. The default of these are null which means will be placed in center of the canvas.
          'centerY'           : null,         // Y position of the wheel center. If left null at time of construct the center of the canvas is used.
          'outerRadius'       : null,         // The radius of the outside of the wheel. If left null it will be set to the radius from the center of the canvas to its shortest side.
          'innerRadius'       : 0,            // Normally 0. Allows the creation of rings / doughnuts if set to value > 0. Should not exceed outer radius.
          'numSegments'       : 1,            // The number of segments. Need at least one to draw.
          'drawMode'          : 'code',       // The draw mode. Possible values are 'code', 'image', 'segmentImage'. Default is code which means segments are drawn using canvas arc() function.
          'rotationAngle'     : 0,            // The angle of rotation of the wheel - 0 is 12 o'clock position.
          'textFontFamily'    : 'Arial',      // Segment text font, you should use web safe fonts.
          'textFontSize'      : 20,           // Size of the segment text.
          'textFontWeight'    : 'bold',       // Font weight.
          'textOrientation'   : 'curved', // Either horizontal, vertical, or curved.
          'textAlignment'     : 'center',     // Either center, inner, or outer.
          'textDirection'     : 'normal',     // Either normal or reversed. In normal mode for horizontal text in segment at 3 o'clock is correct way up, in reversed text at 9 o'clock segment is correct way up.
          'textMargin'        : 75,         // Margin between the inner or outer of the wheel (depends on textAlignment).
          'textFillStyle'     : 'black',      // This is basically the text colour.
          'textStrokeStyle'   : null,         // Basically the line colour for segment text, only looks good for large text so off by default.
          'textLineWidth'     : 1,            // Width of the lines around the text. Even though this defaults to 1, a line is only drawn if textStrokeStyle specified.
          'fillStyle'         : 'silver',     // The segment background colour.
          'strokeStyle'       : 'black',      // Segment line colour. Again segment lines only drawn if this is specified.
          'lineWidth'         : 1,            // Width of lines around segments.
          'clearTheCanvas'    : true,         // When set to true the canvas will be cleared before the wheel is drawn.
          'imageOverlay'      : false,        // If set to true in image drawing mode the outline of the segments will be displayed over the image. Does nothing in code drawMode.
          'drawText'          : true,         // By default the text of the segments is rendered in code drawMode and not in image drawMode.
          'pointerAngle'      : 0,            // Location of the pointer that indicates the prize when wheel has stopped. Default is 0 so the (corrected) 12 o'clock position.
          'wheelImage'        : null,         // Must be set to image data in order to use image to draw the wheel - drawMode must also be 'image'.
          'imageDirection'    : 'N'           // Used when drawMode is segmentImage. Default is north, can also be (E)ast, (S)outh, (W)est.
      };
  
      // -----------------------------------------
      // Loop through the default options and create properties of this class set to the value for the option passed in
      // or if not value for the option was passed in then to the default.
      for (var key in defaultOptions)
      {
          if ((options != null) && (typeof(options[key]) !== 'undefined'))
          {
              this[key] = options[key];
          }
          else
          {
              this[key] = defaultOptions[key];
          }
      }
  
      // Also loop though the passed in options and add anything specified not part of the class in to it as a property.
      if (options != null)
      {
          for (var key in options)
          {
              if (typeof(this[key]) === 'undefined')
              {
                  this[key] = options[key];
              }
          }
      }
  
  
      // ------------------------------------------
      // If the id of the canvas is set, try to get the canvas as we need it for drawing.
      if (this.canvasId)
      {
          this.canvas = document.getElementById(this.canvasId);
  
          if (this.canvas)
          {
              // If the centerX and centerY have not been specified in the options then default to center of the canvas
              // and make the outerRadius half of the canvas width - this means the wheel will fill the canvas.
              if (this.centerX == null)
              {
                  this.centerX = this.canvas.width / 2;
              }
  
              if (this.centerY == null)
              {
                  this.centerY = this.canvas.height / 2;
              }
  
              if (this.outerRadius == null)
              {
                  // Need to set to half the width of the shortest dimension of the canvas as the canvas may not be square.
                  // Minus the line segment line width otherwise the lines around the segments on the top,left,bottom,right
                  // side are chopped by the edge of the canvas.
                  if (this.canvas.width < this.canvas.height)
                  {
                      this.outerRadius = (this.canvas.width / 2) - this.lineWidth;
                  }
                  else
                  {
                      this.outerRadius = (this.canvas.height / 2) - this.lineWidth;
                  }
              }
  
              // Also get a 2D context to the canvas as we need this to draw with.
              this.ctx = this.canvas.getContext('2d');
          }
          else
          {
              this.canvas = null;
              this.ctx = null;
          }
      }
      else
      {
          this.cavnas = null;
          this.ctx = null;
      }
  
  
      // ------------------------------------------
      // Add array of segments to the wheel, then populate with segments if number of segments is specified for this object.
      this.segments = new Array(null);
  
      for (x = 1; x <= this.numSegments; x++)
      {
          // If options for the segments have been specified then create a segment sending these options so
          // the specified values are used instead of the defaults.
          if ((options != null) && (options['segments']) && (typeof(options['segments'][x-1]) !== 'undefined'))
          {
              this.segments[x] = new Segment(options['segments'][x-1]);
          }
          else
          {
              this.segments[x] = new Segment();
          }
      }
  
      // ------------------------------------------
      // Call function to update the segment sizes setting the starting and ending angles.
      this.updateSegmentSizes();
  
  
      // If the text margin is null then set to same as font size as we want some by default.
      if (this.textMargin === null)
      {
          this.textMargin = (this.textFontSize / 1.7);
      }
  
      // ------------------------------------------
      // If the animation options have been passed in then create animation object as a property of this class
      // and pass the options to it so the animation is set. Otherwise create default animation object.
      if ((options != null) && (options['animation']) && (typeof(options['animation']) !== 'undefined'))
      {
          this.animation = new Animation(options['animation']);
      }
      else
      {
          this.animation = new Animation();
      }
  
      // ------------------------------------------
      // On that note, if the drawMode is image change some defaults provided a value has not been specified.
      if ((this.drawMode == 'image') || (this.drawMode == 'segmentImage'))
      {
          // Remove grey fillStyle.
          if (typeof(options['fillStyle']) === 'undefined')
          {
              this.fillStyle = null;
          }
  
          // Set strokeStyle to red.
          if (typeof(options['strokeStyle']) === 'undefined')
          {
              this.strokeStyle = 'red';
          }
  
          // Set drawText to false as we will assume any text is part of the image.
          if (typeof(options['drawText']) === 'undefined')
          {
              this.drawText = false;
          }
  
          // Also set the lineWidth to 1 so that segment overlay will look correct.
          if (typeof(options['lineWidth']) === 'undefined')
          {
              this.lineWidth = 1;
          }
  
          // Set drawWheel to false as normally the image needs to be loaded first.
          if (typeof(drawWheel) === 'undefined')
          {
              drawWheel = false;
          }
      }
      else
      {
          // When in code drawMode the default is the wheel will draw.
          if (typeof(drawWheel) === 'undefined')
          {
              drawWheel = true;
          }
      }
  
      // Create pointer guide.
      if ((options != null) && (options['pointerGuide']) && (typeof(options['pointerGuide']) !== 'undefined'))
      {
          this.pointerGuide = new PointerGuide(options['pointerGuide']);
      }
      else
      {
          this.pointerGuide = new PointerGuide();
      }
  
      // Finally if drawWheel is true then call function to render the wheel, segment text, overlay etc.
      if (drawWheel == true)
      {
          this.draw(this.clearTheCanvas);
      }
      else if (this.drawMode == 'segmentImage')
      {
          // If segment image then loop though all the segments and load the images for them setting a callback
          // which will call the draw function of the wheel once all the images have been loaded.
          winwheelToDrawDuringAnimation = this;
          winhweelAlreadyDrawn = false;
  
          for (y = 1; y <= this.numSegments; y ++)
          {
              if (this.segments[y].image !== null)
              {
                  this.segments[y].imgData = new Image();
                  this.segments[y].imgData.onload = winwheelLoadedImage;
                  this.segments[y].imgData.src = this.segments[y].image;
              }
          }
      }
  }
  
  // ====================================================================================================================
  // This function sorts out the segment sizes. Some segments may have set sizes, for the others what is left out of
  // 360 degrees is shared evenly. What this function actually does is set the start and end angle of the arcs.
  // ====================================================================================================================
  spinme.prototype.updateSegmentSizes = function()
  {
      // If this object actually contains some segments
      if (this.segments)
      {
          // First add up the arc used for the segments where the size has been set.
          var arcUsed = 0;
          var numSet  = 0;
  
          // Remember, to make it easy to access segments, the position of the segments in the array starts from 1 (not 0).
          for (x = 1; x <= this.numSegments; x ++)
          {
              if (this.segments[x].size !== null)
              {
                  arcUsed += this.segments[x].size;
                  numSet ++;
              }
          }
  
          var arcLeft = (360 - arcUsed);
  
          // Create variable to hold how much each segment with non-set size will get in terms of degrees.
          var degreesEach = 0;
  
          if (arcLeft > 0)
          {
              degreesEach = (arcLeft / (this.numSegments - numSet));
          }
  
          // ------------------------------------------
          // Now loop though and set the start and end angle of each segment.
          var currentDegree = 0;
  
          for (x = 1; x <= this.numSegments; x ++)
          {
              // Set start angle.
              this.segments[x].startAngle = currentDegree;
  
              // If the size is set then add this to the current degree to get the end, else add the degreesEach to it.
              if (this.segments[x].size)
              {
                  currentDegree += this.segments[x].size;
              }
              else
              {
                  currentDegree += degreesEach;
              }
  
              // Set end angle.
              this.segments[x].endAngle = currentDegree;
          }
      }
  }
  
  // ====================================================================================================================
  // This function clears the canvas. Will wipe anything else which happens to be drawn on it.
  // ====================================================================================================================
  spinme.prototype.clearCanvas = function()
  {
      if (this.ctx)
      {
          this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
      }
  }
  
  // ====================================================================================================================
  // This function draws / re-draws the wheel on the canvas therefore rendering any changes.
  // ====================================================================================================================
  spinme.prototype.draw = function(clearTheCanvas)
  {
      // If have the canvas context.
      if (this.ctx)
      {
          // Clear the canvas, unless told not to.
          if (typeof(clearTheCanvas) !== 'undefined')
          {
              if (clearTheCanvas == true)
              {
                  this.clearCanvas();
              }
          }
          else
          {
              this.clearCanvas();
          }
  
          // Call functions to draw the segments and then segment text.
          if (this.drawMode == 'image')
          {
              // Draw the wheel by loading and drawing an image such as a png on the canvas.
              this.drawWheelImage();
  
              // If we are to draw the text, do so before the overlay is drawn
              // as this allows the overlay to be used to create some interesting effects.
              if (this.drawText == true)
              {
                  this.drawSegmentText();
              }
  
              // If image overlay is true then call function to draw the segments over the top of the image.
              // This is useful during development to check alignment between where the code thinks the segments are and where they appear on the image.
              if (this.imageOverlay == true)
              {
                  this.drawSegments();
              }
          }
          else if (this.drawMode == 'segmentImage')
          {
              // Draw the wheel by rendering the image for each segment.
              this.drawSegmentImages();
  
              // If we are to draw the text, do so before the overlay is drawn
              // as this allows the overlay to be used to create some interesting effects.
              if (this.drawText == true)
              {
                  this.drawSegmentText();
              }
  
              // If image overlay is true then call function to draw the segments over the top of the image.
              // This is useful during development to check alignment between where the code thinks the segments are and where they appear on the image.
              if (this.imageOverlay == true)
              {
                  this.drawSegments();
              }
          }
          else
          {
              // The default operation is to draw the segments using code via the canvas arc() method.
              this.drawSegments();
  
              // The text is drawn on top.
              if (this.drawText == true)
              {
                  this.drawSegmentText();
              }
          }
  
          // If pointer guide is display property is set to true then call function to draw the pointer guide.
          if (this.pointerGuide.display == true)
          {
              this.drawPointerGuide();
          }
      }
  }
  
  // ====================================================================================================================
  // Draws a line from the center of the wheel to the outside at the angle where the code thinks the pointer is.
  // ====================================================================================================================
  spinme.prototype.drawPointerGuide = function()
  {
      // If have canvas context.
      if (this.ctx)
      {
          this.ctx.save();
  
          // Rotate the canvas to the line goes towards the location of the pointer.
          this.ctx.translate(this.centerX, this.centerY);
          this.ctx.rotate(this.degToRad(this.pointerAngle));
          this.ctx.translate(-this.centerX, -this.centerY);
  
          // Set line colour and width.
          this.ctx.strokeStyle = this.pointerGuide.strokeStyle;
          this.ctx.lineWidth = this.pointerGuide.lineWidth;
  
          // Draw from the center of the wheel outwards past the wheel outer radius.
          this.ctx.beginPath();
          this.ctx.moveTo(this.centerX, this.centerY);
          this.ctx.lineTo(this.centerX, -(this.outerRadius / 4));
  
          this.ctx.stroke();
          this.ctx.restore();
      }
  }
  
  // ====================================================================================================================
  // This function takes an image such as PNG and draws it on the canvas making its center at the centerX and center for the wheel.
  // ====================================================================================================================
  spinme.prototype.drawWheelImage = function()
  {
      // Double check the wheelImage property of this class is not null. This does not actually detect that an image
      // source was set and actually loaded so might get error if this is not the case. This is why the initial call
      // to draw() should be done from a wheelImage.onload callback as detailed in example documentation.
      if (this.wheelImage != null)
      {
          // Work out the correct X and Y to draw the image at. We need to get the center point of the image
          // aligned over the center point of the wheel, we can't just place it at 0, 0.
          var imageLeft = (this.centerX - (this.wheelImage.height / 2));
          var imageTop  = (this.centerY - (this.wheelImage.width / 2));
  
          // Rotate and then draw the wheel.
          // We must rotate by the rotationAngle before drawing to ensure that image wheels will spin.
          this.ctx.save();
          this.ctx.translate(this.centerX, this.centerY);
          this.ctx.rotate(this.degToRad(this.rotationAngle));
          this.ctx.translate(-this.centerX, -this.centerY);
  
          this.ctx.drawImage(this.wheelImage, imageLeft, imageTop);
  
          this.ctx.restore();
      }
  }
  
  // ====================================================================================================================
  // This function draws the wheel on the canvas by rendering the image for each segment.
  // ====================================================================================================================
  spinme.prototype.drawSegmentImages = function()
  {
      // Again check have context in case this function was called directly and not via draw function.
      if (this.ctx)
      {
          // Draw the segments if there is at least one in the segments array.
          if (this.segments)
          {
              // Loop though and output all segments - position 0 of the array is not used, so start loop from index 1
              // this is to avoid confusion when talking about the first segment.
              for (x = 1; x <= this.numSegments; x ++)
              {
                  // Get the segment object as we need it to read options from.
                  seg = this.segments[x];
  
                  // Check image has loaded so a property such as height has a value.
                  if (seg.imgData.height)
                  {
                      // Work out the correct X and Y to draw the image at which depends on the direction of the image.
                      // Images can be created in 4 directions. North, South, East, West.
                      // North: Outside at top, inside at bottom. Sits evenly over the 0 degrees angle.
                      // South: Outside at bottom, inside at top. Sits evenly over the 180 degrees angle.
                      // East: Outside at right, inside at left. Sits evenly over the 90 degrees angle.
                      // West: Outside at left, inside at right. Sits evenly over the 270 degrees angle.
                      var imageLeft = 0;
                      var imageTop = 0;
                      var imageAngle = 0;
                      var imageDirection = '';
  
                      if (seg.imageDirection !== null)
                          imageDirection = seg.imageDirection;
                      else
                          imageDirection = this.imageDirection;
  
                      if (imageDirection == 'S')
                      {
                          // Left set so image sits half/half over the 180 degrees point.
                          imageLeft = (this.centerX - (seg.imgData.width / 2));
  
                          // Top so image starts at the centerY.
                          imageTop  = this.centerY;
  
                          // Angle to draw the image is its starting angle + half its size.
                          // Here we add 180 to the angle to the segment is poistioned correctly.
                          imageAngle = (seg.startAngle + 180 + ((seg.endAngle - seg.startAngle) / 2));
                      }
                      else if (imageDirection == 'E')
                      {
                          // Left set so image starts and the center point.
                          imageLeft = this.centerX;
  
                          // Top is so that it sits half/half over the 90 degree point.
                          imageTop  = (this.centerY - (seg.imgData.height / 2));
  
                          // Again get the angle in the center of the segment and add it to the rotation angle.
                          // this time we need to add 270 to that to the segment is rendered the correct place.
                          imageAngle = (seg.startAngle + 270 + ((seg.endAngle - seg.startAngle) / 2));
                      }
                      else if (imageDirection == 'W')
                      {
                          // Left is the centerX minus the width of the image.
                          imageLeft = (this.centerX - seg.imgData.width);
  
                          // Top is so that it sits half/half over the 270 degree point.
                          imageTop  = (this.centerY - (seg.imgData.height / 2));
  
                          // Again get the angle in the center of the segment and add it to the rotation angle.
                          // this time we need to add 90 to that to the segment is rendered the correct place.
                          imageAngle = (seg.startAngle + 90 + ((seg.endAngle - seg.startAngle) / 2));
                      }
                      else // North is the default.
                      {
                          // Left set so image sits half/half over the 0 degrees point.
                          imageLeft = (this.centerX - (seg.imgData.width / 2));
  
                          // Top so image is its height out (above) the center point.
                          imageTop  = (this.centerY - seg.imgData.height);
  
                          // Angle to draw the image is its starting angle + half its size.
                          // this sits it half/half over the center angle of the segment.
                          imageAngle = (seg.startAngle + ((seg.endAngle - seg.startAngle) / 2));
                      }
  
                      // --------------------------------------------------
                      // Rotate to the position of the segment and then draw the image.
                      this.ctx.save();
                      this.ctx.translate(this.centerX, this.centerY);
  
                      // So math here is the rotation angle of the wheel plus half way between the start and end angle of the segment.
                      this.ctx.rotate(this.degToRad(this.rotationAngle + imageAngle));
                      this.ctx.translate(-this.centerX, -this.centerY);
  
                      // Draw the image.
                      this.ctx.drawImage(seg.imgData, imageLeft, imageTop);
  
                      this.ctx.restore();
                  }
                  else
                  {
                      console.log('Segment ' + x + ' imgData is not loaded');
                  }
              }
          }
      }
  }
  
  // ====================================================================================================================
  // This function draws the wheel on the page by rendering the segments on the canvas.
  // ====================================================================================================================
  spinme.prototype.drawSegments = function()
  {
      // Again check have context in case this function was called directly and not via draw function.
      if (this.ctx)
      {
          // Draw the segments if there is at least one in the segments array.
          if (this.segments)
          {
              // Loop though and output all segments - position 0 of the array is not used, so start loop from index 1
              // this is to avoid confusion when talking about the first segment.
              for (x = 1; x <= this.numSegments; x ++)
              {
                  // Get the segment object as we need it to read options from.
                  seg = this.segments[x];
  
                  var fillStyle;
                  var lineWidth;
                  var strokeStyle;
  
                  // Set the variables that defined in the segment, or use the default options.
                  if (seg.fillStyle !== null)
                      fillStyle = seg.fillStyle;
                  else
                      fillStyle = this.fillStyle;
  
                  this.ctx.fillStyle = fillStyle;
  
                  if (seg.lineWidth !== null)
                      lineWidth = seg.lineWidth;
                  else
                      lineWidth = this.lineWidth;
  
                  this.ctx.lineWidth = lineWidth;
  
                  if (seg.strokeStyle !== null)
                      strokeStyle = seg.strokeStyle;
                  else
                      strokeStyle = this.strokeStyle;
  
                  this.ctx.strokeStyle = strokeStyle;
  
  
                  // Check there is a strokeStyle or fillStyle, if either the the segment is invisible so should not
                  // try to draw it otherwise a path is began but not ended.
                  if ((strokeStyle) || (fillStyle))
                  {
                      // ----------------------------------
                      // Begin a path as the segment consists of an arc and 2 lines.
                      this.ctx.beginPath();
  
                      // If don't have an inner radius then move to the center of the wheel as we want a line out from the center
                      // to the start of the arc for the outside of the wheel when we arc. Canvas will draw the connecting line for us.
                      if (!this.innerRadius)
                      {
                          this.ctx.moveTo(this.centerX, this.centerY);
                      }
                      else
                      {
                         //++ do need to draw the starting line in the correct x + y based on the start angle
                         //++ otherwise as seen when the wheel does not use up 360 the starting segment is missing the stroked side,
                      }
  
                      // Draw the outer arc of the segment clockwise in direction -->
                      this.ctx.arc(this.centerX, this.centerY, this.outerRadius, this.degToRad(seg.startAngle + this.rotationAngle - 90), this.degToRad(seg.endAngle + this.rotationAngle - 90), false);
  
                      if (this.innerRadius)
                      {
                          // Draw another arc, this time anticlockwise <-- at the innerRadius between the end angle and the start angle.
                          // Canvas will draw a connecting line from the end of the outer arc to the beginning of the inner arc completing the shape.
  
                          //++ Think the reason the lines are thinner for 2 of the segments is because the thing auto chops part of it
                          //++ when doing the next one. Again think that actually drawing the lines will help.
  
                          this.ctx.arc(this.centerX, this.centerY, this.innerRadius, this.degToRad(seg.endAngle + this.rotationAngle - 90), this.degToRad(seg.startAngle + this.rotationAngle - 90), true);
                      }
                      else
                      {
                          // If no inner radius then we draw a line back to the center of the wheel.
                          this.ctx.lineTo(this.centerX, this.centerY);
                      }
  
                      // Fill and stroke the segment. Only do either if a style was specified, if the style is null then
                      // we assume the developer did not want that particular thing.
                      // For example no stroke style so no lines to be drawn.
                      if (fillStyle)
                          this.ctx.fill();
  
                      if (strokeStyle)
                          this.ctx.stroke();
                  }
              }
          }
      }
  }
  
  // ====================================================================================================================
  // This draws the text on the segments using the specified text options.
  // ====================================================================================================================
  spinme.prototype.drawSegmentText = function()
  {
      // Again only draw the text if have a canvas context.
      if (this.ctx)
      {
          // Declare variables to hold the values. These are populated either with the value for the specific segment,
          // or if not specified then the global default value.
          var fontFamily;
          var fontSize;
          var fontWeight;
          var orientation;
          var alignment;
          var direction;
          var margin;
          var fillStyle;
          var strokeStyle;
          var lineWidth;
          var fontSetting;
  
          // Loop though all the segments.
          for (x = 1; x <= this.numSegments; x ++)
          {
              // Save the context so it is certain that each segment text option will not affect the other.
              this.ctx.save();
  
              // Get the segment object as we need it to read options from.
              seg = this.segments[x];
  
              // Check is text as no point trying to draw if there is no text to render.
              if (seg.text)
              {
                  // Set values to those for the specific segment or use global default if null.
                  if (seg.textFontFamily  !== null)   fontFamily  = seg.textFontFamily;  else fontFamily  = this.textFontFamily;
                  if (seg.textFontSize    !== null)   fontSize    = seg.textFontSize;    else fontSize    = this.textFontSize;
                  if (seg.textFontWeight  !== null)   fontWeight  = seg.textFontWeight;  else fontWeight  = this.textFontWeight;
                  if (seg.textOrientation !== null)   orientation = seg.textOrientation; else orientation = this.textOrientation;
                  if (seg.textAlignment   !== null)   alignment   = seg.textAlignment;   else alignment   = this.textAlignment;
                  if (seg.textDirection   !== null)   direction   = seg.textDirection;   else direction   = this.textDirection;
                  if (seg.textMargin      !== null)   margin      = seg.textMargin;      else margin      = this.textMargin;
                  if (seg.textFillStyle   !== null)   fillStyle   = seg.textFillStyle;   else fillStyle   = this.textFillStyle;
                  if (seg.textStrokeStyle !== null)   strokeStyle = seg.textStrokeStyle; else strokeStyle = this.textStrokeStyle;
                  if (seg.textLineWidth   !== null)   lineWidth   = seg.textLineWidth;   else lineWidth   = this.textLineWidth;
  
                  // ------------------------------
                  // We need to put the font bits together in to one string.
                  fontSetting = '';
  
                  if (fontWeight != null)
                      fontSetting += fontWeight + ' ';
  
                  if (fontSize != null)
                      fontSetting += fontSize + 'px ';    // Fonts on canvas are always a px value.
  
                  if (fontFamily != null)
                      fontSetting += fontFamily;
  
                  // Now set the canvas context to the decided values.
                  this.ctx.font        = fontSetting;
                  this.ctx.fillStyle   = fillStyle;
                  this.ctx.strokeStyle = strokeStyle;
                  this.ctx.lineWidth   = lineWidth;
  
                  // ---------------------------------
                  // If direction is reversed then do things differently than if normal (which is the default - see further down)
                  if (direction == 'reversed')
                  {
                      // When drawing reversed or 'upside down' we need to do some trickery on our part.
                      // The canvas text rendering function still draws the text left to right and the correct way up,
                      // so we need to overcome this with rotating the opposite side of the wheel the correct way up then pulling the text
                      // through the center point to the correct segment it is supposed to be on.
                      if (orientation == 'horizontal')
                      {
                          if (alignment == 'inner')
                              this.ctx.textAlign = 'right';
                          else if (alignment == 'outer')
                              this.ctx.textAlign = 'left';
                          else
                              this.ctx.textAlign = 'center';
  
                          this.ctx.textBaseline = 'middle';
  
                          // Work out the angle to rotate the wheel, this is in the center of the segment but on the opposite side of the wheel which is why do -180.
                          var textAngle = this.degToRad((seg.endAngle - ((seg.endAngle - seg.startAngle) / 2) + this.rotationAngle - 90) - 180);
  
                          this.ctx.save();
                          this.ctx.translate(this.centerX, this.centerY);
                          this.ctx.rotate(textAngle);
                          this.ctx.translate(-this.centerX, -this.centerY);
  
                          if (alignment == 'inner')
                          {
                              // In reversed state the margin is subtracted from the innerX.
                              // When inner the inner radius also comes in to play.
                              if (fillStyle)
                                  this.ctx.fillText(seg.text, this.centerX - this.innerRadius - margin, this.centerY);
  
                              if (strokeStyle)
                                  this.ctx.strokeText(seg.text, this.centerX - this.innerRadius - margin, this.centerY);
                          }
                          else if (alignment == 'outer')
                          {
                              // In reversed state the position is the center minus the radius + the margin for outer aligned text.
                              if (fillStyle)
                                  this.ctx.fillText(seg.text, this.centerX - this.outerRadius + margin, this.centerY);
  
                              if (strokeStyle)
                                  this.ctx.strokeText(seg.text, this.centerX - this.outerRadius + margin, this.centerY);
                          }
                          else
                          {
                              // In reversed state the everything in minused.
                              if (fillStyle)
                                  this.ctx.fillText(seg.text, this.centerX - this.innerRadius - ((this.outerRadius - this.innerRadius) / 2) - margin, this.centerY);
  
                              if (strokeStyle)
                                  this.ctx.strokeText(seg.text, this.centerX - this.innerRadius - ((this.outerRadius - this.innerRadius) / 2) - margin, this.centerY);
                          }
  
                          this.ctx.restore();
                      }
                      else if (orientation == 'vertical')
                      {
                          // See normal code further down for comments on how it works, this is similar by plus/minus is reversed.
                          this.ctx.textAlign = 'center';
  
                          // In reversed mode this are reversed.
                          if (alignment == 'inner')
                              this.ctx.textBaseline = 'top';
                          else if (alignment == 'outer')
                              this.ctx.textBaseline = 'bottom';
                          else
                              this.ctx.textBaseline = 'middle';
  
                          var textAngle = (seg.endAngle - ((seg.endAngle - seg.startAngle) / 2) - 180);
                          textAngle += this.rotationAngle;
  
                          this.ctx.save();
                          this.ctx.translate(this.centerX, this.centerY);
                          this.ctx.rotate(this.degToRad(textAngle));
                          this.ctx.translate(-this.centerX, -this.centerY);
  
                          if (alignment == 'outer')
                              var yPos = (this.centerY + this.outerRadius - margin);
                          else if (alignment == 'inner')
                              var yPos = (this.centerY + this.innerRadius + margin);
  
                          // I have found that the text looks best when a fraction of the font size is shaved off.
                          var yInc = (fontSize - (fontSize / 9));
  
                          // Loop though and output the characters.
                          if (alignment == 'outer')
                          {
                              // In reversed mode outer means text in 6 o'clock segment sits at bottom of the wheel and we draw up.
                              for (var c = (seg.text.length -1); c >= 0; c--)
                              {
                                  character = seg.text.charAt(c);
  
                                  if (fillStyle)
                                      this.ctx.fillText(character, this.centerX, yPos);
  
                                  if (strokeStyle)
                                      this.ctx.strokeText(character, this.centerX, yPos);
  
                                  yPos -= yInc;
                              }
                          }
                          else if (alignment == 'inner')
                          {
                              // In reversed mode inner text is drawn from top of segment at 6 o'clock position to bottom of the wheel.
                              for (var c = 0; c < seg.text.length; c++)
                              {
                                  character = seg.text.charAt(c);
  
                                  if (fillStyle)
                                      this.ctx.fillText(character, this.centerX, yPos);
  
                                  if (strokeStyle)
                                      this.ctx.strokeText(character, this.centerX, yPos);
  
                                  yPos += yInc;
                              }
                          }
                          else if (alignment == 'center')
                          {
                              // Again for reversed this is the opposite of before.
                              // If there is more than one character in the text then an adjustment to the position needs to be done.
                              // What we are aiming for is to position the center of the text at the center point between the inner and outer radius.
                              var centerAdjustment = 0;
  
                              if (seg.text.length > 1)
                              {
                                  centerAdjustment = (yInc * (seg.text.length -1) / 2);
                              }
  
                              var yPos = (this.centerY + this.innerRadius + ((this.outerRadius - this.innerRadius) / 2)) + centerAdjustment + margin;
  
                              for (var c = (seg.text.length -1); c >= 0; c--)
                              {
                                  character = seg.text.charAt(c);
  
                                  if (fillStyle)
                                      this.ctx.fillText(character, this.centerX, yPos);
  
                                  if (strokeStyle)
                                      this.ctx.strokeText(character, this.centerX, yPos);
  
                                  yPos -= yInc;
                              }
                          }
  
                          this.ctx.restore();
                      }
                      else if (orientation == 'curved')
                      {
                          // There is no built in canvas function to draw text around an arc,
                          // so we need to do this ourselves.
                          var radius = 0;
  
                          // Set the alignment of the text - inner, outer, or center by calculating
                          // how far out from the center point of the wheel the text is drawn.
                          if (alignment == 'inner')
                          {
                              // When alignment is inner the radius is the innerRadius plus any margin.
                              radius = this.innerRadius + margin;
                              this.ctx.textBaseline = 'top';
                          }
                          else if (alignment == 'outer')
                          {
                              // Outer it is the outerRadius minus any margin.
                              radius = this.outerRadius - margin;
                              this.ctx.textBaseline = 'bottom';
                          }
                          else if (alignment == 'center')
                          {
                              // When center we want the text halfway between the inner and outer radius.
                              radius = this.innerRadius + margin + ((this.outerRadius - this.innerRadius) / 2);
                              this.ctx.textBaseline = 'middle';
                          }
  
                          // Set the angle to increment by when looping though and outputting the characters in the text
                          // as we do this by rotating the wheel small amounts adding each character.
                          var anglePerChar = 0;
                          var drawAngle = 0;
  
                          // If more than one character in the text then...
                          if (seg.text.length > 1)
                          {
                              // Text is drawn from the left.
                              this.ctx.textAlign = 'left';
  
                              // Work out how much angle the text rendering loop below needs to rotate by for each character to render them next to each other.
                              // I have discovered that 4 * the font size / 10 at 100px radius is the correct spacing for between the characters
                              // using a monospace font, non monospace may look a little odd as in there will appear to be extra spaces between chars.
                              anglePerChar = (4 * (fontSize / 10));
  
                              // Work out what percentage the radius the text will be drawn at is of 100px.
                              radiusPercent = (100 / radius);
  
                              // Then use this to scale up or down the anglePerChar value.
                              // When the radius is less than 100px we need more angle between the letters, when radius is greater (so the text is further
                              // away from the center of the wheel) the angle needs to be less otherwise the characters will appear further apart.
                              anglePerChar = (anglePerChar * radiusPercent);
  
                              // Next we want the text to be drawn in the middle of the segment, without this it would start at the beginning of the segment.
                              // To do this we need to work out how much arc the text will take up in total then subtract half of this from the center
                              // of the segment so that it sits centred.
                              totalArc = (anglePerChar * seg.text.length);
  
                              // Now set initial draw angle to half way between the start and end of the segment.
                              drawAngle = seg.startAngle + (((seg.endAngle - seg.startAngle) / 2) - (totalArc / 2));
                          }
                          else
                          {
                              // The initial draw angle is the center of the segment when only one character.
                              drawAngle = (seg.startAngle + ((seg.endAngle - seg.startAngle) / 2));
  
                              // To ensure is dead-center the text alignment also needs to be centered.
                              this.ctx.textAlign = 'center';
                          }
  
                          // ----------------------
                          // Adjust the initial draw angle as needed to take in to account the rotationAngle of the wheel.
                          drawAngle += this.rotationAngle;
  
                          // And as with other 'reverse' text direction functions we need to subtract 180 degrees from the angle
                          // because when it comes to draw the characters in the loop below we add the radius instead of subtract it.
                          drawAngle -= 180;
  
                          // ----------------------
                          // Now the drawing itself.
                          // In reversed direction mode we loop through the characters in the text backwards in order for them to appear on screen correctly
                          for (c = seg.text.length; c >= 0; c--)
                          {
                              this.ctx.save();
  
                              character = seg.text.charAt(c);
  
                              // Rotate the wheel to the draw angle as we need to add the character at this location.
                              this.ctx.translate(this.centerX, this.centerY);
                              this.ctx.rotate(this.degToRad(drawAngle));
                              this.ctx.translate(-this.centerX, -this.centerY);
  
                              // Now draw the character directly below the center point of the wheel at the appropriate radius.
                              // Note in the reversed mode we add the radius to the this.centerY instead of subtract.
                              if (strokeStyle)
                                  this.ctx.strokeText(character, this.centerX, this.centerY + radius);
  
                              if (fillStyle)
                                  this.ctx.fillText(character, this.centerX, this.centerY + radius);
  
                              // Increment the drawAngle by the angle per character so next loop we rotate
                              // to the next angle required to draw the character at.
                              drawAngle += anglePerChar;
  
                              this.ctx.restore();
                          }
                      }
                  }
                  else
                  {
                      // Normal direction so do things normally.
                      // Check text orientation, of horizontal then reasonably straight forward, if vertical then a bit more work to do.
                      if (orientation == 'horizontal')
                      {
                          // Based on the text alignment, set the correct value in the context.
                          if (alignment == 'inner')
                              this.ctx.textAlign = 'left';
                          else if (alignment == 'outer')
                              this.ctx.textAlign = 'right';
                          else
                              this.ctx.textAlign = 'center';
  
                          // Set this too.
                          this.ctx.textBaseline = 'middle';
  
                          // Work out the angle around the wheel to draw the text at, which is simply in the middle of the segment the text is for.
                          // The rotation angle is added in to correct the annoyance with the canvas arc drawing functions which put the 0 degrees at the 3 oclock
                          var textAngle = this.degToRad(seg.endAngle - ((seg.endAngle - seg.startAngle) / 2) + this.rotationAngle - 90);
  
                          // We need to rotate in order to draw the text because it is output horizontally, so to
                          // place correctly around the wheel for all but a segment at 3 o'clock we need to rotate.
                          this.ctx.save();
                          this.ctx.translate(this.centerX, this.centerY);
                          this.ctx.rotate(textAngle);
                          this.ctx.translate(-this.centerX, -this.centerY);
  
                          // --------------------------
                          // Draw the text based on its alignment adding margin if inner or outer.
                          if (alignment == 'inner')
                          {
                              // Inner means that the text is aligned with the inner of the wheel. If looking at a segment in in the 3 o'clock position
                              // it would look like the text is left aligned within the segment.
  
                              // Because the segments are smaller towards the inner of the wheel, in order for the text to fit is is a good idea that
                              // a margin is added which pushes the text towards the outer a bit.
  
                              // The inner radius also needs to be taken in to account as when inner aligned.
  
                              // If fillstyle is set the draw the text filled in.
                              if (fillStyle)
                                  this.ctx.fillText(seg.text, this.centerX + this.innerRadius + margin, this.centerY);
  
                              // If stroke style is set draw the text outline.
                              if (strokeStyle)
                                  this.ctx.strokeText(seg.text, this.centerX + this.innerRadius + margin, this.centerY);
                          }
                          else if (alignment == 'outer')
                          {
                              // Outer means the text is aligned with the outside of the wheel, so if looking at a segment in the 3 o'clock position
                              // it would appear the text is right aligned. To position we add the radius of the wheel in to the equation
                              // and subtract the margin this time, rather than add it.
  
                              // I don't understand why, but in order of the text to render correctly with stroke and fill, the stroke needs to
                              // come first when drawing outer, rather than second when doing inner.
                              if (fillStyle)
                                  this.ctx.fillText(seg.text, this.centerX + this.outerRadius - margin, this.centerY);
  
                              // If fillstyle the fill the text.
                              if (strokeStyle)
                                  this.ctx.strokeText(seg.text, this.centerX + this.outerRadius - margin, this.centerY);
                          }
                          else
                          {
                              // In this case the text is to drawn centred in the segment.
                              // Typically no margin is required, however even though centred the text can look closer to the inner of the wheel
                              // due to the way the segments narrow in (is optical effect), so if a margin is specified it is placed on the inner
                              // side so the text is pushed towards the outer.
  
                              // If stoke style the stroke the text.
                              if (fillStyle)
                                  this.ctx.fillText(seg.text, this.centerX + this.innerRadius + ((this.outerRadius - this.innerRadius) / 2) + margin, this.centerY);
  
                              // If fillstyle the fill the text.
                              if (strokeStyle)
                                  this.ctx.strokeText(seg.text, this.centerX + this.innerRadius + ((this.outerRadius - this.innerRadius) / 2) + margin, this.centerY);
                          }
  
                          // Restore the context so that wheel is returned to original position.
                          this.ctx.restore();
                      }
                      else if (orientation == 'vertical')
                      {
                          // If vertical then we need to do this ourselves because as far as I am aware there is no option built in to html canvas
                          // which causes the text to draw downwards or upwards one character after another.
  
                          // In this case the textAlign is always center, but the baseline is either top or bottom
                          // depending on if inner or outer alignment has been specified.
                          this.ctx.textAlign = 'center';
  
                          if (alignment == 'inner')
                              this.ctx.textBaseline = 'bottom';
                          else if (alignment == 'outer')
                              this.ctx.textBaseline = 'top';
                          else
                              this.ctx.textBaseline = 'middle';
  
                          // The angle to draw the text at is halfway between the end and the starting angle of the segment.
                          var textAngle = seg.endAngle - ((seg.endAngle - seg.startAngle) / 2);
  
                          // Ensure the rotation angle of the wheel is added in, otherwise the test placement won't match
                          // the segments they are supposed to be for.
                          textAngle += this.rotationAngle;
  
                          // Rotate so can begin to place the text.
                          this.ctx.save();
                          this.ctx.translate(this.centerX, this.centerY);
                          this.ctx.rotate(this.degToRad(textAngle));
                          this.ctx.translate(-this.centerX, -this.centerY);
  
                          // Work out the position to start drawing in based on the alignment.
                          // If outer then when considering a segment at the 12 o'clock position want to start drawing down from the top of the wheel.
                          if (alignment == 'outer')
                              var yPos = (this.centerY - this.outerRadius + margin);
                          else if (alignment == 'inner')
                              var yPos = (this.centerY - this.innerRadius - margin);
  
                          // We need to know how much to move the y axis each time.
                          // This is not quite simply the font size as that puts a larger gap in between the letters
                          // than expected, especially with monospace fonts. I found that shaving a little off makes it look "right".
                          var yInc = (fontSize - (fontSize / 9));
  
                          // Loop though and output the characters.
                          if (alignment == 'outer')
                          {
                              // For this alignment we draw down from the top of a segment at the 12 o'clock position to simply
                              // loop though the characters in order.
                              for (var c = 0; c < seg.text.length; c++)
                              {
                                  character = seg.text.charAt(c);
  
                                  if (fillStyle)
                                      this.ctx.fillText(character, this.centerX, yPos);
  
                                  if (strokeStyle)
                                      this.ctx.strokeText(character, this.centerX, yPos);
  
                                  yPos += yInc;
                              }
                          }
                          else if (alignment == 'inner')
                          {
                              // Here we draw from the inner of the wheel up, but in order for the letters in the text text to
                              // remain in the correct order when reading, we actually need to loop though the text characters backwards.
                              for (var c = (seg.text.length -1); c >= 0; c--)
                              {
                                  character = seg.text.charAt(c);
  
                                  if (fillStyle)
                                      this.ctx.fillText(character, this.centerX, yPos);
  
                                  if (strokeStyle)
                                      this.ctx.strokeText(character, this.centerX, yPos);
  
                                  yPos -= yInc;
                              }
                          }
                          else if (alignment == 'center')
                          {
                              // This is the most complex of the three as we need to draw the text top down centred between the inner and outer of the wheel.
                              // So logically we have to put the middle character of the text in the center then put the others each side of it.
                              // In reality that is a really bad way to do it, we can achieve the same if not better positioning using a
                              // variation on the method used for the rendering of outer aligned text once we have figured out the height of the text.
  
                              // If there is more than one character in the text then an adjustment to the position needs to be done.
                              // What we are aiming for is to position the center of the text at the center point between the inner and outer radius.
                              var centerAdjustment = 0;
  
                              if (seg.text.length > 1)
                              {
                                  centerAdjustment = (yInc * (seg.text.length -1) / 2);
                              }
  
                              // Now work out where to start rendering the string. This is half way between the inner and outer of the wheel, with the
                              // centerAdjustment included to correctly position texts with more than one character over the center.
                              // If there is a margin it is used to push the text away from the center of the wheel.
                              var yPos = (this.centerY - this.innerRadius - ((this.outerRadius - this.innerRadius) / 2)) - centerAdjustment - margin;
  
                              // Now loop and draw just like outer text rendering.
                              for (var c = 0; c < seg.text.length; c++)
                              {
                                  character = seg.text.charAt(c);
  
                                  if (fillStyle)
                                      this.ctx.fillText(character, this.centerX, yPos);
  
                                  if (strokeStyle)
                                      this.ctx.strokeText(character, this.centerX, yPos);
  
                                  yPos += yInc;
                              }
                          }
  
                          this.ctx.restore();
                      }
                      else if (orientation == 'curved')
                      {
                          // There is no built in canvas function to draw text around an arc, so
                          // we need to do this ourselves.
                          var radius = 0;
  
                          // Set the alignment of the text - inner, outer, or center by calculating
                          // how far out from the center point of the wheel the text is drawn.
                          if (alignment == 'inner')
                          {
                              // When alignment is inner the radius is the innerRadius plus any margin.
                              radius = this.innerRadius + margin;
                              this.ctx.textBaseline = 'bottom';
                          }
                          else if (alignment == 'outer')
                          {
                              // Outer it is the outerRadius minus any margin.
                              radius = this.outerRadius - margin;
                              this.ctx.textBaseline = 'top';
                          }
                          else if (alignment == 'center')
                          {
                              // When center we want the text halfway between the inner and outer radius.
                              radius = this.innerRadius + margin + ((this.outerRadius - this.innerRadius) / 2);
                              this.ctx.textBaseline = 'middle';
                          }
  
                          // Set the angle to increment by when looping though and outputting the characters in the text
                          // as we do this by rotating the wheel small amounts adding each character.
                          var anglePerChar = 0;
                          var drawAngle = 0;
  
                          // If more than one character in the text then...
                          if (seg.text.length > 1)
                          {
                              // Text is drawn from the left.
                              this.ctx.textAlign = 'left';
  
                              // Work out how much angle the text rendering loop below needs to rotate by for each character to render them next to each other.
                              // I have discovered that 4 * the font size / 10 at 100px radius is the correct spacing for between the characters
                              // using a monospace font, non monospace may look a little odd as in there will appear to be extra spaces between chars.
                              anglePerChar = (4 * (fontSize / 10));
  
                              // Work out what percentage the radius the text will be drawn at is of 100px.
                              radiusPercent = (100 / radius);
  
                              // Then use this to scale up or down the anglePerChar value.
                              // When the radius is less than 100px we need more angle between the letters, when radius is greater (so the text is further
                              // away from the center of the wheel) the angle needs to be less otherwise the characters will appear further apart.
                              anglePerChar = (anglePerChar * radiusPercent);
  
                              // Next we want the text to be drawn in the middle of the segment, without this it would start at the beginning of the segment.
                              // To do this we need to work out how much arc the text will take up in total then subtract half of this from the center
                              // of the segment so that it sits centred.
                              totalArc = (anglePerChar * seg.text.length);
  
                              // Now set initial draw angle to half way between the start and end of the segment.
                              drawAngle = seg.startAngle + (((seg.endAngle - seg.startAngle) / 2) - (totalArc / 2));
                          }
                          else
                          {
                              // The initial draw angle is the center of the segment when only one character.
                              drawAngle = (seg.startAngle + ((seg.endAngle - seg.startAngle) / 2));
  
                              // To ensure is dead-center the text alignment also needs to be centred.
                              this.ctx.textAlign = 'center';
                          }
  
                          // ----------------------
                          // Adjust the initial draw angle as needed to take in to account the rotationAngle of the wheel.
                          drawAngle += this.rotationAngle;
  
                          // ----------------------
                          // Now the drawing itself.
                          // Loop for each character in the text.
                          for (c = 0; c < (seg.text.length); c++)
                          {
                              this.ctx.save();
  
                              character = seg.text.charAt(c);
  
                              // Rotate the wheel to the draw angle as we need to add the character at this location.
                              this.ctx.translate(this.centerX, this.centerY);
                              this.ctx.rotate(this.degToRad(drawAngle));
                              this.ctx.translate(-this.centerX, -this.centerY);
  
                              // Now draw the character directly above the center point of the wheel at the appropriate radius.
                              if (strokeStyle)
                                  this.ctx.strokeText(character, this.centerX, this.centerY - radius);
  
                              if (fillStyle)
                                  this.ctx.fillText(character, this.centerX, this.centerY - radius);
  
                              // Increment the drawAngle by the angle per character so next loop we rotate
                              // to the next angle required to draw the character at.
                              drawAngle += anglePerChar;
  
                              this.ctx.restore();
                          }
                      }
                  }
              }
  
              // Restore so all text options are reset ready for the next text.
              this.ctx.restore();
          }
      }
  }
  
  // ====================================================================================================================
  // Converts degrees to radians which is what is used when specifying the angles on HTML5 canvas arcs.
  // ====================================================================================================================
  spinme.prototype.degToRad = function(d)
  {
      return d * 0.0174532925199432957;
  }
  
  // ====================================================================================================================
  // This function sets the center location of the wheel, saves a function call to set x then y.
  // ====================================================================================================================
  spinme.prototype.setCenter = function(x, y)
  {
      this.centerX = x;
      this.centerY = y;
  }
  
  // ====================================================================================================================
  // This function allows a segment to be added to the wheel. The position of the segment is optional,
  // if not specified the new segment will be added to the end of the wheel.
  // ====================================================================================================================
  spinme.prototype.addSegment = function(options, position)
  {
      // Create a new segment object passing the options in.
      newSegment = new Segment(options);
  
      // Increment the numSegments property of the class since new segment being added.
      this.numSegments ++;
      var segmentPos;
  
      // Work out where to place the segment, the default is simply as a new segment at the end of the wheel.
      if (typeof position !== 'undefined')
      {
          // Because we need to insert the segment at this position, not overwrite it, we need to move all segments after this
          // location along one in the segments array, before finally adding this new segment at the specified location.
          for (var x = this.numSegments; x > position; x --)
          {
              this.segments[x] = this.segments[x -1];
          }
  
          this.segments[position] = newSegment;
          segmentPos = position;
      }
      else
      {
          this.segments[this.numSegments] = newSegment;
          segmentPos = this.numSegments;
      }
  
      // Since a segment has been added the segment sizes need to be re-computed so call function to do this.
      this.updateSegmentSizes();
  
      // Return the segment object just created in the wheel (JavaScript will return it by reference), so that
      // further things can be done with it by the calling code if desired.
      return this.segments[segmentPos];
  }
  
  // ====================================================================================================================
  // This function must be used if the canvasId is changed as we also need to get the context of the new canvas.
  // ====================================================================================================================
  spinme.prototype.setCanvasId = function(canvasId)
  {
      if (canvasId)
      {
          this.canvasId = canvasId;
          this.canvas = document.getElementById(this.canvasId);
  
          if (this.canvas)
          {
              this.ctx = this.canvas.getContext('2d');
          }
      }
      else
      {
          this.canvasId = null
          this.ctx = null;
          this.canvas = null;
      }
  }
  
  // ====================================================================================================================
  // This function deletes the specified segment from the wheel by removing it from the segments array.
  // It then sorts out the other bits such as update of the numSegments.
  // ====================================================================================================================
  spinme.prototype.deleteSegment = function(position)
  {
      // There needs to be at least one segment in order for the wheel to draw, so only allow delete if there
      // is more than one segment currently left in the wheel.
  
      //++ check that specifying a position that does not exist - say 10 in a 6 segment wheel does not cause issues.
      if (this.numSegments > 1)
      {
          // If the position of the segment to remove has been specified.
          if (typeof position !== 'undefined')
          {
              // The array is to be shortened so we need to move all segments after the one
              // to be removed down one so there is no gap.
              for (var x = position; x < this.numSegments; x ++)
              {
                  this.segments[x] = this.segments[x + 1];
              }
          }
  
          // Unset the last item in the segments array since there is now one less.
          this.segments[this.numSegments] = undefined;
  
          // Decrement the number of segments,
          // then call function to update the segment sizes.
          this.numSegments --;
          this.updateSegmentSizes();
      }
  }
  
  // ====================================================================================================================
  // This function takes the x an the y of a mouse event, such as click or move, and converts the x and the y in to
  // co-ordinates on the canvas as the raw values are the x and the y from the top and left of the user's browser.
  // ====================================================================================================================
  spinme.prototype.windowToCanvas = function(x, y)
  {
      var bbox = this.canvas.getBoundingClientRect();
  
      return {
          x: Math.floor(x - bbox.left * (this.canvas.width / bbox.width)),
          y: Math.floor(y - bbox.top *  (this.canvas.height / bbox.height))
      };
  }
  
  // ====================================================================================================================
  // This function returns the segment object located at the specified x and y coordinates on the canvas.
  // It is used to allow things to be done with a segment clicked by the user, such as highlight, display or change some values, etc.
  // ====================================================================================================================
  spinme.prototype.getSegmentAt = function(x, y)
  {
      var foundSegment = null;
  
      // Call function to return segment number.
      var segmentNumber = this.getSegmentNumberAt(x, y);
  
      // If found one then set found segment to pointer to the segment object.
      if (segmentNumber !== null)
      {
          foundSegment = this.segments[segmentNumber];
      }
  
      return foundSegment;
  }
  
  // ====================================================================================================================
  // Returns the number of the segment clicked instead of the segment object.
  // ====================================================================================================================
  spinme.prototype.getSegmentNumberAt = function(x, y)
  {
      // KNOWN ISSUE: this does not work correct if the canvas is scaled using css, or has padding, border.
      // @TODO see if can find a solution at some point, check windowToCanvas working as needed, then below.
  
      // Call function above to convert the raw x and y from the user's browser to canvas coordinates
      // i.e. top and left is top and left of canvas, not top and left of the user's browser.
      var loc = this.windowToCanvas(x, y);
  
      // ------------------------------------------
      // Now start the process of working out the segment clicked.
      // First we need to figure out the angle of an imaginary line between the centerX and centerY of the wheel and
      // the X and Y of the location (for example a mouse click).
      var topBottom;
      var leftRight;
      var adjacentSideLength;
      var oppositeSideLength;
      var hypotenuseSideLength;
  
      // We will use right triangle maths with the TAN function.
      // The start of the triangle is the wheel center, the adjacent side is along the x axis, and the opposite side is along the y axis.
  
      // We only ever use positive numbers to work out the triangle and the center of the wheel needs to be considered as 0 for the numbers
      // in the maths which is why there is the subtractions below. We also remember what quadrant of the wheel the location is in as we
      // need this information later to add 90, 180, 270 degrees to the angle worked out from the triangle to get the position around a 360 degree wheel.
      if (loc.x > this.centerX)
      {
          adjacentSideLength = (loc.x - this.centerX);
          leftRight = 'R';    // Location is in the right half of the wheel.
      }
      else
      {
          adjacentSideLength = (this.centerX - loc.x);
          leftRight = 'L';    // Location is in the left half of the wheel.
      }
  
      if (loc.y > this.centerY)
      {
          oppositeSideLength = (loc.y - this.centerY);
          topBottom = 'B';    // Bottom half of wheel.
      }
      else
      {
          oppositeSideLength = (this.centerY - loc.y);
          topBottom = 'T';    // Top Half of wheel.
      }
  
      // Now divide opposite by adjacent to get tan value.
      var tanVal = oppositeSideLength / adjacentSideLength;
  
      // Use the tan function and convert results to degrees since that is what we work with.
      var result = (Math.atan(tanVal) * 180/Math.PI);
      var locationAngle = 0;
  
      // We also need the length of the hypotenuse as later on we need to compare this to the outerRadius of the segment / circle.
      hypotenuseSideLength = Math.sqrt((oppositeSideLength * oppositeSideLength) + (adjacentSideLength * adjacentSideLength));
  
      // ------------------------------------------
      // Now to make sense around the wheel we need to alter the values based on if the location was in top or bottom half
      // and also right or left half of the wheel, by adding 90, 180, 270 etc. Also for some the initial locationAngle needs to be inverted.
      if ((topBottom == 'T') && (leftRight == 'R'))
      {
          locationAngle = Math.round(90 - result);
      }
      else if ((topBottom == 'B') && (leftRight == 'R'))
      {
          locationAngle = Math.round(result + 90);
      }
      else if ((topBottom == 'B') && (leftRight == 'L'))
      {
          locationAngle = Math.round((90 - result) + 180);
      }
      else if ((topBottom == 'T') && (leftRight == 'L'))
      {
          locationAngle = Math.round(result + 270);
      }
  
      // ------------------------------------------
      // And now we have to adjust to make sense when the wheel is rotated from the 0 degrees either
      // positive or negative and it can be many times past 360 degrees.
      if (this.rotationAngle != 0)
      {
          var rotatedPosition = this.getRotationPosition();
  
          // So we have this, now we need to alter the locationAngle as a result of this.
          locationAngle = (locationAngle - rotatedPosition);
  
          // If negative then take the location away from 360.
          if (locationAngle < 0)
          {
              locationAngle = (360 - Math.abs(locationAngle));
          }
      }
  
      // ------------------------------------------
      // OK, so after all of that we have the angle of a line between the centerX and centerY of the wheel and
      // the X and Y of the location on the canvas where the mouse was clicked. Now time to work out the segment
      // this corresponds to. We can use the segment start and end angles for this.
      var foundSegmentNumber = null;
  
      for (var x = 1; x <= this.numSegments; x ++)
      {
          // Due to segments sharing start and end angles, if line is clicked will pick earlier segment.
          if ((locationAngle >= this.segments[x].startAngle) && (locationAngle <= this.segments[x].endAngle))
          {
              // To ensure that a click anywhere on the canvas in the segment direction will not cause a
              // segment to be matched, as well as the angles, we need to ensure the click was within the radius
              // of the segment (or circle if no segment radius).
  
              // If the hypotenuseSideLength (length of location from the center of the wheel) is with the radius
              // then we can assign the segment to the found segment and break out the loop.
  
              // Have to take in to account hollow wheels (doughnuts) so check is greater than innerRadius as
              // well as less than or equal to the outerRadius of the wheel.
              if ((hypotenuseSideLength >= this.innerRadius) && (hypotenuseSideLength <= this.outerRadius))
              {
                  foundSegmentNumber = x;
                  break;
              }
          }
      }
  
      // Finally return the number.
      return foundSegmentNumber;
  }
  
  // ====================================================================================================================
  // Returns a reference to the segment that is at the location of the pointer on the wheel.
  // ====================================================================================================================
  spinme.prototype.getIndicatedSegment = function()
  {
      // Call function below to work this out and return the prizeNumber.
      var prizeNumber = this.getIndicatedSegmentNumber();
  
      // Then simply return the segment in the segments array at that position.
      return this.segments[prizeNumber];
  }
  
  // ====================================================================================================================
  // Works out the segment currently pointed to by the pointer of the wheel. Normally called when the spinning has stopped
  // to work out the prize the user has won. Returns the number of the segment in the segments array.
  // ====================================================================================================================
  spinme.prototype.getIndicatedSegmentNumber = function()
  {
      var indicatedPrize = 0;
      var rawAngle = this.getRotationPosition();
  
      // Now we have the angle of the wheel, but we need to take in to account where the pointer is because
      // will not always be at the 12 o'clock 0 degrees location.
      var relativeAngle = Math.floor(this.pointerAngle - rawAngle);
  
      if (relativeAngle < 0)
      {
          relativeAngle = 360 - Math.abs(relativeAngle);
      }
  
      // Now we can work out the prize won by seeing what prize segment startAngle and endAngle the relativeAngle is between.
      for (x = 1; x < (this.segments.length); x ++)
      {
          if ((relativeAngle >= this.segments[x]['startAngle']) && (relativeAngle <= this.segments[x]['endAngle']))
          {
              indicatedPrize = x;
              break;
          }
      }
  
      return indicatedPrize;
  }
  
  // ==================================================================================================================================================
  // Returns the rotation angle of the wheel corrected to 0-360 (i.e. removes all the multiples of 360).
  // ==================================================================================================================================================
  spinme.prototype.getRotationPosition = function()
  {
      var rawAngle = this.rotationAngle;  // Get current rotation angle of wheel.
  
      // If positive work out how many times past 360 this is and then take the floor of this off the rawAngle.
      if (rawAngle >= 0)
      {
          if (rawAngle > 360)
          {
              // Get floor of the number of times past 360 degrees.
              var timesPast360 = Math.floor(rawAngle / 360);
  
              // Take all this extra off to get just the angle 0-360 degrees.
              rawAngle = (rawAngle - (360 * timesPast360));
          }
      }
      else
      {
          // Is negative, need to take off the extra then convert in to 0-360 degree value
          // so if, for example, was -90 then final value will be (360 - 90) = 270 degrees.
          if (rawAngle < -360)
          {
              var timesPast360 = Math.ceil(rawAngle / 360);   // Ceil when negative.
  
              rawAngle = (rawAngle - (360 * timesPast360));   // Is minus because dealing with negative.
          }
  
          rawAngle = (360 + rawAngle);    // Make in the range 0-360. Is plus because raw is still negative.
      }
  
      return rawAngle;
  }
  
  // ==================================================================================================================================================
  // This function starts the wheel's animation by using the properties of the animation object of of the wheel to begin the a greensock tween.
  // ==================================================================================================================================================
  spinme.prototype.startAnimation = function()
  {
      if (this.animation)
      {
          // Call function to compute the animation properties.
          this.computeAnimation();
  
          // Set this global variable to this object as an external function is required to call the draw() function on the wheel
          // each loop of the animation as Greensock cannot call the draw function directly on this class.
          winwheelToDrawDuringAnimation = this;
  
          // Put together the properties of the greesock animation.
          var properties = new Array(null);
          properties[this.animation.propertyName] = this.animation.propertyValue; // Here we set the property to be animated and its value.
          properties['yoyo']       = this.animation.yoyo;     // Set others.
          properties['repeat']     = this.animation.repeat;
          properties['ease']       = this.animation.easing;
          properties['onUpdate']   = winwheelAnimationLoop;   // Call function to re-draw the canvas.
          properties['onComplete'] = winwheelStopAnimation;   // Call function to perform actions when animation has finished.
  
          // Do the tween animation passing the properties from the animation object as an array of key => value pairs.
          // Keep reference to the tween object in the wheel as that allows pausing, resuming, and stopping while the animation is still running.
          this.tween = TweenMax.to(this, this.animation.duration, properties);
      }
  }
  
  // ==================================================================================================================================================
  // Use same function function which needs to be outside the class for the callback when it stops because is finished.
  // ==================================================================================================================================================
  spinme.prototype.stopAnimation = function(canCallback)
  {
      // @TODO as part of multiwheel, need to work out how to stop the tween for a single wheel but allow others to continue.
  
      // We can kill the animation using our tween object.
      if (winwheelToDrawDuringAnimation)
      {
          winwheelToDrawDuringAnimation.tween.kill();
  
          // Call the callback function.
          winwheelStopAnimation(canCallback);
      }
  
      // Ensure the winwheelToDrawDuringAnimation is set to this class.
      winwheelToDrawDuringAnimation = this;
  }
  
  // ==================================================================================================================================================
  // Pause animation by telling tween to pause.
  // ==================================================================================================================================================
  spinme.prototype.pauseAnimation = function()
  {
      if (this.tween)
      {
          this.tween.pause();
      }
  }
  
  // ==================================================================================================================================================
  // Resume the animation by telling tween to continue playing it.
  // ==================================================================================================================================================
  spinme.prototype.resumeAnimation = function()
  {
      if (this.tween)
      {
          this.tween.play();
      }
  }
  
  // ====================================================================================================================
  // Called at the beginning of the startAnimation function and computes the values needed to do the animation
  // before it starts. This allows the developer to change the animation properties after the wheel has been created
  // and have the animation use the new values of the animation properties.
  // ====================================================================================================================
  spinme.prototype.computeAnimation = function()
  {
      if (this.animation)
      {
          // Set the animation parameters for the specified animation type including some sensible defaults if values have not been specified.
          if (this.animation.type == 'spinOngoing')
          {
              // When spinning the rotationAngle is the wheel property which is animated.
              this.animation.propertyName = 'rotationAngle';
  
              if (this.animation.spins == null)
              {
                  this.animation.spins = 5;
              }
  
              if (this.animation.repeat == null)
              {
                  this.animation.repeat = -1;           // -1 means it will repeat forever.
              }
  
              if (this.animation.easing == null)
              {
                  this.animation.easing = 'Linear.easeNone';
              }
  
              if (this.animation.yoyo == null)
              {
                  this.animation.yoyo = false;
              }
  
              // We need to calculate the propertyValue and this is the spins * 360 degrees.
              this.animation.propertyValue = (this.animation.spins * 360);
  
              // If the direction is anti-clockwise then make the property value negative.
              if (this.animation.direction == 'anti-clockwise')
              {
                  this.animation.propertyValue = (0 - this.animation.propertyValue);
              }
          }
          else if (this.animation.type == 'spinToStop')
          {
              // Spin to stop the rotation angle is affected.
              this.animation.propertyName = 'rotationAngle';
  
              if (this.animation.spins == null)
              {
                  this.animation.spins = 5;
              }
  
              if (this.animation.repeat == null)
              {
                  this.animation.repeat = 0;        // As this is spin to stop we don't normally want it repeated.
              }
  
              if (this.animation.easing == null)
              {
                  this.animation.easing = 'Power4.easeOut';     // This easing is fast start and slows over time.
              }
  
              if (this.animation.stopAngle == null)
              {
                  // If the stop angle has not been specified then pick random between 0 and 359.
                  this.animation._stopAngle = Math.floor((Math.random() * 359));
              }
              else
              {
                  // We need to set the internal to 360 minus what the user entered because the wheel spins past 0 without
                  // this it would indicate the prize on the opposite side of the wheel. We aslo need to take in to account
                  // the pointerAngle as the stop angle needs to be relative to that.
                  this.animation._stopAngle = (360 - this.animation.stopAngle + this.pointerAngle);
              }
  
              if (this.animation.yoyo == null)
              {
                  this.animation.yoyo = false;
              }
  
              // The property value is the spins * 360 then plus or minus the stopAngle depending on if the rotation is clockwise or anti-clockwise.
              this.animation.propertyValue = (this.animation.spins * 360);
  
              if (this.animation.direction == 'anti-clockwise')
              {
                  this.animation.propertyValue = (0 - this.animation.propertyValue);
  
                  // Also if the value is anti-clockwise we need subtract the stopAngle (but to get the wheel to stop in the correct
                  // place this is 360 minus the stop angle as the wheel is rotating backwards).
                  this.animation.propertyValue -= (360 - this.animation._stopAngle);
              }
              else
              {
                  // Add the stopAngle to the propertyValue as the wheel must rotate around to this place and stop there.
                  this.animation.propertyValue += this.animation._stopAngle;
              }
          }
          else if (this.animation.type == 'spinAndBack')
          {
              // This is basically is a spin for a number of times then the animation reverses and goes back to start.
              // If a repeat is specified then this can be used to make the wheel "rock" left and right.
  
              // Again this is a spin so the rotationAngle the property which is animated.
              this.animation.propertyName = 'rotationAngle';
  
              if (this.animation.spins == null)
              {
                  this.animation.spins = 5;
              }
  
              if (this.animation.repeat == null)
              {
                  this.animation.repeat = 1;          // This needs to be set to at least 1 in order for the animation to reverse.
              }
  
              if (this.animation.easing == null)
              {
                  this.animation.easing = 'Power2.easeInOut';     // This is slow at the start and end and fast in the middle.
              }
  
              if (this.animation.yoyo == null)
              {
                  this.animation.yoyo = true;       // This needs to be set to true to have the animation reverse back like a yo-yo.
              }
  
              if (this.animation.stopAngle == null)
              {
                  this.animation._stopAngle = 0;
              }
              else
              {
                  // We need to set the internal to 360 minus what the user entered
                  // because the wheel spins past 0 without this it would indicate the
                  // prize on the opposite side of the wheel.
                  this.animation._stopAngle = (360 - this.animation.stopAngle);
              }
  
              // The property value is the spins * 360 then plus or minus the stopAngle depending on if the rotation is clockwise or anti-clockwise.
              this.animation.propertyValue = (this.animation.spins * 360);
  
              if (this.animation.direction == 'anti-clockwise')
              {
                  this.animation.propertyValue = (0 - this.animation.propertyValue);
  
                  // Also if the value is anti-clockwise we need subtract the stopAngle (but to get the wheel to stop in the correct
                  // place this is 360 minus the stop angle as the wheel is rotating backwards).
                  this.animation.propertyValue -= (360 - this.animation._stopAngle);
              }
              else
              {
                  // Add the stopAngle to the propertyValue as the wheel must rotate around to this place and stop there.
                  this.animation.propertyValue += this.animation._stopAngle;
              }
          }
          else if (this.animation.type == 'custom')
          {
              // Do nothing as all values must be set by the developer in the parameters
              // especially the propertyName and propertyValue.
          }
      }
  }
  
  // ====================================================================================================================
  // Calculates and returns a random stop angle inside the specified segment number. Value will always be 1 degree inside
  // the start and end of the segment to avoid issue with the segment overlap.
  // ====================================================================================================================
  spinme.prototype.getRandomForSegment = function(segmentNumber)
  {
      var stopAngle = 0;
  
      if (segmentNumber)
      {
          if (typeof this.segments[segmentNumber] !== 'undefined')
          {
              var startAngle = this.segments[segmentNumber].startAngle;
              var endAngle = this.segments[segmentNumber].endAngle;
              var range = (endAngle - startAngle) - 2;
  
              if (range > 0)
              {
                  stopAngle = (startAngle + 1 + Math.floor((Math.random() * range)));
              }
              else
              {
                 console.log('Segment size is too small to safely get random angle inside it');
              }
          }
          else
          {
              console.log('Segment ' + segmentNumber + ' undefined');
          }
      }
      else
      {
          console.log('Segment number not specified');
      }
  
      return stopAngle;
  }
  
  // ====================================================================================================================
  // Class for the wheel spinning animation which like a segment becomes a property of the wheel.
  // ====================================================================================================================
  function Animation(options)
  {
      defaultOptions = {
          'type'              : 'spinOngoing',       // For now there are only supported types are spinOngoing (continuous), spinToStop, spinAndBack, custom.
          'direction'         : 'clockwise',         // clockwise or anti-clockwise.
          'propertyName'      : null,                // The name of the winning wheel property to be affected by the animation.
          'propertyValue'     : null,                // The value the property is to be set to at the end of the animation.
          'duration'          : 10,                  // Duration of the animation.
          'yoyo'              : false,               // If the animation is to reverse back again i.e. yo-yo.
          'repeat'            : 0,                   // The number of times the animation is to repeat, -1 will cause it to repeat forever.
          'easing'            : 'power3.easeOut',    // The easing to use for the animation, default is the best for spin to stop. Use Linear.easeNone for no easing.
          'stopAngle'         : null,                // Used for spinning, the angle at which the wheel is to stop.
          'spins'             : null,                // Used for spinning, the number of complete 360 degree rotations the wheel is to do.
          'clearTheCanvas'    : null,                // If set to true the canvas will be cleared before the wheel is re-drawn, false it will not, null the animation will abide by the value of this property for the parent wheel object.
          'callbackFinished'  : null,                // Function to callback when the animation has finished.
          'callbackBefore'    : null,                // Function to callback before the wheel is drawn each animation loop.
          'callbackAfter'     : null                 // Function to callback after the wheel is drawn each animation loop.
      };
  
      // Now loop through the default options and create properties of this class set to the value for
      // the option passed in if a value was, or if not then set the value of the default.
      for (var key in defaultOptions)
      {
          if ((options != null) && (typeof(options[key]) !== 'undefined'))
              this[key] = options[key];
          else
              this[key] = defaultOptions[key];
      }
  
      // Also loop though the passed in options and add anything specified not part of the class in to it as a property.
      if (options != null)
      {
          for (var key in options)
          {
              if (typeof(this[key]) === 'undefined')
              {
                  this[key] = options[key];
              }
          }
      }
  }
  
  // ====================================================================================================================
  // Class for segments. When creating a json of options can be passed in.
  // ====================================================================================================================
  function Segment(options)
  {
      // Define default options for segments, most are null so that the global defaults for the wheel
      // are used if the values for a particular segment are not specifically set.
      defaultOptions = {
          'size'              : null, // Leave null for automatic. Valid values are degrees 0-360. Use percentToDegrees function if needed to convert.
          'text'              : '',   // Default is blank.
          'fillStyle'         : null, // If null for the rest the global default will be used.
          'strokeStyle'       : null,
          'lineWidth'         : null,
          'textFontFamily'    : null,
          'textFontSize'      : null,
          'textFontWeight'    : null,
          'textOrientation'   : null,
          'textAlignment'     : null,
          'textDirection'     : null,
          'textMargin'        : null,
          'textFillStyle'     : null,
          'textStrokeStyle'   : null,
          'textLineWidth'     : null,
          'image'             : null, // Name/path to the image
          'imageDirection'    : null, // Direction of the image, can be set globally for the whole wheel.
          'imgData'           : null  // Image object created here and loaded with image data.
      };
  
      // Now loop through the default options and create properties of this class set to the value for
      // the option passed in if a value was, or if not then set the value of the default.
      for (var key in defaultOptions)
      {
          if ((options != null) && (typeof(options[key]) !== 'undefined'))
              this[key] = options[key];
          else
              this[key] = defaultOptions[key];
      }
  
      // Also loop though the passed in options and add anything specified not part of the class in to it as a property.
      // This allows the developer to easily add properties to segments at construction time.
      if (options != null)
      {
          for (var key in options)
          {
              if (typeof(this[key]) === 'undefined')
              {
                  this[key] = options[key];
              }
          }
      }
  
      // There are 2 additional properties which are set by the code, so need to define them here.
      // They are not in the default options because they are not something that should be set by the user,
      // the values are updated every time the updateSegmentSizes() function is called.
      this.startAngle = 0;
      this.endAngle   = 0;
  }
  
  // ====================================================================================================================
  // Changes an image for a segment by setting a callback to render the wheel once the image has loaded.
  // ====================================================================================================================
  Segment.prototype.changeImage = function(image, imageDirection)
  {
      // Change image name, blank image data.
      this.image = image;
      this.imgData = null;
  
      // Set direction.
      if (imageDirection)
      {
          this.imageDirection = imageDirection;
      }
  
      // Set imgData to a new image object, change set callback and change src (just like in wheel constructor).
      winhweelAlreadyDrawn = false;
      this.imgData = new Image();
      this.imgData.onload = winwheelLoadedImage;
      this.imgData.src = this.image;
  }
  
  // ====================================================================================================================
  // Class that is created as property of the wheel. Draws line from center of the wheel out to edge of canvas to
  // indicate where the code thinks the pointer location is. Helpful to get alignment correct esp when using images.
  // ====================================================================================================================
  function PointerGuide(options)
  {
      defaultOptions = {
          'display'     : false,
          'strokeStyle' : 'red',
          'lineWidth'   : 3
      };
  
      // Now loop through the default options and create properties of this class set to the value for
      // the option passed in if a value was, or if not then set the value of the default.
      for (var key in defaultOptions)
      {
          if ((options != null) && (typeof(options[key]) !== 'undefined'))
          {
              this[key] = options[key];
          }
          else
          {
              this[key] = defaultOptions[key];
          }
      }
  }
  
  // ====================================================================================================================
  // This function takes the percent 0-100 and returns the number of degrees 0-360 this equates to.
  // ====================================================================================================================
  function winwheelPercentToDegrees(percentValue)
  {
      var degrees = 0;
  
      if ((percentValue > 0) && (percentValue <= 100))
      {
          var divider = (percentValue / 100);
          degrees = (360 * divider);
      }
  
      return degrees;
  }
  
  // ====================================================================================================================
  // In order for the wheel to be re-drawn during the spin animation the function greesock calls needs to be outside
  // of the class as for some reason it errors if try to call winwheel.draw() directly.
  // ====================================================================================================================
  function winwheelAnimationLoop()
  {
      if (winwheelToDrawDuringAnimation)
      {
          // Check if the clearTheCanvas is specified for this animation, if not or it is not false then clear the canvas.
          if (winwheelToDrawDuringAnimation.animation.clearTheCanvas != false)
          {
              winwheelToDrawDuringAnimation.ctx.clearRect(0, 0, winwheelToDrawDuringAnimation.canvas.width, winwheelToDrawDuringAnimation.canvas.height);
          }
  
          // If there is a callback function which is supposed to be called before the wheel is drawn then do that.
          if (winwheelToDrawDuringAnimation.animation.callbackBefore != null)
          {
              eval(winwheelToDrawDuringAnimation.animation.callbackBefore);
          }
  
          // Call code to draw the wheel, pass in false as we never want it to clear the canvas as that would wipe anything drawn in the callbackBefore.
          winwheelToDrawDuringAnimation.draw(false);
  
          // If there is a callback function which is supposed to be called after the wheel has been drawn then do that.
          if (winwheelToDrawDuringAnimation.animation.callbackAfter != null)
          {
              eval(winwheelToDrawDuringAnimation.animation.callbackAfter);
          }
      }
  }
  
  // ====================================================================================================================
  // This function is called-back when the greensock animation has finished.
  // ====================================================================================================================
  var winwheelToDrawDuringAnimation = null;  // This global is set by the winwheel class to the wheel object to be re-drawn.
  
  function winwheelStopAnimation(canCallback)
  {
      // When the animation is stopped if canCallback is not false then try to call the callback.
      // false can be passed in to stop the after happening if the animation has been stopped before it ended normally.
      if (canCallback != false)
      {
          if (winwheelToDrawDuringAnimation.animation.callbackFinished != null)
          {
              eval(winwheelToDrawDuringAnimation.animation.callbackFinished);
          }
      }
  }
  
  // ====================================================================================================================
  // Called after the image has loaded for each segment. Once all the images are loaded it then calls the draw function
  // on the wheel to render it. Used in constructor and also when a segment image is changed.
  // ====================================================================================================================
  var winhweelAlreadyDrawn = false;
  
  function winwheelLoadedImage()
  {
      // Prevent multiple drawings of the wheel which ocurrs without this check due to timing of function calls.
      if (winhweelAlreadyDrawn == false)
      {
          // Set to 0.
          var winwheelImageLoadCount = 0;
  
          // Loop though all the segments of the wheel and check if image data loaded, if so increment counter.
          for (i = 1; i <= winwheelToDrawDuringAnimation.numSegments; i ++)
          {
              // Check the image data object is not null and also that the image has completed loading by checking
              // that a property of it such as the height has some sort of true value.
              if ((winwheelToDrawDuringAnimation.segments[i].imgData != null) && (winwheelToDrawDuringAnimation.segments[i].imgData.height))
              {
                  winwheelImageLoadCount ++;
              }
          }
  
          // If number of images loaded matches the segments then all the images for the wheel are loaded.
          if (winwheelImageLoadCount == winwheelToDrawDuringAnimation.numSegments)
          {
              // Call draw function to render the wheel.
              winhweelAlreadyDrawn = true;
              winwheelToDrawDuringAnimation.draw();
          }
      }
  }
  