Improvements for enumerator

Improvements for enumerator

#rem
	header:This module contains the FlxGroup class
#end
Strict

Import reflection

Import flxextern
Import flxbasic
Import flxobject
Import flxu
Import system.flxarray

#Rem
summary:This is an organizational class that can update and render a bunch of FlxBasics.
[i][b]NOTE:[/b] Although FlxGroup extends [a flxbasic.monkey.html]FlxBasic[/a], it will not automatically add itself to the global collisions quad tree, it will only add its members.[/i]
#End
Class FlxGroup Extends FlxBasic

	Global ClassObject:Object

	#Rem
	summary:See detail.
	Use with [a #Sort]Sort()[/a] to sort in ascending order.
	#End
	Const ASCENDING:Bool = False

	#Rem
	summary:See detail.
	Use with [a #Sort]Sort()[/a] to sort in descending order.
	#End
	Const DESCENDING:Bool = True

Private

	Field _maxSize:Int

	Field _marker:Int

	Field _length:Int

	Field _members:FlxBasic[]

	Field _comparators:StringMap<Comparator>

	Field _comparator:Comparator

	Field _sortDescending:Bool

	Field _enumerator:Enumerator

Public
	#Rem
	summary:Constructor
	Params:
	[list]
	[*]maxSize:Int - the maximum capacity of this group.
	[/list]
	#End
	Method New(maxSize:Int = 0)
		Super.New()
		_maxSize = maxSize
		_marker = 0
		_length = 0
		_cameras = Null
		_comparators = New StringMap<Comparator>()
		_enumerator = New Enumerator(Null)
	End Method

	#Rem
	summary:The number of entries in the members array.
	For performance and safety you should check this variable instead of members.length unless you really know what you're doing!
	#End
	Method Length:Int() Property
		Return _length
	End Method

	#Rem
	summary:See detail.
	Array of all the [a flxbasic.monkey.html]FlxBasic[/a]s that exist in this group.
	#End
	Method Members:FlxBasic[]() Property
		Return _members
	End Method

	#Rem
	summary:Override this function to handle any deleting or "shutdown" type operations you might need,such as removing traditional Monkey/Mojo children like Images objects.
	#End
	Method Destroy:Void()
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) basic.Destroy()
			i+=1
		Wend

		_length = 0
		_members = _members.Resize(_length)
		_cameras = Null

		If (_comparator <> Null) Then
			_comparator.Clear()
			_comparator = Null
		End If

		_comparators.Clear()
		_comparators = Null

		Super.Destroy()
	End Method

	#Rem
	summary:Just making sure we don't increment the active objects count.
	#End
	Method PreUpdate:Void()

	End Method

	#Rem
	summary:Automatically goes through and calls update on everything you added.
	#End
	Method Update:Void()
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.active) Then
				basic.PreUpdate()
				basic.Update()
				If (basic.HasTween) basic.UpdateTweens()
				basic.PostUpdate()
			End If
			i+=1
		Wend

		If (HasTween) UpdateTweens()
	End Method

	#Rem
	summary:Automatically goes through and calls render on everything you added.
	#End
	Method Draw:Void()
		If (_cameras <> Null And Not _cameras.Contains(FlxG._CurrentCamera.ID)) Return

		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.visible) basic.Draw()
			i+=1
		Wend
	End Method

	#Rem
	summary:The maximum capacity of this group.  Default is 0, meaning no max capacity, and the group can just grow.
	#End
	Method MaxSize:Int() Property
		Return _maxSize
	End Method

	Method MaxSize:Void(size:Int) Property
		_maxSize = size

		If (_marker >= _maxSize) _marker = 0
		If (_maxSize = 0 Or _maxSize >= _length) Return

		Local basic:FlxBasic
		Local i:Int = _maxSize
		Local l:Int = _length

		While(i < l)
			basic = _members[i]
			If (basic <> Null) basic.Destroy()
			i+=1
		Wend

		_members = _members.Resize(_maxSize)
		_length = _maxSize
	End Method

	#Rem
	summary:See details.
	Adds a new [a flxbasic.monkey.html]FlxBasic[/a] subclass ([a flxbasic.monkey.html]FlxBasic[/a], [a flxsprite.monkey.html]FlxSprite[/a], Enemy, etc) to the group. FlxGroup will try to replace a null member of the array first. Failing that, FlxGroup will add it to the end of the member array, assuming there is room for it, and doubling the size of the array if necessary.

	[b]WARNING[/b]: If the group has a maxSize that has already been met, the object will NOT be added to the group!

	Params:
	[list]
	[*][a flxbasic.monkey.html]object:FlxBasic[/a] - the object you want to add to the group.
	[/list]
	Return the same [a flxbasic.monkey.html]FlxBasic[/a] object that was passed in.
	#End
	Method Add:FlxBasic(object:FlxBasic)
		If (_IndexOf(object) >= 0) Return object

		Local i:Int = 0

		While (i < _length)
			If (_members[i] = Null) Then
				_members[i] = object
				If (i >= _length) _length = i+1
				Return object
			End If
			i+=1
		Wend

		If (_maxSize > 0) Then
			If (_length = _members.Length()) Then
				If (_length >= _maxSize) Then
					Return object
				ElseIf (_length*2 + 10 <= _maxSize)
					_members = _members.Resize(_length*2 + 10)
				Else
					_members = _members.Resize(_maxSize)
				End If
			End if
		Else
			If (_length = _members.Length()) Then
				_members = _members.Resize(_length*2 + 10)
			End If
		End If

		_members[i] = object
		_length+=1

		Return object
	End Method

	#Rem
	summary:Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
	If you specified a maximum size for this group (like in [a flxemitter.monkey.html]FlxEmitter[/a],then recycle will employ what we're calling "rotating" recycling. Recycle() will first check to see if the group is at capacity yet. If group is not yet at capacity, Recycle() returns a new object. If the group IS at capacity, then Recycle() just returns the next object in line

	If you did NOT specify a maximum size for this group, then Recycle() will employ what we're calling "grow-style" recycling. Recycle() will return either the first object with exists = false, or, finding none, add a new object to the array, doubling the size of the array if necessary.

	[b]WARNING:[/b] If this function needs to create a new object, and no object class was provided, it will return null instead of a valid object!

	Params:
	[list]
	[*]objectClass:FlxClass - the type objectClass implements FlxClass you want to recycle (e.g. FlxSpriteClass, EvilRobotClass, etc). Do NOT "new" the class in the parameter!
	[/list]
	Return a reference to the object that was created. Don't forget to cast it back to the objectClass you want (e.g. myObject = myObjectClass(myGroup.recycle(myObjectClassClass))).
	#End
	Method Recycle:FlxBasic(objectClass:ClassInfo = null)
		If (_maxSize > 0) Then
			If (_length < _maxSize) Then
				If (objectClass = Null) Return Null
				Return Add(FlxBasic(objectClass.NewInstance()))
			Else
				Local basic:FlxBasic = _members[_marker]
				_marker+=1
				If (_marker >= _maxSize) _marker = 0
				Return basic
			End If
		Else
			Local basic:FlxBasic = GetFirstAvailable(objectClass)
			If (basic <> Null) Return basic
			If (objectClass = Null) Return Null
			Return Add(FlxBasic(objectClass.NewInstance()))
		End If
	End Method

	#Rem
	summary:Removes an object from the group.
	Params:
	[list]
	[*][a flxbasic.monkey.html]object:FlxBasic[/a] - The [a flxbasic.monkey.html]FlxBasic[/a] you want to remove.
	[*]splice:Bool - whether the object should be cut from the array entirely or not.
	[/list]
	Return the removed object.
	#End
	Method Remove:FlxBasic(object:FlxBasic, splice:Bool = False)
		Local index:Int = _IndexOf(object)

		If (index < 0) Return Null

		If (splice) Then
			Local i:Int = index
			Local l:Int = _length

			While(i < _length - 1)
				_members[i] = _members[i+1]
				i+=1
			Wend

			_length-=1
		Else
			_members[index] = Null
		End If

		Return object
	End Method

	#Rem
	summary:Replaces an existing [a flxbasic.monkey.html]FlxBasic[/a] with a new one.
	Params:
	[list]
	[*][a flxbasic.monkey.html]oldObject:FlxBasic[/a] - the object you want to replace.
	[*][a flxbasic.monkey.html]newObject:FlxBasic[/a] - the new object you want to use instead.
	[/list]
	Return the new object.
	#End
	Method Replace:FlxBasic(oldObject:FlxBasic, newObject:FlxBasic)
		Local index:Int  = _IndexOf(oldObject)
		If (index < 0) Return Null

		_members[index] = newObject
		Return newObject
	End Method

	#Rem
	summary:Call this function to sort the group according to a particular value and order.
	For example, to sort game objects for Zelda-style overlaps you might call myGroup.Sort(FlxObject.YComparator, FlxGroup.ASCENDING) at the bottom of your [a flxstate.monkey.html]FlxState.Update()[/a] override. To sort all existing objects after a big explosion or bomb attack, you might call myGroup.Sort(FlxBasic.ExistsComparator, FlxGroup.DESCENDING)
	Params:
	[list]
	[*]comparator:FlxBasicComparator - The FlxBasicComparator you want to sort on. Default value is FlxObject.YComparator.
	[*]order:Bool - A FlxGroup constant that defines the sort order. Possible values are ASCENDING and DESCENDING. Default value is ASCENDING.
	[/list]
	Return the new object.
	#End
	Method Sort:Void(index:String = "y", order:Bool = ASCENDING)
		_comparator = _GetComparator(GetFirstNotNull().GetClassInfo().GetField(index))
		If (_comparator = Null) Return

		_QSort(0, _length - 1)
	End Method

	Method SetAll:Void(variableName:String, value:Object, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local f:FieldInfo = basic.GetClassInfo().GetField(variableName)

		If (f = Null) Then
			_SetAllProperties(variableName, value, recurse)
			Return
		End If

		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).SetAll(variableName, value, recurse)
				Else
					f.SetValue(basic, value)
				End If
			End If
			i+=1
		Wend
	End Method

	Method CallAll:Void(functionName:String, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local m:MethodInfo = basic.GetClassInfo().GetMethod(functionName,[])
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).CallAll(functionName, recurse)
				Else
					m.Invoke(basic,[])
				End If
			End If
			i+=1
		Wend
	End Method

	Method GetFirstAvailable:FlxBasic(objectClass:ClassInfo = null)
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.exists And
					(objectClass = Null Or basic.GetClassInfo().ExtendsClass(objectClass))) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstNull:Int()
		Local i:Int = 0

		While(i < _length)
			If (_members[i] = Null) Return i
			i+=1
		Wend

		Return -1
	End Method

	Method GetFirstNotNull:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstExtant:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstAlive:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.alive) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstDead:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.alive) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method CountLiving:Int()
		Local count:Int = -1
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (count < 0) count = 0
				If (basic.exists And basic.alive) count+=1
			End If
			i+=1
		Wend

		Return count
	End Method

	Method CountDead:Int()
		Local count:Int = -1
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (count < 0) count = 0
				If (Not basic.alive) count+=1
			End If
			i+=1
		Wend

		Return count
	End Method

	Method GetRandom:FlxBasic(startIndex:Int = 0, length:Int = 0)
		If (length = 0) length = _length
		Return FlxArray<FlxBasic>.GetSafeRandom(_members, startIndex, length)
	End Method

	Method Clear:Void()
		_length = 0
	End Method

	Method ReviveAll:Void()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.exists) basic.Revive()
			i+=1
		Wend

		Super.Revive()
	End Method

	Method Kill:Void()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists) basic.Kill()
			i+=1
		Wend

		Super.Kill()
	End Method

	Method ObjectEnumerator:Enumerator()
		Return _enumerator._Reset(Self)
	End

Private
	Method _IndexOf:Int(object:FlxBasic)
		Local i:Int = 0

		While(i < _length)
			If (_members[i] = object) Return i
			i+=1
		Wend

		Return -1
	End Method

	Method _QSort:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSort(left, right, pivot)

			_QSort(left, newPivot - 1)
			_QSort(newPivot + 1, right)
		End If
	End Method

	Method _DoSort:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (_comparator.Compare(basic, basicToCompare) >= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (_comparator.Compare(basic, basicToCompare) <= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic

		Return store
	End Method

	Method _SetAllProperties:Void(variableName:String, value:Object, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local prop:MethodInfo

		prop = basic.GetClassInfo().GetMethod(variableName,[GetClass(value)])
		If (prop = Null) Return

		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).SetAll(variableName, value, recurse)
				Else
					prop.Invoke(basic,[value])
				End If
			End If
			i+=1
		Wend
	End Method

	Method _GetComparator:Comparator(sortIndex:FieldInfo)
		If (sortIndex = Null) Return Null

		Local key:String = sortIndex.Type.Name

		If (sortIndex.Type.ExtendsClass(FlxU.GetObjectClass())) Then
			key = FlxU.GetObjectClass().Name
		End If

		Local comparator:Comparator = _comparators.Get(key)

		If (comparator = Null) Then
			Select key
				Case FloatClass().Name
					comparator = New FloatComparator()

				Case IntClass().Name
					comparator = New IntComparator()

				Case BoolClass().Name
					comparator = New BoolComparator()

				Case StringClass().Name
					comparator = New StringComparator()

				Default
					comparator = New ObjectComparator()

			End Select

			_comparators.Set(key, comparator)
		End If

		comparator.Clear()

		If (key <> FlxU.GetObjectClass().Name) Then
			comparator.Reset(sortIndex)
		Else
			Local sortMethod:MethodInfo = sortIndex.Type.GetMethod("Compare",[sortIndex.Type])
			If (sortMethod = Null) sortMethod = sortIndex.Type.GetMethod("Compare",[FlxU.GetObjectClass()])

			If (sortMethod <> Null) Then
				comparator.Reset(sortIndex, sortMethod)
			Else
				comparator = Null
			End If
		End If

		Return comparator
	End Method

End Class

Class Enumerator

	Method New(group:FlxGroup)
		_group = group
	End

	Method HasNext:Bool()
		Return _index < _group.Length
	End

	Method NextObject:FlxBasic()
		_index+=1
		Return _group.Members[_index-1]
	End

Private

	Field _group:FlxGroup

	Field _index:Int

	Method _Reset:Enumerator(group:FlxGroup)
		_group = group
		_index = 0

		Return Self
	End Method

End

Private

Class Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic) Abstract

	Method Reset:Comparator(sortIndex:FieldInfo, sortMethod:MethodInfo = Null)
		_sortIndex = sortIndex
		_sortMethod = sortMethod

		Return Self
	End Method

	Method Clear:Void()
		_sortIndex = Null
		_sortMethod = Null
	End Method

Private

	Field _sortIndex:FieldInfo

	Field _sortMethod:MethodInfo

End Class

Class BoolComparator Extends Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic)
		Return Int(UnboxBool(_sortIndex.GetValue(basic2))) - Int(UnboxBool(_sortIndex.GetValue(basic1)))
	End Method

End Class

Class IntComparator Extends Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic)
		Return UnboxInt(_sortIndex.GetValue(basic1)) - UnboxInt(_sortIndex.GetValue(basic1))
	End Method

End Class

Class FloatComparator Extends Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic)
		Return UnboxFloat(_sortIndex.GetValue(basic1)) - UnboxFloat(_sortIndex.GetValue(basic1))
	End Method

End Class

Class StringComparator Extends Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic)
		Return UnboxString(_sortIndex.GetValue(basic2)).Compare(UnboxString(_sortIndex.GetValue(basic1)))
	End Method

End Class

Class ObjectComparator Extends Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic)
		Return UnboxInt(_sortMethod.Invoke(_sortIndex.GetValue(basic2),[_sortIndex.GetValue(basic1)]))
	End Method

End Class

#Rem
footer:Flixel is an open source game-making library that is completely free for personal or commercial use.
[quote]Copyright: Flixel - 2009-2011 Adam 'Atomic' Saltsman
Copyright: Monkey port - 2011 Arthur 'devolonter' Bikmullin

Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.

NOTE FROM THE AUTHOR: As far as I know, you only have to include
this license if you are redistributing source code that includes
the Flixel library.  There is no need (or way, afaik) to include
it in your compiled flash games and apps![/quote]
#End

#rem
	header:This module contains the FlxGroup class
#end
Strict

Import reflection

Import flxextern
Import flxbasic
Import flxobject
Import flxu
Import system.flxarray

#Rem
summary:This is an organizational class that can update and render a bunch of FlxBasics.
[i][b]NOTE:[/b] Although FlxGroup extends [a flxbasic.monkey.html]FlxBasic[/a], it will not automatically add itself to the global collisions quad tree, it will only add its members.[/i]
#End
Class FlxGroup Extends FlxBasic

	Global ClassObject:Object

	#Rem
	summary:See detail.
	Use with [a #Sort]Sort()[/a] to sort in ascending order.
	#End
	Const ASCENDING:Bool = False

	#Rem
	summary:See detail.
	Use with [a #Sort]Sort()[/a] to sort in descending order.
	#End
	Const DESCENDING:Bool = True

Private

	Global _Enumerator:Enumerator = New Enumerator(Null)

	Field _maxSize:Int

	Field _marker:Int

	Field _length:Int

	Field _members:FlxBasic[]

	Field _comparators:StringMap<Comparator>

	Field _comparator:Comparator

	Field _sortDescending:Bool

Public
	#Rem
	summary:Constructor
	Params:
	[list]
	[*]maxSize:Int - the maximum capacity of this group.
	[/list]
	#End
	Method New(maxSize:Int = 0)
		Super.New()
		_maxSize = maxSize
		_marker = 0
		_length = 0
		_cameras = Null
		_comparators = New StringMap<Comparator>()
	End Method

	#Rem
	summary:The number of entries in the members array.
	For performance and safety you should check this variable instead of members.length unless you really know what you're doing!
	#End
	Method Length:Int() Property
		Return _length
	End Method

	#Rem
	summary:See detail.
	Array of all the [a flxbasic.monkey.html]FlxBasic[/a]s that exist in this group.
	#End
	Method Members:FlxBasic[]() Property
		Return _members
	End Method

	#Rem
	summary:Override this function to handle any deleting or "shutdown" type operations you might need,such as removing traditional Monkey/Mojo children like Images objects.
	#End
	Method Destroy:Void()
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) basic.Destroy()
			i+=1
		Wend

		_length = 0
		_members = _members.Resize(_length)
		_cameras = Null

		If (_comparator <> Null) Then
			_comparator.Clear()
			_comparator = Null
		End If

		_comparators.Clear()
		_comparators = Null

		Super.Destroy()
	End Method

	#Rem
	summary:Just making sure we don't increment the active objects count.
	#End
	Method PreUpdate:Void()

	End Method

	#Rem
	summary:Automatically goes through and calls update on everything you added.
	#End
	Method Update:Void()
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.active) Then
				basic.PreUpdate()
				basic.Update()
				If (basic.HasTween) basic.UpdateTweens()
				basic.PostUpdate()
			End If
			i+=1
		Wend

		If (HasTween) UpdateTweens()
	End Method

	#Rem
	summary:Automatically goes through and calls render on everything you added.
	#End
	Method Draw:Void()
		If (_cameras <> Null And Not _cameras.Contains(FlxG._CurrentCamera.ID)) Return

		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.visible) basic.Draw()
			i+=1
		Wend
	End Method

	#Rem
	summary:The maximum capacity of this group.  Default is 0, meaning no max capacity, and the group can just grow.
	#End
	Method MaxSize:Int() Property
		Return _maxSize
	End Method

	Method MaxSize:Void(size:Int) Property
		_maxSize = size

		If (_marker >= _maxSize) _marker = 0
		If (_maxSize = 0 Or _maxSize >= _length) Return

		Local basic:FlxBasic
		Local i:Int = _maxSize
		Local l:Int = _length

		While(i < l)
			basic = _members[i]
			If (basic <> Null) basic.Destroy()
			i+=1
		Wend

		_members = _members.Resize(_maxSize)
		_length = _maxSize
	End Method

	#Rem
	summary:See details.
	Adds a new [a flxbasic.monkey.html]FlxBasic[/a] subclass ([a flxbasic.monkey.html]FlxBasic[/a], [a flxsprite.monkey.html]FlxSprite[/a], Enemy, etc) to the group. FlxGroup will try to replace a null member of the array first. Failing that, FlxGroup will add it to the end of the member array, assuming there is room for it, and doubling the size of the array if necessary.

	[b]WARNING[/b]: If the group has a maxSize that has already been met, the object will NOT be added to the group!

	Params:
	[list]
	[*][a flxbasic.monkey.html]object:FlxBasic[/a] - the object you want to add to the group.
	[/list]
	Return the same [a flxbasic.monkey.html]FlxBasic[/a] object that was passed in.
	#End
	Method Add:FlxBasic(object:FlxBasic)
		If (_IndexOf(object) >= 0) Return object

		Local i:Int = 0

		While (i < _length)
			If (_members[i] = Null) Then
				_members[i] = object
				If (i >= _length) _length = i+1
				Return object
			End If
			i+=1
		Wend

		If (_maxSize > 0) Then
			If (_length = _members.Length()) Then
				If (_length >= _maxSize) Then
					Return object
				ElseIf (_length*2 + 10 <= _maxSize)
					_members = _members.Resize(_length*2 + 10)
				Else
					_members = _members.Resize(_maxSize)
				End If
			End if
		Else
			If (_length = _members.Length()) Then
				_members = _members.Resize(_length*2 + 10)
			End If
		End If

		_members[i] = object
		_length+=1

		Return object
	End Method

	#Rem
	summary:Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
	If you specified a maximum size for this group (like in [a flxemitter.monkey.html]FlxEmitter[/a],then recycle will employ what we're calling "rotating" recycling. Recycle() will first check to see if the group is at capacity yet. If group is not yet at capacity, Recycle() returns a new object. If the group IS at capacity, then Recycle() just returns the next object in line

	If you did NOT specify a maximum size for this group, then Recycle() will employ what we're calling "grow-style" recycling. Recycle() will return either the first object with exists = false, or, finding none, add a new object to the array, doubling the size of the array if necessary.

	[b]WARNING:[/b] If this function needs to create a new object, and no object class was provided, it will return null instead of a valid object!

	Params:
	[list]
	[*]objectClass:FlxClass - the type objectClass implements FlxClass you want to recycle (e.g. FlxSpriteClass, EvilRobotClass, etc). Do NOT "new" the class in the parameter!
	[/list]
	Return a reference to the object that was created. Don't forget to cast it back to the objectClass you want (e.g. myObject = myObjectClass(myGroup.recycle(myObjectClassClass))).
	#End
	Method Recycle:FlxBasic(objectClass:ClassInfo = null)
		If (_maxSize > 0) Then
			If (_length < _maxSize) Then
				If (objectClass = Null) Return Null
				Return Add(FlxBasic(objectClass.NewInstance()))
			Else
				Local basic:FlxBasic = _members[_marker]
				_marker+=1
				If (_marker >= _maxSize) _marker = 0
				Return basic
			End If
		Else
			Local basic:FlxBasic = GetFirstAvailable(objectClass)
			If (basic <> Null) Return basic
			If (objectClass = Null) Return Null
			Return Add(FlxBasic(objectClass.NewInstance()))
		End If
	End Method

	#Rem
	summary:Removes an object from the group.
	Params:
	[list]
	[*][a flxbasic.monkey.html]object:FlxBasic[/a] - The [a flxbasic.monkey.html]FlxBasic[/a] you want to remove.
	[*]splice:Bool - whether the object should be cut from the array entirely or not.
	[/list]
	Return the removed object.
	#End
	Method Remove:FlxBasic(object:FlxBasic, splice:Bool = False)
		Local index:Int = _IndexOf(object)

		If (index < 0) Return Null

		If (splice) Then
			Local i:Int = index
			Local l:Int = _length

			While(i < _length - 1)
				_members[i] = _members[i+1]
				i+=1
			Wend

			_length-=1
		Else
			_members[index] = Null
		End If

		Return object
	End Method

	#Rem
	summary:Replaces an existing [a flxbasic.monkey.html]FlxBasic[/a] with a new one.
	Params:
	[list]
	[*][a flxbasic.monkey.html]oldObject:FlxBasic[/a] - the object you want to replace.
	[*][a flxbasic.monkey.html]newObject:FlxBasic[/a] - the new object you want to use instead.
	[/list]
	Return the new object.
	#End
	Method Replace:FlxBasic(oldObject:FlxBasic, newObject:FlxBasic)
		Local index:Int  = _IndexOf(oldObject)
		If (index < 0) Return Null

		_members[index] = newObject
		Return newObject
	End Method

	#Rem
	summary:Call this function to sort the group according to a particular value and order.
	For example, to sort game objects for Zelda-style overlaps you might call myGroup.Sort(FlxObject.YComparator, FlxGroup.ASCENDING) at the bottom of your [a flxstate.monkey.html]FlxState.Update()[/a] override. To sort all existing objects after a big explosion or bomb attack, you might call myGroup.Sort(FlxBasic.ExistsComparator, FlxGroup.DESCENDING)
	Params:
	[list]
	[*]comparator:FlxBasicComparator - The FlxBasicComparator you want to sort on. Default value is FlxObject.YComparator.
	[*]order:Bool - A FlxGroup constant that defines the sort order. Possible values are ASCENDING and DESCENDING. Default value is ASCENDING.
	[/list]
	Return the new object.
	#End
	Method Sort:Void(index:String = "y", order:Bool = ASCENDING)
		_comparator = _GetComparator(GetFirstNotNull().GetClassInfo().GetField(index))
		If (_comparator = Null) Return

		_QSort(0, _length - 1)
	End Method

	Method SetAll:Void(variableName:String, value:Object, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local f:FieldInfo = basic.GetClassInfo().GetField(variableName)

		If (f = Null) Then
			_SetAllProperties(variableName, value, recurse)
			Return
		End If

		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).SetAll(variableName, value, recurse)
				Else
					f.SetValue(basic, value)
				End If
			End If
			i+=1
		Wend
	End Method

	Method CallAll:Void(functionName:String, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local m:MethodInfo = basic.GetClassInfo().GetMethod(functionName,[])
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).CallAll(functionName, recurse)
				Else
					m.Invoke(basic,[])
				End If
			End If
			i+=1
		Wend
	End Method

	Method GetFirstAvailable:FlxBasic(objectClass:ClassInfo = null)
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.exists And
					(objectClass = Null Or basic.GetClassInfo().ExtendsClass(objectClass))) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstNull:Int()
		Local i:Int = 0

		While(i < _length)
			If (_members[i] = Null) Return i
			i+=1
		Wend

		Return -1
	End Method

	Method GetFirstNotNull:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstExtant:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstAlive:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.alive) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstDead:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.alive) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method CountLiving:Int()
		Local count:Int = -1
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (count < 0) count = 0
				If (basic.exists And basic.alive) count+=1
			End If
			i+=1
		Wend

		Return count
	End Method

	Method CountDead:Int()
		Local count:Int = -1
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (count < 0) count = 0
				If (Not basic.alive) count+=1
			End If
			i+=1
		Wend

		Return count
	End Method

	Method GetRandom:FlxBasic(startIndex:Int = 0, length:Int = 0)
		If (length = 0) length = _length
		Return FlxArray<FlxBasic>.GetSafeRandom(_members, startIndex, length)
	End Method

	Method Clear:Void()
		_length = 0
	End Method

	Method ReviveAll:Void()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.exists) basic.Revive()
			i+=1
		Wend

		Super.Revive()
	End Method

	Method Kill:Void()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists) basic.Kill()
			i+=1
		Wend

		Super.Kill()
	End Method

	Method ObjectEnumerator:Enumerator()
		Return _Enumerator._Reset(Self)
	End

Private
	Method _IndexOf:Int(object:FlxBasic)
		Local i:Int = 0

		While(i < _length)
			If (_members[i] = object) Return i
			i+=1
		Wend

		Return -1
	End Method

	Method _QSort:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSort(left, right, pivot)

			_QSort(left, newPivot - 1)
			_QSort(newPivot + 1, right)
		End If
	End Method

	Method _DoSort:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (_comparator.Compare(basic, basicToCompare) >= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (_comparator.Compare(basic, basicToCompare) <= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic

		Return store
	End Method

	Method _SetAllProperties:Void(variableName:String, value:Object, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local prop:MethodInfo

		prop = basic.GetClassInfo().GetMethod(variableName,[GetClass(value)])
		If (prop = Null) Return

		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).SetAll(variableName, value, recurse)
				Else
					prop.Invoke(basic,[value])
				End If
			End If
			i+=1
		Wend
	End Method

	Method _GetComparator:Comparator(sortIndex:FieldInfo)
		If (sortIndex = Null) Return Null

		Local key:String = sortIndex.Type.Name

		If (sortIndex.Type.ExtendsClass(FlxU.GetObjectClass())) Then
			key = FlxU.GetObjectClass().Name
		End If

		Local comparator:Comparator = _comparators.Get(key)

		If (comparator = Null) Then
			Select key
				Case FloatClass().Name
					comparator = New FloatComparator()

				Case IntClass().Name
					comparator = New IntComparator()

				Case BoolClass().Name
					comparator = New BoolComparator()

				Case StringClass().Name
					comparator = New StringComparator()

				Default
					comparator = New ObjectComparator()

			End Select

			_comparators.Set(key, comparator)
		End If

		comparator.Clear()

		If (key <> FlxU.GetObjectClass().Name) Then
			comparator.Reset(sortIndex)
		Else
			Local sortMethod:MethodInfo = sortIndex.Type.GetMethod("Compare",[sortIndex.Type])
			If (sortMethod = Null) sortMethod = sortIndex.Type.GetMethod("Compare",[FlxU.GetObjectClass()])

			If (sortMethod <> Null) Then
				comparator.Reset(sortIndex, sortMethod)
			Else
				comparator = Null
			End If
		End If

		Return comparator
	End Method

End Class

Class Enumerator

	Method New(group:FlxGroup)
		_group = group
	End

	Method HasNext:Bool()
		Return _index < _group.Length
	End

	Method NextObject:FlxBasic()
		_index+=1
		Return _group.Members[_index-1]
	End

Private

	Field _group:FlxGroup

	Field _index:Int

	Method _Reset:Enumerator(group:FlxGroup)
		_group = group
		_index = 0

		Return Self
	End Method

End

Private

Class Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic) Abstract

	Method Reset:Comparator(sortIndex:FieldInfo, sortMethod:MethodInfo = Null)
		_sortIndex = sortIndex
		_sortMethod = sortMethod

		Return Self
	End Method

	Method Clear:Void()
		_sortIndex = Null
		_sortMethod = Null
	End Method

Private

	Field _sortIndex:FieldInfo

	Field _sortMethod:MethodInfo

End Class

Class BoolComparator Extends Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic)
		Return Int(UnboxBool(_sortIndex.GetValue(basic2))) - Int(UnboxBool(_sortIndex.GetValue(basic1)))
	End Method

End Class

Class IntComparator Extends Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic)
		Return UnboxInt(_sortIndex.GetValue(basic1)) - UnboxInt(_sortIndex.GetValue(basic1))
	End Method

End Class

Class FloatComparator Extends Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic)
		Return UnboxFloat(_sortIndex.GetValue(basic1)) - UnboxFloat(_sortIndex.GetValue(basic1))
	End Method

End Class

Class StringComparator Extends Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic)
		Return UnboxString(_sortIndex.GetValue(basic2)).Compare(UnboxString(_sortIndex.GetValue(basic1)))
	End Method

End Class

Class ObjectComparator Extends Comparator

	Method Compare:Int(basic1:FlxBasic, basic2:FlxBasic)
		Return UnboxInt(_sortMethod.Invoke(_sortIndex.GetValue(basic2),[_sortIndex.GetValue(basic1)]))
	End Method

End Class

#Rem
footer:Flixel is an open source game-making library that is completely free for personal or commercial use.
[quote]Copyright: Flixel - 2009-2011 Adam 'Atomic' Saltsman
Copyright: Monkey port - 2011 Arthur 'devolonter' Bikmullin

Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.

NOTE FROM THE AUTHOR: As far as I know, you only have to include
this license if you are redistributing source code that includes
the Flixel library.  There is no need (or way, afaik) to include
it in your compiled flash games and apps![/quote]
#End


made StateStore class abstract

made StateStore class abstract

Strict

Private

Import bono
Import mojo.app

Public

Class StateStore Abstract
    Function Load:Void(obj:Persistable)
        obj.FromString(LoadState())
    End

    Function Save:Void(obj:Persistable)
        SaveState(obj.ToString())
    End
End

Strict

Private

Import bono
Import mojo.app

Public

Class StateStore
    Private

    Method New()
    End

    Public

    Function Load:Void(obj:Persistable)
        obj.FromString(LoadState())
    End

    Function Save:Void(obj:Persistable)
        SaveState(obj.ToString())
    End
End


Fixed a small overload resolution error.

Strict

Public

' Imports (Public):
Import bitfield
Import compare

' Imports (Private):
Private

Import regal.sizeof

Import brl.stream
Import brl.databuffer

Import except

Public

' This command treats data as 8-bit (Turns something like $F7, into $FFFFFFF7)
' This is only applied on little-endian systems,
' please use this command for hex values (Monkey converts hex on compile-time).
Function PaddedHex:UInt(I:UInt)
	If (Not BigEndian()) Then
		Return AsByte(I)
	Endif

	Return I
End

' This command is little-endian only:
Function AsByte:UInt(I:UInt)
	Return ((I Shl 24) Shr 24) ' (I & $FF)
End

' This converts an "address" (Real offset) to an index with a 2-byte stride.
Function ToShortArrayIndex:UInt(Address:UInt)
	Return (Address / SizeOf_Short)
End

' This converts an "address" (Real offset) to an index with a 4-byte stride.
Function ToIntArrayIndex:UInt(Address:UInt)
	Return (Address / SizeOf_Integer)
End

' This converts a 2-byte stride into bytes.
Function FromShortArrayIndex:UInt(Index:UInt)
	Return (Index * SizeOf_Short)
End

' This converts a 4-byte stride into bytes.
Function FromIntArrayIndex:UInt(Index:UInt)
	Return (Index * SizeOf_Integer)
End

' This command is useful when dealing with arrays.
Function OutOfBounds:Bool(Position:UInt, Length:UInt)
	Return (Position >= Length)
End

' This performs a transfer operation from 'InputStream' to
' 'OutputStream', using a block of memory of size 'DataSize'.
Function Transfer:Void(InputStream:Stream, OutputStream:Stream, DataSize:UInt)
	' Check for errors:
	#If Not MONKEYLANG_EXTENSION_TYPE_UNISGNED_INT
		If (DataSize <= 0) Then
			Throw New StreamTransferException(Null, DataSize)
		Endif
	#End

	If (InputStream = Null Or OutputStream = Null) Then
		Throw New StreamUnavailableException()
	End

	' Local variable(s):
	#If UTIL_TEMP_BUFFERS
		Local Data:DataBuffer = New DataBuffer(DataSize)

		If (Data = Null) Then ' Data.Length <> DataSize
			Throw New BulkAllocationException<DataBuffer>(Data, DataSize)
		Endif

		Local DataLength:= DataSize ' Data.Length

		' Read from the input-stream, then write to the output-stream:
		InputStream.ReadAll(Data, 0, DataLength)
		OutputStream.WriteAll(Data, 0, DataLength)

		Data.Discard()
	#Else
		'Local Data:Int[DataSize]
		'Local Data:Byte[DataSize]

		' This is terrible, but it's our only option without temporary buffers.
		For Local I:= 1 To DataSize ' Data.Length
			OutputStream.WriteByte(InputStream.ReadByte())
		Next
	#End

	Return
End

Function ResizeBuffer:DataBuffer(Buffer:DataBuffer, Size:Long=AUTOMATIC_LENGTH, CopyData:Bool=True, DiscardOldBuffer:Bool=False, OnlyWhenDifferentSizes:Bool=False)
	Local BufferAvailable:Bool = (Buffer <> Null)

	If (BufferAvailable And OnlyWhenDifferentSizes) Then
		If (Size <> AUTOMATIC_LENGTH And Buffer.Length = Size) Then
			Return Buffer
		Endif
	Endif

	If (Size = AUTOMATIC_LENGTH) Then
		Size = Buffer.Length
	Endif

	' Allocate a new data-buffer.
	Local B:= New DataBuffer(Size)

	' Copy the buffer's bytes over to 'B'.
	If (BufferAvailable) Then
		If (CopyData) Then
			' Copy the contents of 'Buffer' to the newly generated buffer-object.
			Buffer.CopyBytes(0, B, 0, Buffer.Length)
		Endif

		If (DiscardOldBuffer) Then
			' Discard the old buffer.
			Buffer.Discard()
		Endif
	Endif

	' Return the newly generated buffer.
	Return B
End

Function SetBuffer:Void(Output:DataBuffer, Value:Byte, Count:UInt, Offset:UInt)
	For Local I:= Offset Until (Count + Offset)
		Output.PokeByte(I, Value)
	Next

	Return
End

Function SetBuffer:Void(Output:DataBuffer, Value:Byte, Offset:UInt=0)
	SetBuffer(Output, Value, Output.Length - Offset, Offset)

	Return
End

' This writes a 16-bit integer at the "index" specified using the input-value.
' The index specified has a stride of 2 bytes.
Function ArraySetShort:Void(Output:DataBuffer, Index:UInt, Value:UShort, Offset:UInt=0)
	Output.PokeShort(Offset + FromShortArrayIndex(Index), Short(Value & $FFFF))

	Return
End

' This writes a 32-bit integer at the "index" specified using the input-value.
' The index specified has a stride of 4 bytes.
Function ArraySetInt:Void(Output:DataBuffer, Index:UInt, Value:UInt, Offset:UInt=0)
	Output.PokeInt(Offset + FromIntArrayIndex(Index), Int(Value & $FFFFFFFF))

	Return
End

' This reads a 16-bit integer at the "index" specified.
' The index specified has a stride of 2 bytes.
Function ArrayGetShort:UShort(Input:DataBuffer, Index:UInt, Offset:UInt=0)
	Return (Input.PeekShort(Offset + FromShortArrayIndex(Index)) & $FFFF)
End

' This reads a 32-bit integer at the "index" specified.
' The index specified has a stride of 4 bytes.
Function ArrayGetInt:UInt(Input:DataBuffer, Index:UInt, Offset:UInt=0)
	Return (Input.PeekInt(Offset + FromIntArrayIndex(Index)) & $FFFFFFFF)
End

Function SetBufferBytes:Void(Output:DataBuffer, Bytes:Byte[], Bytes_Length:UInt, Bytes_Offset:UInt=0, Offset:UInt=0)
	For Local I:= 0 Until Bytes_Length
		Output.PokeByte((I + Offset), (Bytes[I + Bytes_Offset] & $FF)) ' (I * SizeOf_Byte)
	Next

	Return
End

Function SetBufferBytes:Void(Output:DataBuffer, Bytes:Byte[], Offset:UInt=0)
	SetBufferBytes(Output, Bytes, Bytes.Length, 0, Offset)

	Return
End

Function SetBufferShorts:Void(Output:DataBuffer, Shorts:Short[], Shorts_Length:UInt, Shorts_Offset:UInt=0, Offset:UInt=0)
	For Local I:= 0 Until Shorts_Length
		Output.PokeShort(((I * SizeOf_Short) + Offset), (Shorts[I + Shorts_Offset] & $FFFF))
	Next

	Return
End

Function SetBufferShorts:Void(Output:DataBuffer, Shorts:Short[], Offset:UInt=0)
	SetBufferShorts(Output, Shorts, Shorts.Length, 0, Offset)

	Return
End

Function SetBufferInts:Void(Output:DataBuffer, Ints:Int[], Ints_Length:UInt, Ints_Offset:UInt=0, Offset:UInt=0)
	For Local I:= 0 Until Ints_Length
		Output.PokeInt(((I * SizeOf_Integer) + Offset), (Ints[I + Ints_Offset] & $FFFFFFFF))
	Next

	Return
End

Function SetBufferInts:Void(Output:DataBuffer, Ints:Int[], Offset:UInt=0)
	SetBufferInts(Output, Ints, Ints.Length, 0, Offset)

	Return
End

Strict

Public

' Imports (Public):
Import bitfield
Import compare

' Imports (Private):
Private

Import regal.sizeof

Import brl.stream
Import brl.databuffer

Import except

Public

' This command treats data as 8-bit (Turns something like $F7, into $FFFFFFF7)
' This is only applied on little-endian systems,
' please use this command for hex values (Monkey converts hex on compile-time).
Function PaddedHex:UInt(I:UInt)
	If (Not BigEndian()) Then
		Return AsByte(I)
	Endif

	Return I
End

' This command is little-endian only:
Function AsByte:UInt(I:UInt)
	Return ((I Shl 24) Shr 24) ' (I & $FF)
End

' This converts an "address" (Real offset) to an index with a 2-byte stride.
Function ToShortArrayIndex:UInt(Address:UInt)
	Return (Address / SizeOf_Short)
End

' This converts an "address" (Real offset) to an index with a 4-byte stride.
Function ToIntArrayIndex:UInt(Address:UInt)
	Return (Address / SizeOf_Integer)
End

' This converts a 2-byte stride into bytes.
Function FromShortArrayIndex:UInt(Index:UInt)
	Return (Index * SizeOf_Short)
End

' This converts a 4-byte stride into bytes.
Function FromIntArrayIndex:UInt(Index:UInt)
	Return (Index * SizeOf_Integer)
End

' This command is useful when dealing with arrays.
Function OutOfBounds:Bool(Position:UInt, Length:UInt)
	Return (Position >= Length)
End

' This performs a transfer operation from 'InputStream' to
' 'OutputStream', using a block of memory of size 'DataSize'.
Function Transfer:Void(InputStream:Stream, OutputStream:Stream, DataSize:UInt)
	' Check for errors:
	#If Not MONKEYLANG_EXTENSION_TYPE_UNISGNED_INT
		If (DataSize <= 0) Then
			Throw New StreamTransferException(Null, DataSize)
		Endif
	#End

	If (InputStream = Null Or OutputStream = Null) Then
		Throw New StreamUnavailableException()
	End

	' Local variable(s):
	#If UTIL_TEMP_BUFFERS
		Local Data:DataBuffer = New DataBuffer(DataSize)

		If (Data = Null) Then ' Data.Length <> DataSize
			Throw New BulkAllocationException<DataBuffer>(Data, DataSize)
		Endif

		Local DataLength:= DataSize ' Data.Length

		' Read from the input-stream, then write to the output-stream:
		InputStream.ReadAll(Data, 0, DataLength)
		OutputStream.WriteAll(Data, 0, DataLength)

		Data.Discard()
	#Else
		'Local Data:Int[DataSize]
		'Local Data:Byte[DataSize]

		' This is terrible, but it's our only option without temporary buffers.
		For Local I:= 1 To DataSize ' Data.Length
			OutputStream.WriteByte(InputStream.ReadByte())
		Next
	#End

	Return
End

Function ResizeBuffer:DataBuffer(Buffer:DataBuffer, Size:Long=AUTOMATIC_LENGTH, CopyData:Bool=True, DiscardOldBuffer:Bool=False, OnlyWhenDifferentSizes:Bool=False)
	Local BufferAvailable:Bool = (Buffer <> Null)

	If (BufferAvailable And OnlyWhenDifferentSizes) Then
		If (Size <> AUTOMATIC_LENGTH And Buffer.Length = Size) Then
			Return Buffer
		Endif
	Endif

	If (Size = AUTOMATIC_LENGTH) Then
		Size = Buffer.Length
	Endif

	' Allocate a new data-buffer.
	Local B:= New DataBuffer(Size)

	' Copy the buffer's bytes over to 'B'.
	If (BufferAvailable) Then
		If (CopyData) Then
			' Copy the contents of 'Buffer' to the newly generated buffer-object.
			Buffer.CopyBytes(0, B, 0, Buffer.Length)
		Endif

		If (DiscardOldBuffer) Then
			' Discard the old buffer.
			Buffer.Discard()
		Endif
	Endif

	' Return the newly generated buffer.
	Return B
End

Function SetBuffer:Void(Output:DataBuffer, Value:Byte, Count:UInt, Offset:UInt=0)
	For Local I:= Offset Until (Count + Offset)
		Output.PokeByte(I, Value)
	Next

	Return
End

Function SetBuffer:Void(Output:DataBuffer, Value:Byte, Offset:UInt=0)
	SetBuffer(Output, Value, Output.Length - Offset, Offset)

	Return
End

' This writes a 16-bit integer at the "index" specified using the input-value.
' The index specified has a stride of 2 bytes.
Function ArraySetShort:Void(Output:DataBuffer, Index:UInt, Value:UShort, Offset:UInt=0)
	Output.PokeShort(Offset + FromShortArrayIndex(Index), Short(Value & $FFFF))

	Return
End

' This writes a 32-bit integer at the "index" specified using the input-value.
' The index specified has a stride of 4 bytes.
Function ArraySetInt:Void(Output:DataBuffer, Index:UInt, Value:UInt, Offset:UInt=0)
	Output.PokeInt(Offset + FromIntArrayIndex(Index), Int(Value & $FFFFFFFF))

	Return
End

' This reads a 16-bit integer at the "index" specified.
' The index specified has a stride of 2 bytes.
Function ArrayGetShort:UShort(Input:DataBuffer, Index:UInt, Offset:UInt=0)
	Return (Input.PeekShort(Offset + FromShortArrayIndex(Index)) & $FFFF)
End

' This reads a 32-bit integer at the "index" specified.
' The index specified has a stride of 4 bytes.
Function ArrayGetInt:UInt(Input:DataBuffer, Index:UInt, Offset:UInt=0)
	Return (Input.PeekInt(Offset + FromIntArrayIndex(Index)) & $FFFFFFFF)
End

Function SetBufferBytes:Void(Output:DataBuffer, Bytes:Byte[], Bytes_Length:UInt, Bytes_Offset:UInt=0, Offset:UInt=0)
	For Local I:= 0 Until Bytes_Length
		Output.PokeByte((I + Offset), (Bytes[I + Bytes_Offset] & $FF)) ' (I * SizeOf_Byte)
	Next

	Return
End

Function SetBufferBytes:Void(Output:DataBuffer, Bytes:Byte[], Offset:UInt=0)
	SetBufferBytes(Output, Bytes, Bytes.Length, 0, Offset)

	Return
End

Function SetBufferShorts:Void(Output:DataBuffer, Shorts:Short[], Shorts_Length:UInt, Shorts_Offset:UInt=0, Offset:UInt=0)
	For Local I:= 0 Until Shorts_Length
		Output.PokeShort(((I * SizeOf_Short) + Offset), (Shorts[I + Shorts_Offset] & $FFFF))
	Next

	Return
End

Function SetBufferShorts:Void(Output:DataBuffer, Shorts:Short[], Offset:UInt=0)
	SetBufferShorts(Output, Shorts, Shorts.Length, 0, Offset)

	Return
End

Function SetBufferInts:Void(Output:DataBuffer, Ints:Int[], Ints_Length:UInt, Ints_Offset:UInt=0, Offset:UInt=0)
	For Local I:= 0 Until Ints_Length
		Output.PokeInt(((I * SizeOf_Integer) + Offset), (Ints[I + Ints_Offset] & $FFFFFFFF))
	Next

	Return
End

Function SetBufferInts:Void(Output:DataBuffer, Ints:Int[], Offset:UInt=0)
	SetBufferInts(Output, Ints, Ints.Length, 0, Offset)

	Return
End


Fixed Issue 21: SimpleGui clicked issue

Fixed Issue 21: SimpleGui clicked issue

--HG--
extra : convert_revision : svn%3Ae934d3cd-0d57-f34a-94d0-9e8d31ae1c29/trunk%40213

Import diddy

Class SimpleMenu Extends List<SimpleButton>
	Field x:Float, y:Float
	Field buttonGap:Int = 0
	Field mouseOverName:String = ""
	Field clickedName:String = ""
	Field clearClickedName:Int = 1
	Field nextY:Int = 0
	Field w:Int, h:Int
	Field addGap:Int = 0
	Field soundMouseOver:GameSound
	Field soundClick:GameSound
	Field useVirtualRes:Bool = False

	Method New()
		Error "Please use a different constructor"
	End

	Method New(soundMouseOverFile$, soundClickFile$, x:Int, y:Int, gap:Int, useVirtualRes:Bool)
		Init(soundMouseOverFile, soundClickFile, x, y, gap, useVirtualRes)
	End

	Method Init:Void(soundMouseOverFile:String="", soundClickFile:String="", x:Float, y:Float, gap:Int, useVirtualRes:Bool)
		Self.Clear()
		Self.useVirtualRes = useVirtualRes
		Self.x = x
		Self.y = y
		nextY = y
		Self.buttonGap = gap
		h = 0
		mouseOverName = ""
		clickedName = ""
		addGap = 0
		If soundMouseOverFile<>"" Then
			soundMouseOver = New GameSound
			soundMouseOver.Load(soundMouseOverFile)
		End
		If soundClickFile<>"" Then
			soundClick = New GameSound
			soundClick.Load(soundClickFile)
		End
	End

	Method CalcWidth:Int()
		Local left:Int=10000
		Local right:Int=-10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.x < left Then left = b.x
			If b.x+b.image.w > right Then right = b.x + b.image.w
		Next
		w = right - left
		Return w
	End

	Method CalcHeight:Int()
		Local top:Int=10000
		Local bot:Int=-10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.y < top Then top = b.y
			If b.y+b.image.h > bot Then bot = b.y + b.image.h
		Next
		h = bot - top
		Return h
	End

	Method SetX:Void(thex#)
		CalcLeft()
		Local oldx# = x
		x = thex
		Local diff# = x - oldx
		Local b:SimpleButton
		For b = EachIn Self
			b.MoveBy(diff,0)
		Next
	End

	Method SetY:Void(they#)
		CalcTop()
		Local oldy# = y
		y = they
		Local diff# = y-oldy
		Local b:SimpleButton
		For b = EachIn Self
			b.MoveBy(0,diff)
		Next
	End

	Method CalcLeft:Void()
		x = 10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.x <x Then x = b.x
		Next
	End

	Method CalcTop:Void()
		y = 10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.y < y Then y = b.y
		Next
	End

	Method CentreHoriz:Void()
		CalcWidth()
		if useVirtualRes
			SetX((SCREEN_WIDTH-w)/2)
		Else
			SetX((DEVICE_WIDTH-w)/2)
		End
	End

	Method CentreVert:Void()
		CalcHeight()
		if useVirtualRes
			SetY((SCREEN_HEIGHT-h)/2)
		Else
			SetY((DEVICE_HEIGHT-h)/2)
		End
	End

	Method Centre:Void()
		CentreHoriz()
		CentreVert()
	End

	Method SetMenuAlpha:Void(alpha:Float)
		Local b:SimpleButton
		For b = EachIn Self
			b.alpha = alpha
		Next
	End

	Method AddButton:SimpleButton(buttonImageFile:String, mouseOverFile:String, name:String="")
		Local b:SimpleButton = ProcessAddButton(buttonImageFile, mouseOverFile, name)
		IncreaseHeight(b)
		Return b
	End

	Method IncreaseHeight:Void(b:SimpleButton)
		nextY = nextY + b.image.h + buttonGap

		h = h + b.image.h
		If addGap Then
			h = h + buttonGap
		Else
			addGap = 1
		End
	End

	Method ProcessAddButton:SimpleButton(buttonImageFile:String, mouseOverFile:String, name:String)
		Local b:SimpleButton = New SimpleButton
		b.Load(buttonImageFile, mouseOverFile)
		b.useVirtualRes = Self.useVirtualRes
		If name <> "" Then b.name = name.ToUpper()
		b.CentreX(nextY)
		b.soundMouseOver = soundMouseOver
		b.soundClick = soundClick
		AddLast(b)
		Return b
	End

	Method FindButton:SimpleButton(name:String)
		name = name.ToUpper()
		Local b:SimpleButton
		For b = EachIn Self
			If b.name = name Then Return b
		Next
		Return Null
	End

	Method Clicked:Int(name:String)
		name = name.ToUpper()
		If name = clickedName
			If clearClickedName Then clickedName = ""
			Return 1
		Else
			Return 0
		End
	End

	Method Update:Int()
		If game.screenFade.active
			Return 0
		EndIf
		clickedName = ""
		Local b:SimpleButton
		For b = EachIn Self
			b.Update()
			If b.mouseOver Then mouseOverName = b.name
			If b.clicked Then clickedName = b.name
		Next
		Return 1
	End

	Method Precache:Void()
		For Local b:SimpleButton = EachIn Self
			b.Precache()
		Next
	End

	Method Draw:Void()
		For Local b:SimpleButton = EachIn Self
			b.Draw()
		Next
	End
End

Class SimpleButton Extends Sprite
	Field active:Int = 1
	Field clicked:Int = 0
	Field mouseOver:Int = 0
	Field disabled:Bool = False
	Field soundMouseOver:GameSound
	Field soundClick:GameSound
	Field imageMouseOver:GameImage
	Field useVirtualRes:Bool = False

	Method Precache:Void()
		If image<>null
			Super.Precache()
		End
	End

	Method Draw:Void()
		If active = 0 Then Return
		SetAlpha Self.alpha
		if mouseOver
			DrawImage Self.imageMouseOver.image, x, y
		else
			DrawImage Self.image.image, x, y
		EndIf
		SetAlpha 1
	End

	Method Click:Void()
		If clicked = 0
			clicked = 1
			If soundClick <> null
				soundClick.Play()
			End
		End
	End

	Method CentreX:Void(yCoord:Int)
		if useVirtualRes
			MoveTo((SCREEN_WIDTH-image.w)/2, yCoord)
		Else
			MoveTo((DEVICE_WIDTH-image.w)/2, yCoord)
		End

	End

	Method MoveBy:Void(dx:Float,dy:Float)
		x+=dx
		y+=dy
	End Method

	Method MoveTo:Void(dx:Float,dy:Float)
		x=dx
		y=dy
	End Method

	Method Load:Void(buttonImage:String, mouseOverImage:String = "", soundMouseOverFile:String="", soundClickFile:String="")
		Self.image = New GameImage
		image.Load(game.images.path + buttonImage, False)

		if  mouseOverImage <> ""
			imageMouseOver = New GameImage
			imageMouseOver.Load(game.images.path + mouseOverImage, False)
		End

		name = StripAll(buttonImage.ToUpper())

		If soundMouseOverFile<>"" Then
			soundMouseOver = New GameSound
			soundMouseOver.Load(soundMouseOverFile)
		End
		If soundClickFile<>"" Then
			soundClick = New GameSound
			soundClick.Load(soundClickFile)
		End
	End

	Method Update:Void()
		If active = 0 or disabled Then Return
		Local mx:Int = game.mouseX
		Local my:Int = game.mouseY
		if not useVirtualRes
			mx = MouseX()
			my = MouseY()
		End
		If mx >= x And mx < x+image.w And my >= y And my < y+image.h Then
			If mouseOver = 0
				if soundMouseOver <> null
					soundMouseOver.Play()
				End
			End
			mouseOver = 1
			If MouseHit() Then
				Click()
			Else
				clicked = 0
			End
		Else
			mouseOver = 0
			clicked = 0
		End
	End
End

Class SimpleSlider Extends Sprite
	Field active:Int
	Field dotImage:GameImage
	Field dotX:Int, dotY:Int
	Field value:Int
	Field border:Int=0
	Field borderY:Int=5
	Field useVirtualRes:Bool = False

	Method New(barFile:String, dotFile:String, x:Int, y:int, border:int = 0, name:String="", borderY:int=5, useVirtualRes:Bool = True)
		Self.image = New GameImage
		Self.useVirtualRes = useVirtualRes

		image.Load(game.images.path + barFile, False)
		name = StripAll(barFile.ToUpper())

		dotImage = New GameImage
		dotImage.Load(game.images.path + dotFile, False)
		dotImage.name = StripAll(dotFile.ToUpper())

		Self.x = x
		Self.y = y
		Self.border = border
		Self.borderY = borderY

		Self.SetValue(50)
		Self.dotY = y-3
		Self.active = 1
	End

	Method SetValue:Void(toSet:int)
		value = toSet
		If toSet < 0 Then value = 0
		If toSet > 100 Then value = 100
		Local percent:Float = value/100.0
		dotX = x + border + (percent * (image.w - (border * 2))) - dotImage.w2
	End Method

	Method Update:Int()
		Local change:Int=0
		If active
			Local buffer:int = 10
			Local mx:Int = game.mouseX
			Local my:Int = game.mouseY
			if not useVirtualRes
				mx = MouseX()
				my = MouseY()
			End
			If mx >= x-buffer And mx < x + image.w + buffer And my >= y-borderY And my < y+image.h+borderY
				If MouseDown(MOUSE_LEFT)
					If mx <= x+border
						SetValue(0)
						change = 1
					ElseIf mx >= x+image.w-border
						SetValue(100)
						change = 1
					Else
						Local d:Float = mx - x - border
						Local p:Float = d/(image.w-(border*2))
						SetValue(Round(p*100))
						change = 1
					End
				End
			End
		End
		Return change
	End

	Method Draw:Void()
		If active
			DrawImage(image.image,x,y)
			DrawImage(dotImage.image,dotX,dotY)
		End
	End
End

Import diddy

Class SimpleMenu Extends List<SimpleButton>
	Field x:Float, y:Float
	Field buttonGap:Int = 0
	Field mouseOverName:String = ""
	Field clickedName:String = ""
	Field clearClickedName:Int = 1
	Field nextY:Int = 0
	Field w:Int, h:Int
	Field addGap:Int = 0
	Field soundMouseOver:GameSound
	Field soundClick:GameSound
	Field useVirtualRes:Bool = False

	Method New()
		Error "Please use a different constructor"
	End

	Method New(soundMouseOverFile$, soundClickFile$, x:Int, y:Int, gap:Int, useVirtualRes:Bool)
		Init(soundMouseOverFile, soundClickFile, x, y, gap, useVirtualRes)
	End

	Method Init:Void(soundMouseOverFile:String="", soundClickFile:String="", x:Float, y:Float, gap:Int, useVirtualRes:Bool)
		Self.Clear()
		Self.useVirtualRes = useVirtualRes
		Self.x = x
		Self.y = y
		nextY = y
		Self.buttonGap = gap
		h = 0
		mouseOverName = ""
		clickedName = ""
		addGap = 0
		If soundMouseOverFile<>"" Then
			soundMouseOver = New GameSound
			soundMouseOver.Load(soundMouseOverFile)
		End
		If soundClickFile<>"" Then
			soundClick = New GameSound
			soundClick.Load(soundClickFile)
		End
	End

	Method CalcWidth:Int()
		Local left:Int=10000
		Local right:Int=-10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.x < left Then left = b.x
			If b.x+b.image.w > right Then right = b.x + b.image.w
		Next
		w = right - left
		Return w
	End

	Method CalcHeight:Int()
		Local top:Int=10000
		Local bot:Int=-10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.y < top Then top = b.y
			If b.y+b.image.h > bot Then bot = b.y + b.image.h
		Next
		h = bot - top
		Return h
	End

	Method SetX:Void(thex#)
		CalcLeft()
		Local oldx# = x
		x = thex
		Local diff# = x - oldx
		Local b:SimpleButton
		For b = EachIn Self
			b.MoveBy(diff,0)
		Next
	End

	Method SetY:Void(they#)
		CalcTop()
		Local oldy# = y
		y = they
		Local diff# = y-oldy
		Local b:SimpleButton
		For b = EachIn Self
			b.MoveBy(0,diff)
		Next
	End

	Method CalcLeft:Void()
		x = 10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.x <x Then x = b.x
		Next
	End

	Method CalcTop:Void()
		y = 10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.y < y Then y = b.y
		Next
	End

	Method CentreHoriz:Void()
		CalcWidth()
		if useVirtualRes
			SetX((SCREEN_WIDTH-w)/2)
		Else
			SetX((DEVICE_WIDTH-w)/2)
		End
	End

	Method CentreVert:Void()
		CalcHeight()
		if useVirtualRes
			SetY((SCREEN_HEIGHT-h)/2)
		Else
			SetY((DEVICE_HEIGHT-h)/2)
		End
	End

	Method Centre:Void()
		CentreHoriz()
		CentreVert()
	End

	Method SetMenuAlpha:Void(alpha:Float)
		Local b:SimpleButton
		For b = EachIn Self
			b.alpha = alpha
		Next
	End

	Method AddButton:SimpleButton(buttonImageFile:String, mouseOverFile:String, name:String="")
		Local b:SimpleButton = ProcessAddButton(buttonImageFile, mouseOverFile, name)
		IncreaseHeight(b)
		Return b
	End

	Method IncreaseHeight:Void(b:SimpleButton)
		nextY = nextY + b.image.h + buttonGap

		h = h + b.image.h
		If addGap Then
			h = h + buttonGap
		Else
			addGap = 1
		End
	End

	Method ProcessAddButton:SimpleButton(buttonImageFile:String, mouseOverFile:String, name:String)
		Local b:SimpleButton = New SimpleButton
		b.Load(buttonImageFile, mouseOverFile)
		b.useVirtualRes = Self.useVirtualRes
		If name <> "" Then b.name = name.ToUpper()
		b.CentreX(nextY)
		b.soundMouseOver = soundMouseOver
		b.soundClick = soundClick
		AddLast(b)
		Return b
	End

	Method FindButton:SimpleButton(name:String)
		name = name.ToUpper()
		Local b:SimpleButton
		For b = EachIn Self
			If b.name = name Then Return b
		Next
		Return Null
	End

	Method Clicked:Int(name:String)
		name = name.ToUpper()
		If name = clickedName
			If clearClickedName Then clickedName = ""
			Return 1
		Else
			Return 0
		End
	End

	Method Update:Int()
		If game.screenFade.active
			Return 0
		EndIf
		clickedName = ""
		Local b:SimpleButton
		For b = EachIn Self
			b.Update()
			If b.mouseOver Then mouseOverName = b.name
			If b.clicked Then clickedName = b.name
		Next
		Return 1
	End

	Method Precache:Void()
		For Local b:SimpleButton = EachIn Self
			b.Precache()
		Next
	End

	Method Draw:Void()
		For Local b:SimpleButton = EachIn Self
			b.Draw()
		Next
	End
End

Class SimpleButton Extends Sprite
	Field active:Int = 1
	Field clicked:Int = 0
	Field mouseOver:Int = 0
	Field disabled:Bool = False
	Field soundMouseOver:GameSound
	Field soundClick:GameSound
	Field imageMouseOver:GameImage
	Field useVirtualRes:Bool = False

	Method Precache:Void()
		If image<>null
			Super.Precache()
		End
	End

	Method Draw:Void()
		If active = 0 Then Return
		SetAlpha Self.alpha
		if mouseOver
			DrawImage Self.imageMouseOver.image, x, y
		else
			DrawImage Self.image.image, x, y
		EndIf
		SetAlpha 1
	End

	Method Click:Void()
		If clicked = 0
			clicked = 1
			If soundClick <> null
				soundClick.Play()
			End
		End
	End

	Method CentreX:Void(yCoord:Int)
		if useVirtualRes
			MoveTo((SCREEN_WIDTH-image.w)/2, yCoord)
		Else
			MoveTo((DEVICE_WIDTH-image.w)/2, yCoord)
		End

	End

	Method MoveBy:Void(dx:Float,dy:Float)
		x+=dx
		y+=dy
	End Method

	Method MoveTo:Void(dx:Float,dy:Float)
		x=dx
		y=dy
	End Method

	Method Load:Void(buttonImage:String, mouseOverImage:String = "", soundMouseOverFile:String="", soundClickFile:String="")
		Self.image = New GameImage
		image.Load(game.images.path + buttonImage, False)

		if  mouseOverImage <> ""
			imageMouseOver = New GameImage
			imageMouseOver.Load(game.images.path + mouseOverImage, False)
		End

		name = StripAll(buttonImage.ToUpper())

		If soundMouseOverFile<>"" Then
			soundMouseOver = New GameSound
			soundMouseOver.Load(soundMouseOverFile)
		End
		If soundClickFile<>"" Then
			soundClick = New GameSound
			soundClick.Load(soundClickFile)
		End
	End

	Method Update:Void()
		If active = 0 or disabled Then Return
		Local mx:Int = game.mouseX
		Local my:Int = game.mouseY
		if not useVirtualRes
			mx = MouseX()
			my = MouseY()
		End
		If mx >= x And mx < x+image.w And my >= y And my < y+image.h Then
			If mouseOver = 0
				if soundMouseOver <> null
					soundMouseOver.Play()
				End
			End
			mouseOver = 1
			If game.mouseHit Then
				Click()
			End
		Else
			mouseOver = 0
			clicked = 0
		End
	End
End

Class SimpleSlider Extends Sprite
	Field active:Int
	Field dotImage:GameImage
	Field dotX:Int, dotY:Int
	Field value:Int
	Field border:Int=0
	Field borderY:Int=5
	Field useVirtualRes:Bool = False

	Method New(barFile:String, dotFile:String, x:Int, y:int, border:int = 0, name:String="", borderY:int=5, useVirtualRes:Bool = True)
		Self.image = New GameImage
		Self.useVirtualRes = useVirtualRes

		image.Load(game.images.path + barFile, False)
		name = StripAll(barFile.ToUpper())

		dotImage = New GameImage
		dotImage.Load(game.images.path + dotFile, False)
		dotImage.name = StripAll(dotFile.ToUpper())

		Self.x = x
		Self.y = y
		Self.border = border
		Self.borderY = borderY

		Self.SetValue(50)
		Self.dotY = y-3
		Self.active = 1
	End

	Method SetValue:Void(toSet:int)
		value = toSet
		If toSet < 0 Then value = 0
		If toSet > 100 Then value = 100
		Local percent:Float = value/100.0
		dotX = x + border + (percent * (image.w - (border * 2))) - dotImage.w2
	End Method

	Method Update:Int()
		Local change:Int=0
		If active
			Local buffer:int = 10
			Local mx:Int = game.mouseX
			Local my:Int = game.mouseY
			if not useVirtualRes
				mx = MouseX()
				my = MouseY()
			End
			If mx >= x-buffer And mx < x + image.w + buffer And my >= y-borderY And my < y+image.h+borderY
				If MouseDown(MOUSE_LEFT)
					If mx <= x+border
						SetValue(0)
						change = 1
					ElseIf mx >= x+image.w-border
						SetValue(100)
						change = 1
					Else
						Local d:Float = mx - x - border
						Local p:Float = d/(image.w-(border*2))
						SetValue(Round(p*100))
						change = 1
					End
				End
			End
		End
		Return change
	End

	Method Draw:Void()
		If active
			DrawImage(image.image,x,y)
			DrawImage(dotImage.image,dotX,dotY)
		End
	End
End