Added Uncle's Date functions for Android and HTML5:
* GetDayOfMonth
* GetDayOfWeek
* GetHours
* GetMilliSeconds
* GetMinutes
* GetMonth
* GetSeconds

--HG--
extra : convert_revision : svn%3Ae934d3cd-0d57-f34a-94d0-9e8d31ae1c29/trunk%40251

#if HOST="macos" And TARGET="glfw"
	Import "native/diddy.${TARGET}.mac.${LANG}"
#else
	Import "native/diddy.${TARGET}.${LANG}"
#end
Import mojo
Import framework
Import assert

Extern

	#If LANG="cpp" Then
		Function RealMillisecs:Int() = "diddy::systemMillisecs"
		Function FlushKeys:Void() = "diddy::flushKeys"
		Function HideMouse:Void() = "diddy::hideMouse"
		Function ShowMouse:Void() = "diddy::showMouse"
		Function GetUpdateRate:Int() = "diddy::getUpdateRate"
		Function SetMouse:Void(x:Int, y:Int) = "diddy::setMouse"
		Function ShowKeyboard:Void() = "diddy::showKeyboard"
		Function LaunchBrowser:Void(address:String) = "diddy::launchBrowser"
		Function LaunchEmail:Void(email:String, subject:String, text:String) = "diddy::launchEmail"
		Function SetNativeGraphicsSize:Void(w:Int, h:Int) = "diddy::setGraphics"
		Function RealMod:Float(value:Float, amount:Float) = "diddy::realMod"
		Function StartVibrate:Void(millisec:Int) = "diddy::startVibrate"
		Function StopVibrate:Void() = "diddy::stopVibrate"
		Function GetDayOfMonth:Int()="diddy::getDayOfMonth"
		Function GetDayOfWeek:Int()="diddy::getDayOfWeek"
		Function GetMonth:Int()="diddy::getMonth"
		Function GetYear:Int()="diddy::getYear"
		Function GetHours:Int()="diddy::getHours"
		Function GetMinutes:Int()="diddy::getMinutes"
		Function GetSeconds:Int()="diddy::getSeconds"
		Function GetMilliSeconds:Int()="diddy::getMilliSeconds"
	#Else
		Function RealMillisecs:Int() = "diddy.systemMillisecs"
		Function FlushKeys:Void() = "diddy.flushKeys"
		Function HideMouse:Void() = "diddy.hideMouse"
		Function ShowMouse:Void() = "diddy.showMouse"
		Function GetUpdateRate:Int() = "diddy.getUpdateRate"
		Function SetMouse:Void(x:Int, y:Int) = "diddy.setMouse"
		Function ShowKeyboard:Void() = "diddy.showKeyboard"
		Function LaunchBrowser:Void(address:String) = "diddy.launchBrowser"
		Function LaunchEmail:Void(email:String, subject:String, text:String) = "diddy.launchEmail"
		Function SetNativeGraphicsSize:Void(w:Int, h:Int) = "diddy.setGraphics"
		Function RealMod:Float(value:Float, amount:Float) = "diddy.realMod"
		Function StartVibrate:Void(millisec:Int) = "diddy.startVibrate"
		Function StopVibrate:Void() = "diddy.stopVibrate"
		Function GetDayOfMonth:Int()="diddy.getDayOfMonth"
		Function GetDayOfWeek:Int()="diddy.getDayOfWeek"
		Function GetMonth:Int()="diddy.getMonth"
		Function GetYear:Int()="diddy.getYear"
		Function GetHours:Int()="diddy.getHours"
		Function GetMinutes:Int()="diddy.getMinutes"
		Function GetSeconds:Int()="diddy.getSeconds"
		Function GetMilliSeconds:Int()="diddy.getMilliSeconds"
	#End

	#If LANG="java" Then
		Function BuildString:String(arr:Int[], offset:Int, length:Int) = "diddy.buildString"
	#End
Public

#If LANG <> "java" Then
	Function BuildString:String(arr:Int[], offset:Int, length:Int)
		If offset<0 Or length<=0 Or offset+length > arr.Length Then Return ""
		Local rv:String = String.FromChar(arr[offset])
		For Local i:Int = offset+1 Until offset+length
			rv += String.FromChar(arr[i])
		Next
		Return rv
	End
#End

Function SetGraphics:Void(w:Int, h:Int)
	SetNativeGraphicsSize(w, h)
	DEVICE_WIDTH = w
	DEVICE_HEIGHT = h
	SCREEN_HEIGHT = h
	SCREEN_WIDTH = w
	SCREEN_WIDTH2 = SCREEN_WIDTH / 2
	SCREEN_HEIGHT2 = SCREEN_HEIGHT / 2
End

Function ExitApp:Void()
	Error ""
End

Function RectsOverlap:Int(x0:Float, y0:Float, w0:Float, h0:Float, x2:Float, y2:Float, w2:Float, h2:Float)
	If x0 > (x2 + w2) Or (x0 + w0) < x2 Then Return False
	If y0 > (y2 + h2) Or (y0 + h0) < y2 Then Return False
	Return True
End

Function DrawRectOutline:Void(x:Int, y:Int, w:Int, h:Int)
	w -= 1
	h -= 1
	DrawLine(x,y,x+w,y)
	DrawLine(x+w,y,x+w,y+h)
	DrawLine(x+w,y+h,x,y+h)
	DrawLine(x,y+h,x,y)
End

Function LoadBitmap:Image(path$, flags%=0)
	Local pointer:Image = LoadImage(path, 1, flags)

	AssertNotNull(pointer, "Error loading bitmap "+path)

   	Return pointer
End

Function LoadAnimBitmap:Image(path$, w%, h%, count%, tmpImage:Image)
	'tmpImage = loadBitmap(path) <-- This creates another image, decided to just copy the code here
	tmpImage = LoadImage(path)

	AssertNotNull(tmpImage, "Error loading bitmap "+path)

	Local pointer:Image = tmpImage.GrabImage( 0, 0, w, h, count, Image.MidHandle)

   	Return pointer
End

Function LoadSoundSample:Sound(path$)
	Local pointer:Sound = LoadSound(path)
	AssertNotNull(pointer, "Error loading sound "+path)
	Return pointer
End

Function FormatNumeric:String(value:Float)
	Local i:Int,s:String,ns:String,k:Int
	Local os:String
	s=String(value)
	os=s
	Local pos:Int=s.Length()
	If s.Find(".")>0 pos=s.Find(".") Else os=""
	For i=pos To 1 Step -1
		If k>2 ns+="." k=0
		k+=1
		ns=ns+Mid(s,i,1)
	Next
	s=""
	For i= ns.Length() To 1 Step -1
		s+=Mid(ns,i,1)
	Next
	If os<>"" s=s+","+os[pos+1..]
	Return s
End

Function Left$( str$,n:Int )
	If n>str.Length() n=str.Length()
	Return str[..n]
End

Function Right$( str$,n:Int )
	If n>str.Length() n=str.Length()
	Return str[str.Length()-n..]
End

Function LSet$( str$,n:Int,char:String=" " )
	Local rep:String
	For Local i:Int=1 To n
		rep=rep+char
	Next
	str=str+rep
	Return str[..n]
End

Function RSet$( str$,n:Int,char:String=" " )
	Local rep:String
	For Local i:Int=1 To n
		rep=rep+char
	Next
	str=rep+str
	Return str[str.Length()-n..]
End

Function Mid$( str$,pos:Int,size:Int=-1 )
	If pos>str.Length() Return ""
	pos-=1
	If( size<0 ) Return str[pos..]
	If pos<0 size=size+pos pos=0
	If pos+size>str.Length() size=str.Length()-pos
	Return str[pos..pos+size]
End

Function StripDir$( path$ )
	Local i:=path.FindLast( "/" )
	If i<>-1 Return path[i+1..]
	Return path
End

Function StripExt$( path$ )
	Local i:=path.FindLast( "." )
	If i<>-1 And path.Find( "/",i+1 )=-1 Return path[..i]
	Return path
End

Function StripAll$( path$ )
	Return StripDir( StripExt( path ) )
End

Function Round%(flot#)
	Return Floor(flot+0.5)
End

Function PointInSpot:Int(x1:Float, y1:Float, x2:Float, y2:Float, radius:Float)
	Local dx:Float = x2 - x1
	Local dy:Float = y2 - y1
	Return dx * dx + dy * dy <= radius * radius
End

Function AnyInputPressed:Bool()
	For Local i:Int = 0 To 511
		If KeyHit(i) Then Return True
	Next
	Return False
End

Function FormatNumber:String(number:Float, decimal:Int=4, comma:Int=0, padleft:Int=0 )
	Assert(decimal > -1 And comma > -1 And padleft > -1, "Negative numbers not allowed in FormatNumber()")

	Local str:String = number
	Local dl:Int = str.Find(".")
	If decimal = 0 Then decimal = -1
	str = str[..dl+decimal+1]

	If comma
		While dl>comma
			str = str[..dl-comma] + "," + str[dl-comma..]
			dl -= comma
		Wend
	End

	If padleft
		Local paddedLength:Int = padleft+decimal+1
		If paddedLength < str.Length Then str = "Error"
		str = RSet(str,paddedLength)
	End
	Return str
End

Function IsWhitespace:Bool(str:String)
	Return str = "~t" Or str = "~n" Or str = "~r" Or str = " "
End

Function IsWhitespace:Bool(val:Int)
	Return val = ASC_TAB Or val = ASC_LF Or val = ASC_CR Or val = ASC_SPACE
End

' TODO: allow encoding of Int[]
' TODO: enabling lineWrap will wrap the string every lineWrapWidth characters (defaults to 80)
' enabling padOutput will pad the ending of the output with equals characters (=) to next 4-byte boundary
Function EncodeBase64:String(src:String, padOutput:Bool=False, lineWrap:Bool=False, lineWrapWidth:Int=80)
	Local rv:String = ""
	Local s1:Int, s2:Int, s3:Int, a:Int, b:Int, c:Int, d:Int, i:Int
	If src.Length = 0 Then Return ""
	Repeat
		s1 = src[i]
		If i+1 < src.Length Then s2 = src[i+1] Else s2 = 0
		If i+2 < src.Length Then s3 = src[i+2] Else s3 = 0
		a = s1 Shr 2
		b = ((s1 & 3) Shl 4) | (s2 Shr 4)
		c = ((s2 & 15) Shl 2) | (s3 Shr 6)
		d = s3 & 63
		If i+1 >= src.Length Then c = 64
		If i+2 >= src.Length Then d = 64
		rv += BASE64_CHARS[a..a+1] + BASE64_CHARS[b..b+1]
		If c < 64 Or padOutput Then rv += BASE64_CHARS[c..c+1]
		If d < 64 Or padOutput Then rv += BASE64_CHARS[d..d+1]
		i += 3
	Until i >= src.Length
	Return rv
End

' TODO: convert this to use BASE64_ARRAY
' I'll do this once Monkey has a decent string builder class.
Function DecodeBase64:String(src:String)
	Local rv:String = "", src2:String = ""
	Local s1:Int, s2:Int, s3:Int, a:Int, b:Int, c:Int, d:Int, i:Int
	' remove any non-base64 characters
	For i = 0 Until src.Length
		If BASE64_CHARS.Find(src[i..i+1]) >= 0 Then src2 += src[i..i+1]
	Next
	If src2.Length = 0 Then Return ""
	i = 0
	Repeat
		a = BASE64_CHARS.Find(src2[i..i+1])
		If i+1 > src2.Length Then Exit ' This shouldn't happen with base64, so something's wrong!
		b = BASE64_CHARS.Find(src2[i+1..i+2])
		If i+2 < src2.Length Then c = BASE64_CHARS.Find(src2[i+2..i+3]) Else c = 64
		If i+3 < src2.Length Then d = BASE64_CHARS.Find(src2[i+3..i+4]) Else d = 64
		s1 = (a Shl 2) | (b Shr 4)
		s2 = ((b & 15) Shl 4) | (c Shr 2)
		s3 = ((c & 3) Shl 6) | d
		rv += String.FromChar(s1)
		If c <> 64 Then rv += String.FromChar(s2)
		If d <> 64 Then rv += String.FromChar(s3)
		i += 4
	Until i >= src2.Length
	Return rv
End

Function DecodeBase64Bytes:Int[](src:String)
	InitBase64()
	Local a:Int, b:Int, c:Int, d:Int, i:Int, j:Int
	Local src2:Int[] = New Int[src.Length]
	Local padding:Int = 0

	' find out how many base64 characters
	Local srclen:Int = 0
	For i = 0 Until src.Length
		If BASE64_ARRAY[src[i]] >= 0 Then
			src2[srclen] = src[i]
			srclen += 1
			' check if it's a padding character and increment the count
			If BASE64_ARRAY[src[i]] = 64 Then padding += 1
		End
	Next

	' die if there are no base64 chars
	If srclen = 0 Then Return []

	' get the target length and create the array
	Local len:Int = 3*(srclen/4)
	If srclen Mod 4 = 0 Then
		len -= padding
	ElseIf padding = 0 Then
		If srclen Mod 4 >= 2 Then len += 1
		If srclen Mod 4 = 3 Then len += 1
	End
	Local rv:Int[] = New Int[len]

	i = 0
	j = 0
	Repeat
		a = BASE64_ARRAY[src2[i]]
		If i+1 > srclen Then Exit ' This shouldn't happen with base64, so something's wrong!
		b = BASE64_ARRAY[src2[i+1]]
		If i+2 < srclen Then c = BASE64_ARRAY[src2[i+2]] Else c = 64
		If i+3 < srclen Then d = BASE64_ARRAY[src2[i+3]] Else d = 64
		rv[j] = (a Shl 2) | (b Shr 4)
		If j+1 < len Then rv[j+1] = ((b & 15) Shl 4) | (c Shr 2)
		If j+2 < len Then rv[j+2] = ((c & 3) Shl 6) | d
		i += 4
		j += 3
	Until i >= srclen
	Return rv
End

Function InitBase64:Void()
	If BASE64_ARRAY.Length = 0 Then
		BASE64_ARRAY = New Int[256]
		Local i% = 0
		For i = 0 Until BASE64_ARRAY.Length
			BASE64_ARRAY[i] = -1
		Next
		For i = 0 Until BASE64_CHARS.Length
			BASE64_ARRAY[BASE64_CHARS[i]] = i
		Next
	End
End

' constants

Const BASE64_CHARS:String = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/="
Global BASE64_ARRAY:Int[] = []

' control characters
Const ASC_NUL:Int = 0       ' Null character
Const ASC_SOH:Int = 1       ' Start of Heading
Const ASC_STX:Int = 2       ' Start of Text
Const ASC_ETX:Int = 3       ' End of Text
Const ASC_EOT:Int = 4       ' End of Transmission
Const ASC_ENQ:Int = 5       ' Enquiry
Const ASC_ACK:Int = 6       ' Acknowledgment
Const ASC_BEL:Int = 7       ' Bell
Const ASC_BACKSPACE:Int = 8 ' Backspace
Const ASC_TAB:Int = 9       ' Horizontal tab
Const ASC_LF:Int = 10       ' Linefeed
Const ASC_VTAB:Int = 11     ' Vertical tab
Const ASC_FF:Int = 12       ' Form feed
Const ASC_CR:Int = 13       ' Carriage return
Const ASC_SO:Int = 14       ' Shift Out
Const ASC_SI:Int = 15       ' Shift In
Const ASC_DLE:Int = 16      ' Data Line Escape
Const ASC_DC1:Int = 17      ' Device Control 1
Const ASC_DC2:Int = 18      ' Device Control 2
Const ASC_DC3:Int = 19      ' Device Control 3
Const ASC_DC4:Int = 20      ' Device Control 4
Const ASC_NAK:Int = 21      ' Negative Acknowledgment
Const ASC_SYN:Int = 22      ' Synchronous Idle
Const ASC_ETB:Int = 23      ' End of Transmit Block
Const ASC_CAN:Int = 24      ' Cancel
Const ASC_EM:Int = 25       ' End of Medium
Const ASC_SUB:Int = 26      ' Substitute
Const ASC_ESCAPE:Int = 27   ' Escape
Const ASC_FS:Int = 28       ' File separator
Const ASC_GS:Int = 29       ' Group separator
Const ASC_RS:Int = 30       ' Record separator
Const ASC_US:Int = 31       ' Unit separator

' visible characters
Const ASC_SPACE:Int = 32                ' '
Const ASC_EXCLAMATION:Int = 33          '!'
Const ASC_DOUBLE_QUOTE:Int = 34         '"'
Const ASC_HASH:Int = 35                 '#'
Const ASC_DOLLAR:Int = 36               '$'
Const ASC_PERCENT:Int = 37              '%'
Const ASC_AMPERSAND:Int = 38            '&'
Const ASC_SINGLE_QUOTE:Int = 39         '''
Const ASC_OPEN_PARENTHESIS:Int = 40     '('
Const ASC_CLOSE_PARENTHESIS:Int = 41    ')'
Const ASC_ASTERISK:Int = 42             '*'
Const ASC_PLUS:Int = 43                 '+'
Const ASC_COMMA:Int = 44                ','
Const ASC_HYPHEN:Int = 45               '-'
Const ASC_PERIOD:Int = 46               '.'
Const ASC_SLASH:Int = 47                '/'
Const ASC_0:Int = 48
Const ASC_1:Int = 49
Const ASC_2:Int = 50
Const ASC_3:Int = 51
Const ASC_4:Int = 52
Const ASC_5:Int = 53
Const ASC_6:Int = 54
Const ASC_7:Int = 55
Const ASC_8:Int = 56
Const ASC_9:Int = 57
Const ASC_COLON:Int = 58        ':'
Const ASC_SEMICOLON:Int = 59    ';'
Const ASC_LESS_THAN:Int = 60    '<'
Const ASC_EQUALS:Int = 61       '='
Const ASC_GREATER_THAN:Int = 62 '>'
Const ASC_QUESTION:Int = 63     '?'
Const ASC_AT:Int = 64           '@'
Const ASC_UPPER_A:Int = 65
Const ASC_UPPER_B:Int = 66
Const ASC_UPPER_C:Int = 67
Const ASC_UPPER_D:Int = 68
Const ASC_UPPER_E:Int = 69
Const ASC_UPPER_F:Int = 70
Const ASC_UPPER_G:Int = 71
Const ASC_UPPER_H:Int = 72
Const ASC_UPPER_I:Int = 73
Const ASC_UPPER_J:Int = 74
Const ASC_UPPER_K:Int = 75
Const ASC_UPPER_L:Int = 76
Const ASC_UPPER_M:Int = 77
Const ASC_UPPER_N:Int = 78
Const ASC_UPPER_O:Int = 79
Const ASC_UPPER_P:Int = 80
Const ASC_UPPER_Q:Int = 81
Const ASC_UPPER_R:Int = 82
Const ASC_UPPER_S:Int = 83
Const ASC_UPPER_T:Int = 84
Const ASC_UPPER_U:Int = 85
Const ASC_UPPER_V:Int = 86
Const ASC_UPPER_W:Int = 87
Const ASC_UPPER_X:Int = 88
Const ASC_UPPER_Y:Int = 89
Const ASC_UPPER_Z:Int = 90
Const ASC_OPEN_BRACKET:Int = 91     '['
Const ASC_BACKSLASH:Int = 92        '\'
Const ASC_CLOSE_BRACKET:Int = 93    ']'
Const ASC_CIRCUMFLEX:Int = 94       '^'
Const ASC_UNDERSCORE:Int = 95       '_'
Const ASC_BACKTICK:Int = 96         '`'
Const ASC_LOWER_A:Int = 97
Const ASC_LOWER_B:Int = 98
Const ASC_LOWER_C:Int = 99
Const ASC_LOWER_D:Int = 100
Const ASC_LOWER_E:Int = 101
Const ASC_LOWER_F:Int = 102
Const ASC_LOWER_G:Int = 103
Const ASC_LOWER_H:Int = 104
Const ASC_LOWER_I:Int = 105
Const ASC_LOWER_J:Int = 106
Const ASC_LOWER_K:Int = 107
Const ASC_LOWER_L:Int = 108
Const ASC_LOWER_M:Int = 109
Const ASC_LOWER_N:Int = 110
Const ASC_LOWER_O:Int = 111
Const ASC_LOWER_P:Int = 112
Const ASC_LOWER_Q:Int = 113
Const ASC_LOWER_R:Int = 114
Const ASC_LOWER_S:Int = 115
Const ASC_LOWER_T:Int = 116
Const ASC_LOWER_U:Int = 117
Const ASC_LOWER_V:Int = 118
Const ASC_LOWER_W:Int = 119
Const ASC_LOWER_X:Int = 120
Const ASC_LOWER_Y:Int = 121
Const ASC_LOWER_Z:Int = 122
Const ASC_OPEN_BRACE:Int = 123  '{'
Const ASC_PIPE:Int = 124        '|'
Const ASC_CLOSE_BRACE:Int = 125 '}'
Const ASC_TILDE:Int = 126       '~'
Const ASC_DELETE:Int = 127

#if HOST="macos" And TARGET="glfw"
	Import "native/diddy.${TARGET}.mac.${LANG}"
#else
	Import "native/diddy.${TARGET}.${LANG}"
#end
Import mojo
Import framework
Import assert

Extern

	#If LANG="cpp" Then
		Function RealMillisecs:Int() = "diddy::systemMillisecs"
		Function FlushKeys:Void() = "diddy::flushKeys"
		Function HideMouse:Void() = "diddy::hideMouse"
		Function ShowMouse:Void() = "diddy::showMouse"
		Function GetUpdateRate:Int() = "diddy::getUpdateRate"
		Function SetMouse:Void(x:Int, y:Int) = "diddy::setMouse"
		Function ShowKeyboard:Void() = "diddy::showKeyboard"
		Function LaunchBrowser:Void(address:String) = "diddy::launchBrowser"
		Function LaunchEmail:Void(email:String, subject:String, text:String) = "diddy::launchEmail"
		Function SetNativeGraphicsSize:Void(w:Int, h:Int) = "diddy::setGraphics"
		Function RealMod:Float(value:Float, amount:Float) = "diddy::realMod"
		Function StartVibrate:Void(millisec:Int) = "diddy::startVibrate"
		Function StopVibrate:Void() = "diddy::stopVibrate"
	#Else
		Function RealMillisecs:Int() = "diddy.systemMillisecs"
		Function FlushKeys:Void() = "diddy.flushKeys"
		Function HideMouse:Void() = "diddy.hideMouse"
		Function ShowMouse:Void() = "diddy.showMouse"
		Function GetUpdateRate:Int() = "diddy.getUpdateRate"
		Function SetMouse:Void(x:Int, y:Int) = "diddy.setMouse"
		Function ShowKeyboard:Void() = "diddy.showKeyboard"
		Function LaunchBrowser:Void(address:String) = "diddy.launchBrowser"
		Function LaunchEmail:Void(email:String, subject:String, text:String) = "diddy.launchEmail"
		Function SetNativeGraphicsSize:Void(w:Int, h:Int) = "diddy.setGraphics"
		Function RealMod:Float(value:Float, amount:Float) = "diddy.realMod"
		Function StartVibrate:Void(millisec:Int) = "diddy.startVibrate"
		Function StopVibrate:Void() = "diddy.stopVibrate"
	#End

	#If LANG="java" Then
		Function BuildString:String(arr:Int[], offset:Int, length:Int) = "diddy.buildString"
	#End
Public

#If LANG <> "java" Then
	Function BuildString:String(arr:Int[], offset:Int, length:Int)
		If offset<0 Or length<=0 Or offset+length > arr.Length Then Return ""
		Local rv:String = String.FromChar(arr[offset])
		For Local i:Int = offset+1 Until offset+length
			rv += String.FromChar(arr[i])
		Next
		Return rv
	End
#End

Function SetGraphics:Void(w:Int, h:Int)
	SetNativeGraphicsSize(w, h)
	DEVICE_WIDTH = w
	DEVICE_HEIGHT = h
	SCREEN_HEIGHT = h
	SCREEN_WIDTH = w
	SCREEN_WIDTH2 = SCREEN_WIDTH / 2
	SCREEN_HEIGHT2 = SCREEN_HEIGHT / 2
End

Function ExitApp:Void()
	Error ""
End

Function RectsOverlap:Int(x0:Float, y0:Float, w0:Float, h0:Float, x2:Float, y2:Float, w2:Float, h2:Float)
	If x0 > (x2 + w2) Or (x0 + w0) < x2 Then Return False
	If y0 > (y2 + h2) Or (y0 + h0) < y2 Then Return False
	Return True
End

Function DrawRectOutline:Void(x:Int, y:Int, w:Int, h:Int)
	w -= 1
	h -= 1
	DrawLine(x,y,x+w,y)
	DrawLine(x+w,y,x+w,y+h)
	DrawLine(x+w,y+h,x,y+h)
	DrawLine(x,y+h,x,y)
End

Function LoadBitmap:Image(path$, flags%=0)
	Local pointer:Image = LoadImage(path, 1, flags)

	AssertNotNull(pointer, "Error loading bitmap "+path)

   	Return pointer
End

Function LoadAnimBitmap:Image(path$, w%, h%, count%, tmpImage:Image)
	'tmpImage = loadBitmap(path) <-- This creates another image, decided to just copy the code here
	tmpImage = LoadImage(path)

	AssertNotNull(tmpImage, "Error loading bitmap "+path)

	Local pointer:Image = tmpImage.GrabImage( 0, 0, w, h, count, Image.MidHandle)

   	Return pointer
End

Function LoadSoundSample:Sound(path$)
	Local pointer:Sound = LoadSound(path)
	AssertNotNull(pointer, "Error loading sound "+path)
	Return pointer
End

Function FormatNumeric:String(value:Float)
	Local i:Int,s:String,ns:String,k:Int
	Local os:String
	s=String(value)
	os=s
	Local pos:Int=s.Length()
	If s.Find(".")>0 pos=s.Find(".") Else os=""
	For i=pos To 1 Step -1
		If k>2 ns+="." k=0
		k+=1
		ns=ns+Mid(s,i,1)
	Next
	s=""
	For i= ns.Length() To 1 Step -1
		s+=Mid(ns,i,1)
	Next
	If os<>"" s=s+","+os[pos+1..]
	Return s
End

Function Left$( str$,n:Int )
	If n>str.Length() n=str.Length()
	Return str[..n]
End

Function Right$( str$,n:Int )
	If n>str.Length() n=str.Length()
	Return str[str.Length()-n..]
End

Function LSet$( str$,n:Int,char:String=" " )
	Local rep:String
	For Local i:Int=1 To n
		rep=rep+char
	Next
	str=str+rep
	Return str[..n]
End

Function RSet$( str$,n:Int,char:String=" " )
	Local rep:String
	For Local i:Int=1 To n
		rep=rep+char
	Next
	str=rep+str
	Return str[str.Length()-n..]
End

Function Mid$( str$,pos:Int,size:Int=-1 )
	If pos>str.Length() Return ""
	pos-=1
	If( size<0 ) Return str[pos..]
	If pos<0 size=size+pos pos=0
	If pos+size>str.Length() size=str.Length()-pos
	Return str[pos..pos+size]
End

Function StripDir$( path$ )
	Local i:=path.FindLast( "/" )
	If i<>-1 Return path[i+1..]
	Return path
End

Function StripExt$( path$ )
	Local i:=path.FindLast( "." )
	If i<>-1 And path.Find( "/",i+1 )=-1 Return path[..i]
	Return path
End

Function StripAll$( path$ )
	Return StripDir( StripExt( path ) )
End

Function Round%(flot#)
	Return Floor(flot+0.5)
End

Function PointInSpot:Int(x1:Float, y1:Float, x2:Float, y2:Float, radius:Float)
	Local dx:Float = x2 - x1
	Local dy:Float = y2 - y1
	Return dx * dx + dy * dy <= radius * radius
End

Function AnyInputPressed:Bool()
	For Local i:Int = 0 To 511
		If KeyHit(i) Then Return True
	Next
	Return False
End

Function FormatNumber:String(number:Float, decimal:Int=4, comma:Int=0, padleft:Int=0 )
	Assert(decimal > -1 And comma > -1 And padleft > -1, "Negative numbers not allowed in FormatNumber()")

	Local str:String = number
	Local dl:Int = str.Find(".")
	If decimal = 0 Then decimal = -1
	str = str[..dl+decimal+1]

	If comma
		While dl>comma
			str = str[..dl-comma] + "," + str[dl-comma..]
			dl -= comma
		Wend
	End

	If padleft
		Local paddedLength:Int = padleft+decimal+1
		If paddedLength < str.Length Then str = "Error"
		str = RSet(str,paddedLength)
	End
	Return str
End

Function IsWhitespace:Bool(str:String)
	Return str = "~t" Or str = "~n" Or str = "~r" Or str = " "
End

Function IsWhitespace:Bool(val:Int)
	Return val = ASC_TAB Or val = ASC_LF Or val = ASC_CR Or val = ASC_SPACE
End

' TODO: allow encoding of Int[]
' TODO: enabling lineWrap will wrap the string every lineWrapWidth characters (defaults to 80)
' enabling padOutput will pad the ending of the output with equals characters (=) to next 4-byte boundary
Function EncodeBase64:String(src:String, padOutput:Bool=False, lineWrap:Bool=False, lineWrapWidth:Int=80)
	Local rv:String = ""
	Local s1:Int, s2:Int, s3:Int, a:Int, b:Int, c:Int, d:Int, i:Int
	If src.Length = 0 Then Return ""
	Repeat
		s1 = src[i]
		If i+1 < src.Length Then s2 = src[i+1] Else s2 = 0
		If i+2 < src.Length Then s3 = src[i+2] Else s3 = 0
		a = s1 Shr 2
		b = ((s1 & 3) Shl 4) | (s2 Shr 4)
		c = ((s2 & 15) Shl 2) | (s3 Shr 6)
		d = s3 & 63
		If i+1 >= src.Length Then c = 64
		If i+2 >= src.Length Then d = 64
		rv += BASE64_CHARS[a..a+1] + BASE64_CHARS[b..b+1]
		If c < 64 Or padOutput Then rv += BASE64_CHARS[c..c+1]
		If d < 64 Or padOutput Then rv += BASE64_CHARS[d..d+1]
		i += 3
	Until i >= src.Length
	Return rv
End

' TODO: convert this to use BASE64_ARRAY
' I'll do this once Monkey has a decent string builder class.
Function DecodeBase64:String(src:String)
	Local rv:String = "", src2:String = ""
	Local s1:Int, s2:Int, s3:Int, a:Int, b:Int, c:Int, d:Int, i:Int
	' remove any non-base64 characters
	For i = 0 Until src.Length
		If BASE64_CHARS.Find(src[i..i+1]) >= 0 Then src2 += src[i..i+1]
	Next
	If src2.Length = 0 Then Return ""
	i = 0
	Repeat
		a = BASE64_CHARS.Find(src2[i..i+1])
		If i+1 > src2.Length Then Exit ' This shouldn't happen with base64, so something's wrong!
		b = BASE64_CHARS.Find(src2[i+1..i+2])
		If i+2 < src2.Length Then c = BASE64_CHARS.Find(src2[i+2..i+3]) Else c = 64
		If i+3 < src2.Length Then d = BASE64_CHARS.Find(src2[i+3..i+4]) Else d = 64
		s1 = (a Shl 2) | (b Shr 4)
		s2 = ((b & 15) Shl 4) | (c Shr 2)
		s3 = ((c & 3) Shl 6) | d
		rv += String.FromChar(s1)
		If c <> 64 Then rv += String.FromChar(s2)
		If d <> 64 Then rv += String.FromChar(s3)
		i += 4
	Until i >= src2.Length
	Return rv
End

Function DecodeBase64Bytes:Int[](src:String)
	InitBase64()
	Local a:Int, b:Int, c:Int, d:Int, i:Int, j:Int
	Local src2:Int[] = New Int[src.Length]
	Local padding:Int = 0

	' find out how many base64 characters
	Local srclen:Int = 0
	For i = 0 Until src.Length
		If BASE64_ARRAY[src[i]] >= 0 Then
			src2[srclen] = src[i]
			srclen += 1
			' check if it's a padding character and increment the count
			If BASE64_ARRAY[src[i]] = 64 Then padding += 1
		End
	Next

	' die if there are no base64 chars
	If srclen = 0 Then Return []

	' get the target length and create the array
	Local len:Int = 3*(srclen/4)
	If srclen Mod 4 = 0 Then
		len -= padding
	ElseIf padding = 0 Then
		If srclen Mod 4 >= 2 Then len += 1
		If srclen Mod 4 = 3 Then len += 1
	End
	Local rv:Int[] = New Int[len]

	i = 0
	j = 0
	Repeat
		a = BASE64_ARRAY[src2[i]]
		If i+1 > srclen Then Exit ' This shouldn't happen with base64, so something's wrong!
		b = BASE64_ARRAY[src2[i+1]]
		If i+2 < srclen Then c = BASE64_ARRAY[src2[i+2]] Else c = 64
		If i+3 < srclen Then d = BASE64_ARRAY[src2[i+3]] Else d = 64
		rv[j] = (a Shl 2) | (b Shr 4)
		If j+1 < len Then rv[j+1] = ((b & 15) Shl 4) | (c Shr 2)
		If j+2 < len Then rv[j+2] = ((c & 3) Shl 6) | d
		i += 4
		j += 3
	Until i >= srclen
	Return rv
End

Function InitBase64:Void()
	If BASE64_ARRAY.Length = 0 Then
		BASE64_ARRAY = New Int[256]
		Local i% = 0
		For i = 0 Until BASE64_ARRAY.Length
			BASE64_ARRAY[i] = -1
		Next
		For i = 0 Until BASE64_CHARS.Length
			BASE64_ARRAY[BASE64_CHARS[i]] = i
		Next
	End
End

' constants

Const BASE64_CHARS:String = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/="
Global BASE64_ARRAY:Int[] = []

' control characters
Const ASC_NUL:Int = 0       ' Null character
Const ASC_SOH:Int = 1       ' Start of Heading
Const ASC_STX:Int = 2       ' Start of Text
Const ASC_ETX:Int = 3       ' End of Text
Const ASC_EOT:Int = 4       ' End of Transmission
Const ASC_ENQ:Int = 5       ' Enquiry
Const ASC_ACK:Int = 6       ' Acknowledgment
Const ASC_BEL:Int = 7       ' Bell
Const ASC_BACKSPACE:Int = 8 ' Backspace
Const ASC_TAB:Int = 9       ' Horizontal tab
Const ASC_LF:Int = 10       ' Linefeed
Const ASC_VTAB:Int = 11     ' Vertical tab
Const ASC_FF:Int = 12       ' Form feed
Const ASC_CR:Int = 13       ' Carriage return
Const ASC_SO:Int = 14       ' Shift Out
Const ASC_SI:Int = 15       ' Shift In
Const ASC_DLE:Int = 16      ' Data Line Escape
Const ASC_DC1:Int = 17      ' Device Control 1
Const ASC_DC2:Int = 18      ' Device Control 2
Const ASC_DC3:Int = 19      ' Device Control 3
Const ASC_DC4:Int = 20      ' Device Control 4
Const ASC_NAK:Int = 21      ' Negative Acknowledgment
Const ASC_SYN:Int = 22      ' Synchronous Idle
Const ASC_ETB:Int = 23      ' End of Transmit Block
Const ASC_CAN:Int = 24      ' Cancel
Const ASC_EM:Int = 25       ' End of Medium
Const ASC_SUB:Int = 26      ' Substitute
Const ASC_ESCAPE:Int = 27   ' Escape
Const ASC_FS:Int = 28       ' File separator
Const ASC_GS:Int = 29       ' Group separator
Const ASC_RS:Int = 30       ' Record separator
Const ASC_US:Int = 31       ' Unit separator

' visible characters
Const ASC_SPACE:Int = 32                ' '
Const ASC_EXCLAMATION:Int = 33          '!'
Const ASC_DOUBLE_QUOTE:Int = 34         '"'
Const ASC_HASH:Int = 35                 '#'
Const ASC_DOLLAR:Int = 36               '$'
Const ASC_PERCENT:Int = 37              '%'
Const ASC_AMPERSAND:Int = 38            '&'
Const ASC_SINGLE_QUOTE:Int = 39         '''
Const ASC_OPEN_PARENTHESIS:Int = 40     '('
Const ASC_CLOSE_PARENTHESIS:Int = 41    ')'
Const ASC_ASTERISK:Int = 42             '*'
Const ASC_PLUS:Int = 43                 '+'
Const ASC_COMMA:Int = 44                ','
Const ASC_HYPHEN:Int = 45               '-'
Const ASC_PERIOD:Int = 46               '.'
Const ASC_SLASH:Int = 47                '/'
Const ASC_0:Int = 48
Const ASC_1:Int = 49
Const ASC_2:Int = 50
Const ASC_3:Int = 51
Const ASC_4:Int = 52
Const ASC_5:Int = 53
Const ASC_6:Int = 54
Const ASC_7:Int = 55
Const ASC_8:Int = 56
Const ASC_9:Int = 57
Const ASC_COLON:Int = 58        ':'
Const ASC_SEMICOLON:Int = 59    ';'
Const ASC_LESS_THAN:Int = 60    '<'
Const ASC_EQUALS:Int = 61       '='
Const ASC_GREATER_THAN:Int = 62 '>'
Const ASC_QUESTION:Int = 63     '?'
Const ASC_AT:Int = 64           '@'
Const ASC_UPPER_A:Int = 65
Const ASC_UPPER_B:Int = 66
Const ASC_UPPER_C:Int = 67
Const ASC_UPPER_D:Int = 68
Const ASC_UPPER_E:Int = 69
Const ASC_UPPER_F:Int = 70
Const ASC_UPPER_G:Int = 71
Const ASC_UPPER_H:Int = 72
Const ASC_UPPER_I:Int = 73
Const ASC_UPPER_J:Int = 74
Const ASC_UPPER_K:Int = 75
Const ASC_UPPER_L:Int = 76
Const ASC_UPPER_M:Int = 77
Const ASC_UPPER_N:Int = 78
Const ASC_UPPER_O:Int = 79
Const ASC_UPPER_P:Int = 80
Const ASC_UPPER_Q:Int = 81
Const ASC_UPPER_R:Int = 82
Const ASC_UPPER_S:Int = 83
Const ASC_UPPER_T:Int = 84
Const ASC_UPPER_U:Int = 85
Const ASC_UPPER_V:Int = 86
Const ASC_UPPER_W:Int = 87
Const ASC_UPPER_X:Int = 88
Const ASC_UPPER_Y:Int = 89
Const ASC_UPPER_Z:Int = 90
Const ASC_OPEN_BRACKET:Int = 91     '['
Const ASC_BACKSLASH:Int = 92        '\'
Const ASC_CLOSE_BRACKET:Int = 93    ']'
Const ASC_CIRCUMFLEX:Int = 94       '^'
Const ASC_UNDERSCORE:Int = 95       '_'
Const ASC_BACKTICK:Int = 96         '`'
Const ASC_LOWER_A:Int = 97
Const ASC_LOWER_B:Int = 98
Const ASC_LOWER_C:Int = 99
Const ASC_LOWER_D:Int = 100
Const ASC_LOWER_E:Int = 101
Const ASC_LOWER_F:Int = 102
Const ASC_LOWER_G:Int = 103
Const ASC_LOWER_H:Int = 104
Const ASC_LOWER_I:Int = 105
Const ASC_LOWER_J:Int = 106
Const ASC_LOWER_K:Int = 107
Const ASC_LOWER_L:Int = 108
Const ASC_LOWER_M:Int = 109
Const ASC_LOWER_N:Int = 110
Const ASC_LOWER_O:Int = 111
Const ASC_LOWER_P:Int = 112
Const ASC_LOWER_Q:Int = 113
Const ASC_LOWER_R:Int = 114
Const ASC_LOWER_S:Int = 115
Const ASC_LOWER_T:Int = 116
Const ASC_LOWER_U:Int = 117
Const ASC_LOWER_V:Int = 118
Const ASC_LOWER_W:Int = 119
Const ASC_LOWER_X:Int = 120
Const ASC_LOWER_Y:Int = 121
Const ASC_LOWER_Z:Int = 122
Const ASC_OPEN_BRACE:Int = 123  '{'
Const ASC_PIPE:Int = 124        '|'
Const ASC_CLOSE_BRACE:Int = 125 '}'
Const ASC_TILDE:Int = 126       '~'
Const ASC_DELETE:Int = 127


Implemented commented methods.

Implemented commented methods.

Strict

Import monkey.map
Import collections
Import framework
Import xml

' TileMapPropertyContainer
' Classes that extend this will automatically instantiate a property container and expose it.
Class TileMapPropertyContainer
Private
	Field properties:TileMapProperties = New TileMapProperties

Public
	Method Properties:TileMapProperties() Property
		Return properties
	End
End

' ITileMapPostLoad
' Classes that implement this interface will have PostLoad automatically called once the object has been created.
Interface ITileMapPostLoad
	Method PostLoad:Void()
End

' TileMapReader
' This can be extended to handle any map file format.
Class TileMapReader Abstract
	Field tileMap:TileMap

	Method LoadMap:TileMap(filename:String) Abstract

	' override this to create a custom tilemap class
	Method CreateMap:TileMap()
		Return New TileMap
	End
End

' TiledTileMapReader
' Extends TileMapReader to add support for the Tiled map editor.
Class TiledTileMapReader Extends TileMapReader
	Field doc:XMLDocument

	' Overrides TileMapReader
	Method LoadMap:TileMap(filename:String)
		' open file and get root node
		Local parser:XMLParser = New XMLParser
		Local xmlString:String = LoadString(filename)
		' look for the data encoding, if we cant find it assume its RAW XML and thats just too slow!
		Local findData:Int = xmlString.Find("<data encoding")
		If findData = -1
			AssertError("Tiled Raw XML is not supported!")
		End

		doc = parser.ParseString(xmlString)
		Return ReadMap(doc.Root)
	End

	Method ReadMap:TileMap(node:XMLElement)
		tileMap = CreateMap()
		ReadProperties(node, tileMap)

		' extract map properties
		If tileMap.properties.Has(PROP_MAP_WRAP_X) Then tileMap.wrapX = tileMap.properties.Get(PROP_MAP_WRAP_X).GetBool()
		If tileMap.properties.Has(PROP_MAP_WRAP_Y) Then tileMap.wrapY = tileMap.properties.Get(PROP_MAP_WRAP_Y).GetBool()

		' read root node's attributes
		If node.HasAttribute(ATTR_MAP_VERSION) Then tileMap.version = node.GetAttribute(ATTR_MAP_VERSION)
		If node.HasAttribute(ATTR_MAP_ORIENTATION) Then tileMap.orientation = node.GetAttribute(ATTR_MAP_ORIENTATION)
		If node.HasAttribute(ATTR_MAP_WIDTH) Then tileMap.width = Int(node.GetAttribute(ATTR_MAP_WIDTH))
		If node.HasAttribute(ATTR_MAP_HEIGHT) Then tileMap.height = Int(node.GetAttribute(ATTR_MAP_HEIGHT))
		If node.HasAttribute(ATTR_MAP_TILEWIDTH) Then tileMap.tileWidth = Int(node.GetAttribute(ATTR_MAP_TILEWIDTH))
		If node.HasAttribute(ATTR_MAP_TILEHEIGHT) Then tileMap.tileHeight = Int(node.GetAttribute(ATTR_MAP_TILEHEIGHT))

		tileMap.maxTileWidth = tileMap.tileWidth
		tileMap.maxTileHeight = tileMap.tileHeight

		' parse children
		If Not node.Children.IsEmpty() Then
			For Local mapchild:XMLElement = Eachin node.Children
				' tileset
				If mapchild.Name = NODE_TILESET Then
					Local ts:TileMapTileset = ReadTileset(mapchild)
					tileMap.tilesets.Set(ts.name, ts)

				' tile layer
				Elseif mapchild.Name = NODE_LAYER Then
					Local layer:TileMapLayer = ReadTileLayer(mapchild)
					tileMap.layers.Add(layer)

				' object layer
				Elseif mapchild.Name = NODE_OBJECTGROUP Then
					Local layer:TileMapLayer = ReadObjectLayer(mapchild)
					tileMap.layers.Add(layer)
				Endif
			Next
		Endif

		DoPostLoad(tileMap)

		Return tileMap
	End

	Method DoPostLoad:Void(obj:Object)
		If ITileMapPostLoad(obj) <> Null Then ITileMapPostLoad(obj).PostLoad()
	End

	Method ReadProperties:Void(node:XMLElement, obj:Object)
		Local cont:TileMapPropertyContainer = TileMapPropertyContainer(obj)
		If cont <> Null Then
			For Local propNode:XMLElement = Eachin node.Children
				If propNode.Name = NODE_PROPERTIES Then
					For Local child:XMLElement = Eachin propNode.Children
						If child.Name = NODE_PROPERTY Then
							Local prop:TileMapProperty = ReadProperty(child)
							cont.properties.props.Set(prop.name, prop)
						Endif
					Next
					Return
				End
			Next
		End
	End

	Method ReadProperty:TileMapProperty(node:XMLElement)
		Return New TileMapProperty(node.GetAttribute(ATTR_PROPERTY_NAME, "default"), node.GetAttribute(ATTR_PROPERTY_VALUE, ""))
	End

	Method ReadTileset:TileMapTileset(node:XMLElement, target:TileMapTileset=Null)
		Local rv:TileMapTileset = target
		ReadProperties(node, rv)
		If rv = Null Then rv = tileMap.CreateTileset()
		If node.HasAttribute(ATTR_TILESET_FIRSTGID) Then rv.firstGid = Int(node.GetAttribute(ATTR_TILESET_FIRSTGID))

		If node.HasAttribute(ATTR_TILESET_SOURCE) Then
			rv.source = node.GetAttribute(ATTR_TILESET_SOURCE)
			Local parser:XMLParser = New XMLParser
			Local tilesetdoc:XMLDocument = parser.ParseFile(rv.source)
			Return ReadTileset(tilesetdoc.Root, rv)
		Else
			If node.HasAttribute(ATTR_TILESET_NAME) Then rv.name = node.GetAttribute(ATTR_TILESET_NAME)
			If node.HasAttribute(ATTR_TILESET_TILEWIDTH) Then rv.tileWidth = Int(node.GetAttribute(ATTR_TILESET_TILEWIDTH))
			If node.HasAttribute(ATTR_TILESET_TILEHEIGHT) Then rv.tileHeight = Int(node.GetAttribute(ATTR_TILESET_TILEHEIGHT))
			If node.HasAttribute(ATTR_TILESET_SPACING) Then rv.spacing = Int(node.GetAttribute(ATTR_TILESET_SPACING))
			If node.HasAttribute(ATTR_TILESET_MARGIN) Then rv.margin = Int(node.GetAttribute(ATTR_TILESET_MARGIN))

			If Not node.Children.IsEmpty() Then
				For Local child:XMLElement = Eachin node.Children
					If child.Name = NODE_IMAGE Then
						rv.imageNode = ReadImage(child)
					Elseif child.Name = NODE_TILE Then
						rv.tileNodes.Add(ReadTile(child))
					End
				Next
			End
		End
		DoPostLoad(rv)
		Return rv
	End

	Method ReadLayerAttributes:Void(node:XMLElement, layer:TileMapLayer)
		If node.HasAttribute(ATTR_LAYER_NAME) Then layer.name = node.GetAttribute(ATTR_LAYER_NAME)
		If node.HasAttribute(ATTR_LAYER_WIDTH) Then layer.width = Int(node.GetAttribute(ATTR_LAYER_WIDTH))
		If node.HasAttribute(ATTR_LAYER_HEIGHT) Then layer.height = Int(node.GetAttribute(ATTR_LAYER_HEIGHT))
		layer.visible = Not node.HasAttribute(ATTR_LAYER_VISIBLE) Or Int(node.GetAttribute(ATTR_LAYER_VISIBLE)) <> 0
		If node.HasAttribute(ATTR_LAYER_OPACITY) Then layer.opacity = Float(node.GetAttribute(ATTR_LAYER_OPACITY))
	End

	Method ReadTileLayer:TileMapTileLayer(node:XMLElement)
		Local rv:TileMapTileLayer = tileMap.CreateTileLayer()
		ReadProperties(node, rv)
		ReadLayerAttributes(node, rv)

		If rv.properties.Has(PROP_LAYER_PARALLAX_OFFSET_X) Then rv.parallaxOffsetX = rv.properties.Get(PROP_LAYER_PARALLAX_OFFSET_X).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_OFFSET_Y) Then rv.parallaxOffsetY = rv.properties.Get(PROP_LAYER_PARALLAX_OFFSET_Y).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_SCALE_X) Then rv.parallaxScaleX = rv.properties.Get(PROP_LAYER_PARALLAX_SCALE_X).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_SCALE_Y) Then rv.parallaxScaleY = rv.properties.Get(PROP_LAYER_PARALLAX_SCALE_Y).GetFloat()

		For Local child:XMLElement = Eachin node.Children
			If child.Name = NODE_DATA Then
				rv.mapData = ReadTileData(child, rv)
			End
		Next

		DoPostLoad(rv)
		Return rv
	End

	Method ReadObjectLayer:TileMapObjectLayer(node:XMLElement)
		Local rv:TileMapObjectLayer = tileMap.CreateObjectLayer()
		ReadProperties(node, rv)
		ReadLayerAttributes(node, rv)

		If node.HasAttribute(ATTR_OBJECTGROUP_COLOR) Then rv.color = ColorToInt(node.GetAttribute(ATTR_OBJECTGROUP_COLOR))

		For Local child:XMLElement = Eachin node.Children
			If child.Name = NODE_OBJECT Then
				rv.objects.Add(ReadObject(child, rv))
			End
		Next

		DoPostLoad(rv)
		Return rv
	End

	Method ReadImage:TileMapImage(node:XMLElement)
		Local rv:TileMapImage = tileMap.CreateImage()
		ReadProperties(node, rv)

		If node.HasAttribute(ATTR_IMAGE_SOURCE) Then rv.source = StripDir(node.GetAttribute(ATTR_IMAGE_SOURCE))
		If node.HasAttribute(ATTR_IMAGE_WIDTH) Then rv.width = Int(node.GetAttribute(ATTR_IMAGE_WIDTH))
		If node.HasAttribute(ATTR_IMAGE_HEIGHT) Then rv.height = Int(node.GetAttribute(ATTR_IMAGE_HEIGHT))
		If node.HasAttribute(ATTR_IMAGE_TRANS) Then rv.trans = node.GetAttribute(ATTR_IMAGE_TRANS)
		If rv.trans.Length > 0 Then
			rv.transR = HexToDec(rv.trans[0..2])
			rv.transG = HexToDec(rv.trans[2..4])
			rv.transB = HexToDec(rv.trans[4..6])
		Endif

		DoPostLoad(rv)
		Return rv
	End

	Method ReadTile:TileMapTile(node:XMLElement)
		Local id:Int = Int(node.GetAttribute(ATTR_TILE_ID, "0"))
		Local rv:TileMapTile = tileMap.CreateTile(id)
		ReadProperties(node, rv)
		DoPostLoad(rv)
		Return rv
	End

	Method ReadObject:TileMapObject(node:XMLElement, layer:TileMapObjectLayer)
		Local rv:TileMapObject = tileMap.CreateObject()
		ReadProperties(node, rv)
		If node.HasAttribute(ATTR_OBJECT_NAME) Then rv.name = node.GetAttribute(ATTR_OBJECT_NAME)
		If node.HasAttribute(ATTR_OBJECT_TYPE) Then rv.objectType = node.GetAttribute(ATTR_OBJECT_TYPE)
		If node.HasAttribute(ATTR_OBJECT_X) Then rv.x = Int(node.GetAttribute(ATTR_OBJECT_X))
		If node.HasAttribute(ATTR_OBJECT_Y) Then rv.y = Int(node.GetAttribute(ATTR_OBJECT_Y))
		If node.HasAttribute(ATTR_OBJECT_WIDTH) Then rv.width = Int(node.GetAttribute(ATTR_OBJECT_WIDTH))
		If node.HasAttribute(ATTR_OBJECT_HEIGHT) Then rv.height = Int(node.GetAttribute(ATTR_OBJECT_HEIGHT))
		DoPostLoad(rv)
		Return rv
	End

	Method ReadTileData:TileMapData(node:XMLElement, layer:TileMapTileLayer)
		Local rv:TileMapData = tileMap.CreateData(layer.width, layer.height)

		' default to raw xml (ugly)
		Local encoding$ = DATA_ENCODING_RAW
		If node.HasAttribute(ATTR_DATA_ENCODING) Then encoding = node.GetAttribute(ATTR_DATA_ENCODING)
		If encoding = DATA_ENCODING_RAW Then
			' TODO: raw xml
			AssertError("Raw xml is currently not supported")
		Elseif encoding = DATA_ENCODING_CSV Then
			Local csv:String[] = node.Value.Split(",")
			For Local i% = 0 Until csv.Length
				Local gid:Int = Int(csv[i].Trim())
				rv.tiles[i] = gid
				rv.cells[i] = tileMap.CreateCell(gid, i Mod rv.width, i / rv.width)
			Next
		Elseif encoding = DATA_ENCODING_BASE64 Then
			Local bytes:Int[] = DecodeBase64Bytes(node.Value)
			If node.HasAttribute(ATTR_DATA_COMPRESSION) Then
				' TODO: compression
				AssertError("Compression is currently not supported")
			End
			For Local i% = 0 Until bytes.Length Step 4
				' little endian
				Local gid% = bytes[i]
				gid += bytes[i + 1] Shl 8
				gid += bytes[i + 2] Shl 16
				gid += bytes[i + 3] Shl 24
				rv.tiles[i / 4] = gid
				rv.cells[i / 4] = tileMap.CreateCell(gid, (i / 4) Mod rv.width, (i / 4) / rv.width)
			Next
		End
		Return rv
	End
End

' TileMapProperties
' Container for properties.
Class TileMapProperties
	Field props:StringMap<TileMapProperty> = New StringMap<TileMapProperty>

	Method Has:Bool(name:String)
		Return props.Contains(name)
	End

	Method Get:TileMapProperty(name:String)
		Return props.Get(name)
	End

	Method Set:Void(name:String, prop:TileMapProperty)
		props.Set(name, prop)
	End
End

' TileMap
' The main Map class.
Class TileMap Extends TileMapPropertyContainer Implements ITileMapPostLoad

	' attributes
	Field version:String = "1.0"
	Field orientation:String = MAP_ORIENTATION_ORTHOGONAL
	Field width:Int
	Field height:Int
	Field tileWidth:Int = 32
	Field tileHeight:Int = 32

	' children
	Field tilesets:StringMap<TileMapTileset> = New StringMap<TileMapTileset>
	Field layers:ArrayList<TileMapLayer> = New ArrayList<TileMapLayer>

	' post-load
	Field layerNames:StringMap<TileMapLayer> = New StringMap<TileMapLayer>
	Field tiles:TileMapTile[]
	Field maxTileWidth:Int
	Field maxTileHeight:Int
	Field wrapX:Bool = False
	Field wrapY:Bool = False

	' optimisation
	Field layerArray:Object[] = []
	Field animatedTiles:TileMapTile[]

	' override this to configure a layer (called on every render)
	Method ConfigureLayer:Void(tileLayer:TileMapLayer)
	End

	' override this to draw a tile
	Method DrawTile:Void(tileLayer:TileMapTileLayer, mapTile:TileMapTile, x:Int, y:Int)
	End

	' override this to create a custom tile class
	Method CreateTile:TileMapTile(id:Int)
		Return New TileMapTile(id)
	End

	' override this to create a custom tileset class
	Method CreateTileset:TileMapTileset()
		Return New TileMapTileset
	End

	' override this to create a custom tile layer class
	Method CreateTileLayer:TileMapTileLayer()
		Return New TileMapTileLayer
	End

	' override this to create a custom object layer class
	Method CreateObjectLayer:TileMapObjectLayer()
		Return New TileMapObjectLayer
	End

	' override this to create a custom image class
	Method CreateImage:TileMapImage()
		Return New TileMapImage
	End

	' override this to create a custom object class
	Method CreateObject:TileMapObject()
		Return New TileMapObject
	End

	' override this to create a custom cell class
	Method CreateCell:TileMapCell(gid:Int, x:Int, y:Int)
		Return New TileMapCell(gid, x, y)
	End

	' override this to create a custom data class
	Method CreateData:TileMapData(width:Int, height:Int)
		Return New TileMapData(width, height)
	End

	' override this to perform additional post-loading functionality (remember to call Super.PostLoad() first)
	Method PostLoad:Void()
		Local totaltiles% = 0, ts:TileMapTileset
		Local alltiles:ArrayList<TileMapTile> = New ArrayList<TileMapTile>
		For Local ts:TileMapTileset = Eachin tilesets.Values()
			' load the image
			ts.image = game.images.LoadTileset(ts.imageNode.source, ts.tileWidth, ts.tileHeight, ts.margin, ts.spacing)
			' get the cell count
			ts.tileCount = ts.image.tileCount

			' update max tile size
			If maxTileWidth < ts.tileWidth Then maxTileWidth = ts.tileWidth
			If maxTileHeight < ts.tileHeight Then maxTileHeight = ts.tileHeight

			' build tile list
			ts.tiles = New TileMapTile[ts.tileCount]
			For Local t:TileMapTile = Eachin ts.tileNodes
				ts.tiles[t.id] = t
			Next
			For Local i% = 0 Until ts.tiles.Length
				If ts.tiles[i] = Null Then
					ts.tiles[i] = CreateTile(i)
				End
				ts.tiles[i].gid = ts.firstGid + i
				ts.tiles[i].image = ts.image
				ts.tiles[i].width = ts.tileWidth
				ts.tiles[i].height = ts.tileHeight
				alltiles.Add(ts.tiles[i])
			Next
			' update total tiles
			totaltiles += ts.tileCount
		Next

		' make our cache
		tiles = New TileMapTile[totaltiles]
		For Local t:TileMapTile = Eachin alltiles
			tiles[t.gid - 1] = t
		Next

		' calculate the max tile size per layer
		For Local l:TileMapLayer = Eachin layers
			If TileMapTileLayer(l) <> Null Then
				Local tl:TileMapTileLayer = TileMapTileLayer(l)
				For Local i% = 0 Until tl.mapData.tiles.Length
					If tl.mapData.tiles[i] > 0 Then
						If tl.maxTileWidth < tiles[tl.mapData.tiles[i] - 1].width Then tl.maxTileWidth = tiles[tl.mapData.tiles[i] - 1].width
						If tl.maxTileHeight < tiles[tl.mapData.tiles[i] - 1].height Then tl.maxTileHeight = tiles[tl.mapData.tiles[i] - 1].height
					End
				Next
			End
		Next
	End

	Method GetAllObjects:ArrayList<TileMapObject>()
		Local rv:ArrayList<TileMapObject> = New ArrayList<TileMapObject>
		For Local layer:TileMapLayer = EachIn layers
			If TileMapObjectLayer(layer) <> Null Then
				For Local obj:TileMapObject = EachIn TileMapObjectLayer(layer).objects
					rv.Add(obj)
				Next
			End
		Next
		Return rv
	End

	Method FindObjectByName:TileMapObject(name:String)
		For Local layer:TileMapLayer = EachIn layers
			If TileMapObjectLayer(layer) <> Null Then
				For Local obj:TileMapObject = EachIn TileMapObjectLayer(layer).objects
					If obj.name = name Then Return obj
				Next
			EndIf
		Next
		Return Null
	End

	' bx,by,bw,bh = render bounds (screen)
	' sx,sy = scale x/y (float, defaults to 1) i'll do this later
	' wx,wy = wrap x/y (boolean, defaults to false)
	Method RenderMap:Void(bx%, by%, bw%, bh%, sx# = 1, sy# = 1)
		Local x%, y%, rx%, ry%, mx%, my%, mx2%, my2%, modx%, mody%
		For Local layer:TileMapLayer = Eachin layers
			If layer.visible And TileMapTileLayer(layer) <> Null Then
				Local tl:TileMapTileLayer = TileMapTileLayer(layer)
				Local mapTile:TileMapTile, gid%
				ConfigureLayer(layer)
				' ortho
				If orientation = MAP_ORIENTATION_ORTHOGONAL Then
					modx = (bx * tl.parallaxScaleX) Mod tileWidth
					mody = (by * tl.parallaxScaleY) Mod tileHeight
					y = by
					my = Int(Floor(Float(by * tl.parallaxScaleY) / Float(tileHeight)))
					While y < by + bh + tl.maxTileHeight
						x = bx - tl.maxTileWidth
						mx = Int(Floor(Float(bx * tl.parallaxScaleX) / Float(tileWidth)))
						While x < bx + bw + tl.maxTileWidth
							If (wrapX Or (mx >= 0 And mx < width)) And (wrapY Or (my >= 0 And my < height)) Then
								mx2 = mx
								my2 = my
								While mx2 < 0
									mx2 += width
								End
								While mx2 >= width
									mx2 -= width
								End
								While my2 < 0
									my2 += height
								End
								While my2 >= height
									my2 -= height
								End
								gid = tl.mapData.cells[mx2 + my2*tl.mapData.width].gid
								If gid > 0 Then
									mapTile = tiles[gid - 1]

									If modx < 0 Then modx += tileWidth
									If mody < 0 Then mody += tileHeight
									rx = x - modx - bx
									ry = y - mody - by
									DrawTile(tl, mapTile, rx, ry)
								End
							End
							x += tileWidth
							mx += 1
						End
						y += tileHeight
						my += 1
					End

				' iso
				Elseif orientation = MAP_ORIENTATION_ISOMETRIC Then
					' TODO: wrapping
					For y = 0 Until tl.width + tl.height
						ry = y
						rx = 0
						While ry >= tl.height
							ry -= 1
							rx += 1
						Wend
						While ry >= 0 And rx < tl.width
							gid = tl.mapData.cells[rx + ry*tl.mapData.width].gid
							If gid > 0 Then
								mapTile = tiles[gid - 1]
								DrawTile(tl, mapTile, (rx - ry - 1) * tileWidth / 2 - bx, (rx + ry + 2) * tileHeight / 2 - mapTile.height - by)
							Endif
							ry -= 1
							rx += 1
						End
					Next
				End
			End
		Next
	End

	Method GetBounds:TileMapRect()
		Local rv:TileMapRect = New TileMapRect
		If orientation = MAP_ORIENTATION_ORTHOGONAL Then
			rv.x = 0
			rv.y = tileHeight - maxTileHeight
			rv.w = (width - 1) * tileWidth + maxTileWidth
			rv.h = (height - 1) * tileHeight + maxTileHeight
		Elseif orientation = MAP_ORIENTATION_ISOMETRIC Then
			rv.x = -height * tileWidth / 2
			rv.y = tileHeight - maxTileHeight
			rv.w = (width - 2) * tileWidth / 2 + maxTileWidth - rv.X
			rv.h = (width + height) * tileHeight / 2 - rv.Y
		Endif
		Return rv
	End

	Method UpdateAnimation:Void(timePassed:Int)
		Local layer:TileMapLayer, tl:TileMapTileLayer, cell:TileMapCell, t:TileMapTile
		Local cellCount:Int, i:Int, j:Int

		' get the layers as an array
		Local layerCount:Int = layers.Size
		If layerArray.Length < layerCount Then
			layerArray = layers.ToArray()
			layerCount = layerArray.Length
		Else
			layerCount = layers.FillArray(layerArray)
		End

		' loop on each layer
		For i = 0 Until layerCount
			' cast
			tl = TileMapTileLayer(layerArray[i])

			' if the layer is a tile layer
			If tl <> Null Then
				' loop on each cell
				cellCount = tl.mapData.cells.Length
				For j = 0 Until cellCount
					cell = tl.mapData.cells[j]
					' if the cell exists and has a value
					If cell <> Null And cell.gid > 0 Then
						' get the tile
						t = tiles[cell.gid-1]

						' if the direction is 0 (paused), do nothing
						If t <> Null And cell.direction <> 0 Then
							' add our time to the time passed for the cell
							cell.timePassed += timePassed

							' if this tile has animation information
							If t.animated Then
								' get the new direction if we have one
								If t.hasAnimDirection Then cell.direction = t.animDirection

								' while it's not paused and we're not up to the current frame
								While cell.direction <> 0 And cell.timePassed >= t.animDelay
									' move to the next frame
									cell.timePassed -= t.animDelay
									cell.gid += cell.direction * t.animNext

									' get the tile for the new frame
									t = tiles[cell.gid-1]

									' if there's animation information, get it
									If t <> Null And t.animated Then
										' if the tile has a direction assigned to it, use it (we might be turning around)
										If t.hasAnimDirection Then cell.direction = t.animDirection

									' otherwise, pause and die
									Else
										cell.direction = 0
										Exit
									End
								End

							' no animation information, so pause
							Else
								cell.direction = 0
							End
						End
					End
				Next
			End
		Next
	End
End

Class TileMapTileset Implements ITileMapPostLoad
	' attributes
	Field firstGid:Int
	Field name:String
	Field tileWidth:Int
	Field tileHeight:Int
	Field spacing:Int
	Field margin:Int
	Field source:String

	' children
	Field imageNode:TileMapImage
	Field tileNodes:ArrayList<TileMapTile> = New ArrayList<TileMapTile>

	' post load
	Field tiles:TileMapTile[]
	Field image:GameImage
	Field tileCount:Int

	Method PostLoad:Void()
	End
End

Class TileMapImage Implements ITileMapPostLoad
	' attributes
	Field source$
	Field width%
	Field height%
	Field trans$ = ""

	' post-load
	Field transR%, transG%, transB%

	Method PostLoad:Void()
	End
End

'<layer> and <objectgroup>
Class TileMapLayer Extends TileMapPropertyContainer Implements ITileMapPostLoad Abstract
	' attributes
	Field name$
	Field width%
	Field height%
	Field visible% = True
	Field opacity:Float = 1

	Method PostLoad:Void()
	End
End

Class TileMapData
	Field width%
	Field height%
	Field tiles:Int[]
	Field cells:TileMapCell[]

	Method New(width%, height%)
		Self.width = width
		Self.height = height
		Self.tiles = New Int[width * height]
		Self.cells = New TileMapCell[width * height]
	End Method

	Method Get%(x%, y%)
		Return tiles[x + y * width]
	End

	Method Set:Void(x%, y%, gid%)
		tiles[x + y * width] = gid
	End

	Method GetCell:TileMapCell(x%, y%)
		Return cells[x + y * width]
	End

	Method SetCell:Void(x%, y%, cell:TileMapCell)
		cells[x + y * width] = cell
	End
End

Class TileMapTileLayer Extends TileMapLayer
	Field mapData:TileMapData
	Field maxTileWidth%
	Field maxTileHeight%
	Field parallaxOffsetX# = 0
	Field parallaxOffsetY# = 0
	Field parallaxScaleX# = 1
	Field parallaxScaleY# = 1
End

Class TileMapObjectLayer Extends TileMapLayer
	' attributes
	Field color%
	' children
	Field objects:ArrayList<TileMapObject> = New ArrayList<TileMapObject>
End

Class TileMapObject Extends TileMapPropertyContainer
	' attributes
	Field name:String
	Field objectType:String
	Field x:Int
	Field y:Int
	Field width:Int
	Field height:Int
End

Class TileMapProperty
Private
	Field valueType% = 0 ' 0=int, 1=float, 2=bool, 3=string
	Field name$ = ""
	Field rawValue$ = ""

Public
	Method New(name:String="default", value:String="")
		Self.name = name
		Self.rawValue = value
		Self.valueType = 3
	End

	Method Set:Void(value:Int)
		rawValue = value
		valueType = 0
	End

	Method Set:Void(value:Float)
		RawValue = value
		ValueType = 1
	End

	Method Set:Void(value:Bool)
		If value Then
			rawValue = "true"
		Else
			rawValue = "false"
		Endif
		ValueType = 2
	End

	Method Set:Void(value:String)
		rawValue = value
		valueType = 3
	End

	Method GetInt:Int()
		Return Int(rawValue)
		'Local rv% = 0
		'rv = RawValue.ToInt()
		'Catch ex:Object
		'End
		'Return rv
	End

	Method GetFloat:Float()
		Return Float(rawValue)
		'Local rv:Float = 0
		'Try
		'	rv = RawValue.ToFloat()
		'Catch ex:Object
		'EndTry
		'Return rv
	End

	Method GetBool:Bool()
		Local val:String = rawValue.ToLower()
		If val = "true" Or val = "t" Or val = "y" Then Return True
		Return False
		'If val = "false" Or val = "f" Or val = "n" Then Return False
		'Return GetInt() <> 0
	End

	Method GetString:String()
		Return rawValue
	End
End

Class TileMapTile Extends TileMapPropertyContainer Implements ITileMapPostLoad
	Field id%
	Field image:GameImage
	Field width:Int
	Field height:Int
	Field gid:Int

	Field animDelay:Int
	Field animNext:Int
	Field animDirection:Int
	Field hasAnimDirection:Bool
	Field animated:Bool

	Method New(id:Int)
		Self.id = id
	End

	Method PostLoad:Void()
		If properties.Has(PROP_TILE_ANIM_DELAY) Then
			animDelay = game.CalcAnimLength(properties.Get(PROP_TILE_ANIM_DELAY).GetInt())
			animated = True
		End
		If properties.Has(PROP_TILE_ANIM_NEXT) Then animNext = properties.Get(PROP_TILE_ANIM_NEXT).GetInt()
		If properties.Has(PROP_TILE_ANIM_DIRECTION) Then
			animDirection = properties.Get(PROP_TILE_ANIM_DIRECTION).GetInt()
			hasAnimDirection = True
		End
	End
End

Class TileMapCell
	' mandatory fields
	Field gid%
	Field x%
	Field y%

	' animation stuff
	Field originalGid%
	Field timePassed:Int = 0 ' the time that has passed since the last frame change
	Field direction% = 1 ' >0 = forward, <0 = backward, 0 = paused

	Method New(gid%, x%, y%)
		Self.gid = gid
		Self.x = x
		Self.y = y
		originalGid = gid
	End
End

Class TileMapRect
	Field x%, y%, w%, h%
End

Function ColorToInt%(str$)
	' TODO: convert a hex color string #rrggbb to a number
	Return 0
End

Function HexToDec%(hexstr$)
	Local chars$ = "0123456789abcdef"
	Local rv% = 0
	hexstr = hexstr.ToLower()
	For Local i% = 0 To hexstr.Length - 1
		rv = rv Shl 4
		Local idx% = chars.Find(hexstr[i])
		If idx >= 0 Then rv += idx
	Next
	Return rv
End

Const PROP_MAP_WRAP_X$ = "wrap_x"
Const PROP_MAP_WRAP_Y$ = "wrap_y"

Const PROP_LAYER_PARALLAX_OFFSET_X$ = "parallax_offset_x"
Const PROP_LAYER_PARALLAX_OFFSET_Y$ = "parallax_offset_y"
Const PROP_LAYER_PARALLAX_SCALE_X$  = "parallax_scale_x"
Const PROP_LAYER_PARALLAX_SCALE_Y$  = "parallax_scale_y"

Const PROP_TILE_ANIM_DELAY$     = "anim_delay"
Const PROP_TILE_ANIM_NEXT$      = "anim_next"
Const PROP_TILE_ANIM_DIRECTION$ = "anim_direction"

Const DATA_ENCODING_RAW$    = ""
Const DATA_ENCODING_CSV$    = "csv"
Const DATA_ENCODING_BASE64$ = "base64"

Const MAP_ORIENTATION_ORTHOGONAL$   = "orthogonal"
Const MAP_ORIENTATION_ISOMETRIC$    = "isometric"

Const ATTR_MAP_VERSION$         = "version"
Const ATTR_MAP_ORIENTATION$     = "orientation"
Const ATTR_MAP_WIDTH$           = "width"
Const ATTR_MAP_HEIGHT$          = "height"
Const ATTR_MAP_TILEWIDTH$       = "tilewidth"
Const ATTR_MAP_TILEHEIGHT$      = "tileheight"
Const ATTR_TILESET_FIRSTGID$    = "firstgid"
Const ATTR_TILESET_NAME$        = "name"
Const ATTR_TILESET_TILEWIDTH$   = "tilewidth"
Const ATTR_TILESET_TILEHEIGHT$  = "tileheight"
Const ATTR_TILESET_SPACING$     = "spacing"
Const ATTR_TILESET_MARGIN$      = "margin"
Const ATTR_TILESET_SOURCE$      = "source"
Const ATTR_IMAGE_SOURCE$        = "source"
Const ATTR_IMAGE_WIDTH$         = "width"
Const ATTR_IMAGE_HEIGHT$        = "height"
Const ATTR_IMAGE_TRANS$         = "trans"
Const ATTR_TILE_ID$             = "id"
Const ATTR_LAYER_NAME$          = "name"
Const ATTR_LAYER_WIDTH$         = "width"
Const ATTR_LAYER_HEIGHT$        = "height"
Const ATTR_LAYER_VISIBLE$       = "visible"
Const ATTR_LAYER_OPACITY$       = "opacity"
Const ATTR_DATA_ENCODING$       = "encoding"
Const ATTR_DATA_COMPRESSION$    = "compression"
Const ATTR_PROPERTY_NAME$       = "name"
Const ATTR_PROPERTY_VALUE$      = "value"
Const ATTR_OBJECTGROUP_COLOR$   = "color"
Const ATTR_OBJECTGROUP_NAME$    = "name"
Const ATTR_OBJECTGROUP_WIDTH$   = "width"
Const ATTR_OBJECTGROUP_HEIGHT$  = "height"
Const ATTR_OBJECT_NAME$         = "name"
Const ATTR_OBJECT_TYPE$         = "type"
Const ATTR_OBJECT_X$            = "x"
Const ATTR_OBJECT_Y$            = "y"
Const ATTR_OBJECT_WIDTH$        = "width"
Const ATTR_OBJECT_HEIGHT$       = "height"

Const NODE_MAP$                 = "map"
Const NODE_TILESET$             = "tileset"
Const NODE_IMAGE$               = "image"
Const NODE_TILE$                = "tile"
Const NODE_LAYER$               = "layer"
Const NODE_DATA$                = "data"
Const NODE_PROPERTIES$          = "properties"
Const NODE_PROPERTY$            = "property"
Const NODE_OBJECTGROUP$         = "objectgroup"
Const NODE_OBJECT$              = "object"

Strict

Import monkey.map
Import collections
Import framework
Import xml

' TileMapPropertyContainer
' Classes that extend this will automatically instantiate a property container and expose it.
Class TileMapPropertyContainer
Private
	Field properties:TileMapProperties = New TileMapProperties

Public
	Method Properties:TileMapProperties() Property
		Return properties
	End
End

' ITileMapPostLoad
' Classes that implement this interface will have PostLoad automatically called once the object has been created.
Interface ITileMapPostLoad
	Method PostLoad:Void()
End

' TileMapReader
' This can be extended to handle any map file format.
Class TileMapReader Abstract
	Field tileMap:TileMap

	Method LoadMap:TileMap(filename:String) Abstract

	' override this to create a custom tilemap class
	Method CreateMap:TileMap()
		Return New TileMap
	End
End

' TiledTileMapReader
' Extends TileMapReader to add support for the Tiled map editor.
Class TiledTileMapReader Extends TileMapReader
	Field doc:XMLDocument

	' Overrides TileMapReader
	Method LoadMap:TileMap(filename:String)
		' open file and get root node
		Local parser:XMLParser = New XMLParser
		Local xmlString:String = LoadString(filename)
		' look for the data encoding, if we cant find it assume its RAW XML and thats just too slow!
		Local findData:Int = xmlString.Find("<data encoding")
		If findData = -1
			AssertError("Tiled Raw XML is not supported!")
		End

		doc = parser.ParseString(xmlString)
		Return ReadMap(doc.Root)
	End

	Method ReadMap:TileMap(node:XMLElement)
		tileMap = CreateMap()
		ReadProperties(node, tileMap)

		' extract map properties
		If tileMap.properties.Has(PROP_MAP_WRAP_X) Then tileMap.wrapX = tileMap.properties.Get(PROP_MAP_WRAP_X).GetBool()
		If tileMap.properties.Has(PROP_MAP_WRAP_Y) Then tileMap.wrapY = tileMap.properties.Get(PROP_MAP_WRAP_Y).GetBool()

		' read root node's attributes
		If node.HasAttribute(ATTR_MAP_VERSION) Then tileMap.version = node.GetAttribute(ATTR_MAP_VERSION)
		If node.HasAttribute(ATTR_MAP_ORIENTATION) Then tileMap.orientation = node.GetAttribute(ATTR_MAP_ORIENTATION)
		If node.HasAttribute(ATTR_MAP_WIDTH) Then tileMap.width = Int(node.GetAttribute(ATTR_MAP_WIDTH))
		If node.HasAttribute(ATTR_MAP_HEIGHT) Then tileMap.height = Int(node.GetAttribute(ATTR_MAP_HEIGHT))
		If node.HasAttribute(ATTR_MAP_TILEWIDTH) Then tileMap.tileWidth = Int(node.GetAttribute(ATTR_MAP_TILEWIDTH))
		If node.HasAttribute(ATTR_MAP_TILEHEIGHT) Then tileMap.tileHeight = Int(node.GetAttribute(ATTR_MAP_TILEHEIGHT))

		tileMap.maxTileWidth = tileMap.tileWidth
		tileMap.maxTileHeight = tileMap.tileHeight

		' parse children
		If Not node.Children.IsEmpty() Then
			For Local mapchild:XMLElement = Eachin node.Children
				' tileset
				If mapchild.Name = NODE_TILESET Then
					Local ts:TileMapTileset = ReadTileset(mapchild)
					tileMap.tilesets.Set(ts.name, ts)

				' tile layer
				Elseif mapchild.Name = NODE_LAYER Then
					Local layer:TileMapLayer = ReadTileLayer(mapchild)
					tileMap.layers.Add(layer)

				' object layer
				Elseif mapchild.Name = NODE_OBJECTGROUP Then
					Local layer:TileMapLayer = ReadObjectLayer(mapchild)
					tileMap.layers.Add(layer)
				Endif
			Next
		Endif

		DoPostLoad(tileMap)

		Return tileMap
	End

	Method DoPostLoad:Void(obj:Object)
		If ITileMapPostLoad(obj) <> Null Then ITileMapPostLoad(obj).PostLoad()
	End

	Method ReadProperties:Void(node:XMLElement, obj:Object)
		Local cont:TileMapPropertyContainer = TileMapPropertyContainer(obj)
		If cont <> Null Then
			For Local propNode:XMLElement = Eachin node.Children
				If propNode.Name = NODE_PROPERTIES Then
					For Local child:XMLElement = Eachin propNode.Children
						If child.Name = NODE_PROPERTY Then
							Local prop:TileMapProperty = ReadProperty(child)
							cont.properties.props.Set(prop.name, prop)
						Endif
					Next
					Return
				End
			Next
		End
	End

	Method ReadProperty:TileMapProperty(node:XMLElement)
		Return New TileMapProperty(node.GetAttribute(ATTR_PROPERTY_NAME, "default"), node.GetAttribute(ATTR_PROPERTY_VALUE, ""))
	End

	Method ReadTileset:TileMapTileset(node:XMLElement, target:TileMapTileset=Null)
		Local rv:TileMapTileset = target
		ReadProperties(node, rv)
		If rv = Null Then rv = tileMap.CreateTileset()
		If node.HasAttribute(ATTR_TILESET_FIRSTGID) Then rv.firstGid = Int(node.GetAttribute(ATTR_TILESET_FIRSTGID))

		If node.HasAttribute(ATTR_TILESET_SOURCE) Then
			rv.source = node.GetAttribute(ATTR_TILESET_SOURCE)
			Local parser:XMLParser = New XMLParser
			Local tilesetdoc:XMLDocument = parser.ParseFile(rv.source)
			Return ReadTileset(tilesetdoc.Root, rv)
		Else
			If node.HasAttribute(ATTR_TILESET_NAME) Then rv.name = node.GetAttribute(ATTR_TILESET_NAME)
			If node.HasAttribute(ATTR_TILESET_TILEWIDTH) Then rv.tileWidth = Int(node.GetAttribute(ATTR_TILESET_TILEWIDTH))
			If node.HasAttribute(ATTR_TILESET_TILEHEIGHT) Then rv.tileHeight = Int(node.GetAttribute(ATTR_TILESET_TILEHEIGHT))
			If node.HasAttribute(ATTR_TILESET_SPACING) Then rv.spacing = Int(node.GetAttribute(ATTR_TILESET_SPACING))
			If node.HasAttribute(ATTR_TILESET_MARGIN) Then rv.margin = Int(node.GetAttribute(ATTR_TILESET_MARGIN))

			If Not node.Children.IsEmpty() Then
				For Local child:XMLElement = Eachin node.Children
					If child.Name = NODE_IMAGE Then
						rv.imageNode = ReadImage(child)
					Elseif child.Name = NODE_TILE Then
						rv.tileNodes.Add(ReadTile(child))
					End
				Next
			End
		End
		DoPostLoad(rv)
		Return rv
	End

	Method ReadLayerAttributes:Void(node:XMLElement, layer:TileMapLayer)
		If node.HasAttribute(ATTR_LAYER_NAME) Then layer.name = node.GetAttribute(ATTR_LAYER_NAME)
		If node.HasAttribute(ATTR_LAYER_WIDTH) Then layer.width = Int(node.GetAttribute(ATTR_LAYER_WIDTH))
		If node.HasAttribute(ATTR_LAYER_HEIGHT) Then layer.height = Int(node.GetAttribute(ATTR_LAYER_HEIGHT))
		layer.visible = Not node.HasAttribute(ATTR_LAYER_VISIBLE) Or Int(node.GetAttribute(ATTR_LAYER_VISIBLE)) <> 0
		If node.HasAttribute(ATTR_LAYER_OPACITY) Then layer.opacity = Float(node.GetAttribute(ATTR_LAYER_OPACITY))
	End

	Method ReadTileLayer:TileMapTileLayer(node:XMLElement)
		Local rv:TileMapTileLayer = tileMap.CreateTileLayer()
		ReadProperties(node, rv)
		ReadLayerAttributes(node, rv)

		If rv.properties.Has(PROP_LAYER_PARALLAX_OFFSET_X) Then rv.parallaxOffsetX = rv.properties.Get(PROP_LAYER_PARALLAX_OFFSET_X).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_OFFSET_Y) Then rv.parallaxOffsetY = rv.properties.Get(PROP_LAYER_PARALLAX_OFFSET_Y).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_SCALE_X) Then rv.parallaxScaleX = rv.properties.Get(PROP_LAYER_PARALLAX_SCALE_X).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_SCALE_Y) Then rv.parallaxScaleY = rv.properties.Get(PROP_LAYER_PARALLAX_SCALE_Y).GetFloat()

		For Local child:XMLElement = Eachin node.Children
			If child.Name = NODE_DATA Then
				rv.mapData = ReadTileData(child, rv)
			End
		Next

		DoPostLoad(rv)
		Return rv
	End

	Method ReadObjectLayer:TileMapObjectLayer(node:XMLElement)
		Local rv:TileMapObjectLayer = tileMap.CreateObjectLayer()
		ReadProperties(node, rv)
		ReadLayerAttributes(node, rv)

		If node.HasAttribute(ATTR_OBJECTGROUP_COLOR) Then rv.color = ColorToInt(node.GetAttribute(ATTR_OBJECTGROUP_COLOR))

		For Local child:XMLElement = Eachin node.Children
			If child.Name = NODE_OBJECT Then
				rv.objects.Add(ReadObject(child, rv))
			End
		Next

		DoPostLoad(rv)
		Return rv
	End

	Method ReadImage:TileMapImage(node:XMLElement)
		Local rv:TileMapImage = tileMap.CreateImage()
		ReadProperties(node, rv)

		If node.HasAttribute(ATTR_IMAGE_SOURCE) Then rv.source = StripDir(node.GetAttribute(ATTR_IMAGE_SOURCE))
		If node.HasAttribute(ATTR_IMAGE_WIDTH) Then rv.width = Int(node.GetAttribute(ATTR_IMAGE_WIDTH))
		If node.HasAttribute(ATTR_IMAGE_HEIGHT) Then rv.height = Int(node.GetAttribute(ATTR_IMAGE_HEIGHT))
		If node.HasAttribute(ATTR_IMAGE_TRANS) Then rv.trans = node.GetAttribute(ATTR_IMAGE_TRANS)
		If rv.trans.Length > 0 Then
			rv.transR = HexToDec(rv.trans[0..2])
			rv.transG = HexToDec(rv.trans[2..4])
			rv.transB = HexToDec(rv.trans[4..6])
		Endif

		DoPostLoad(rv)
		Return rv
	End

	Method ReadTile:TileMapTile(node:XMLElement)
		Local id:Int = Int(node.GetAttribute(ATTR_TILE_ID, "0"))
		Local rv:TileMapTile = tileMap.CreateTile(id)
		ReadProperties(node, rv)
		DoPostLoad(rv)
		Return rv
	End

	Method ReadObject:TileMapObject(node:XMLElement, layer:TileMapObjectLayer)
		Local rv:TileMapObject = tileMap.CreateObject()
		ReadProperties(node, rv)
		If node.HasAttribute(ATTR_OBJECT_NAME) Then rv.name = node.GetAttribute(ATTR_OBJECT_NAME)
		If node.HasAttribute(ATTR_OBJECT_TYPE) Then rv.objectType = node.GetAttribute(ATTR_OBJECT_TYPE)
		If node.HasAttribute(ATTR_OBJECT_X) Then rv.x = Int(node.GetAttribute(ATTR_OBJECT_X))
		If node.HasAttribute(ATTR_OBJECT_Y) Then rv.y = Int(node.GetAttribute(ATTR_OBJECT_Y))
		If node.HasAttribute(ATTR_OBJECT_WIDTH) Then rv.width = Int(node.GetAttribute(ATTR_OBJECT_WIDTH))
		If node.HasAttribute(ATTR_OBJECT_HEIGHT) Then rv.height = Int(node.GetAttribute(ATTR_OBJECT_HEIGHT))
		DoPostLoad(rv)
		Return rv
	End

	Method ReadTileData:TileMapData(node:XMLElement, layer:TileMapTileLayer)
		Local rv:TileMapData = tileMap.CreateData(layer.width, layer.height)

		' default to raw xml (ugly)
		Local encoding$ = DATA_ENCODING_RAW
		If node.HasAttribute(ATTR_DATA_ENCODING) Then encoding = node.GetAttribute(ATTR_DATA_ENCODING)
		If encoding = DATA_ENCODING_RAW Then
			' TODO: raw xml
			AssertError("Raw xml is currently not supported")
		Elseif encoding = DATA_ENCODING_CSV Then
			Local csv:String[] = node.Value.Split(",")
			For Local i% = 0 Until csv.Length
				Local gid:Int = Int(csv[i].Trim())
				rv.tiles[i] = gid
				rv.cells[i] = tileMap.CreateCell(gid, i Mod rv.width, i / rv.width)
			Next
		Elseif encoding = DATA_ENCODING_BASE64 Then
			Local bytes:Int[] = DecodeBase64Bytes(node.Value)
			If node.HasAttribute(ATTR_DATA_COMPRESSION) Then
				' TODO: compression
				AssertError("Compression is currently not supported")
			End
			For Local i% = 0 Until bytes.Length Step 4
				' little endian
				Local gid% = bytes[i]
				gid += bytes[i + 1] Shl 8
				gid += bytes[i + 2] Shl 16
				gid += bytes[i + 3] Shl 24
				rv.tiles[i / 4] = gid
				rv.cells[i / 4] = tileMap.CreateCell(gid, (i / 4) Mod rv.width, (i / 4) / rv.width)
			Next
		End
		Return rv
	End
End

' TileMapProperties
' Container for properties.
Class TileMapProperties
	Field props:StringMap<TileMapProperty> = New StringMap<TileMapProperty>

	Method Has:Bool(name:String)
		Return props.Contains(name)
	End

	Method Get:TileMapProperty(name:String)
		Return props.Get(name)
	End

	Method Set:Void(name:String, prop:TileMapProperty)
		props.Set(name, prop)
	End
End

' TileMap
' The main Map class.
Class TileMap Extends TileMapPropertyContainer Implements ITileMapPostLoad

	' attributes
	Field version:String = "1.0"
	Field orientation:String = MAP_ORIENTATION_ORTHOGONAL
	Field width:Int
	Field height:Int
	Field tileWidth:Int = 32
	Field tileHeight:Int = 32

	' children
	Field tilesets:StringMap<TileMapTileset> = New StringMap<TileMapTileset>
	Field layers:ArrayList<TileMapLayer> = New ArrayList<TileMapLayer>

	' post-load
	Field layerNames:StringMap<TileMapLayer> = New StringMap<TileMapLayer>
	Field tiles:TileMapTile[]
	Field maxTileWidth:Int
	Field maxTileHeight:Int
	Field wrapX:Bool = False
	Field wrapY:Bool = False

	' optimisation
	Field layerArray:Object[] = []
	Field animatedTiles:TileMapTile[]

	' override this to configure a layer (called on every render)
	Method ConfigureLayer:Void(tileLayer:TileMapLayer)
	End

	' override this to draw a tile
	Method DrawTile:Void(tileLayer:TileMapTileLayer, mapTile:TileMapTile, x:Int, y:Int)
	End

	' override this to create a custom tile class
	Method CreateTile:TileMapTile(id:Int)
		Return New TileMapTile(id)
	End

	' override this to create a custom tileset class
	Method CreateTileset:TileMapTileset()
		Return New TileMapTileset
	End

	' override this to create a custom tile layer class
	Method CreateTileLayer:TileMapTileLayer()
		Return New TileMapTileLayer
	End

	' override this to create a custom object layer class
	Method CreateObjectLayer:TileMapObjectLayer()
		Return New TileMapObjectLayer
	End

	' override this to create a custom image class
	Method CreateImage:TileMapImage()
		Return New TileMapImage
	End

	' override this to create a custom object class
	Method CreateObject:TileMapObject()
		Return New TileMapObject
	End

	' override this to create a custom cell class
	Method CreateCell:TileMapCell(gid:Int, x:Int, y:Int)
		Return New TileMapCell(gid, x, y)
	End

	' override this to create a custom data class
	Method CreateData:TileMapData(width:Int, height:Int)
		Return New TileMapData(width, height)
	End

	' override this to perform additional post-loading functionality (remember to call Super.PostLoad() first)
	Method PostLoad:Void()
		Local totaltiles% = 0, ts:TileMapTileset
		Local alltiles:ArrayList<TileMapTile> = New ArrayList<TileMapTile>
		For Local ts:TileMapTileset = Eachin tilesets.Values()
			' load the image
			ts.image = game.images.LoadTileset(ts.imageNode.source, ts.tileWidth, ts.tileHeight, ts.margin, ts.spacing)
			' get the cell count
			ts.tileCount = ts.image.tileCount

			' update max tile size
			If maxTileWidth < ts.tileWidth Then maxTileWidth = ts.tileWidth
			If maxTileHeight < ts.tileHeight Then maxTileHeight = ts.tileHeight

			' build tile list
			ts.tiles = New TileMapTile[ts.tileCount]
			For Local t:TileMapTile = Eachin ts.tileNodes
				ts.tiles[t.id] = t
			Next
			For Local i% = 0 Until ts.tiles.Length
				If ts.tiles[i] = Null Then
					ts.tiles[i] = CreateTile(i)
				End
				ts.tiles[i].gid = ts.firstGid + i
				ts.tiles[i].image = ts.image
				ts.tiles[i].width = ts.tileWidth
				ts.tiles[i].height = ts.tileHeight
				alltiles.Add(ts.tiles[i])
			Next
			' update total tiles
			totaltiles += ts.tileCount
		Next

		' make our cache
		tiles = New TileMapTile[totaltiles]
		For Local t:TileMapTile = Eachin alltiles
			tiles[t.gid - 1] = t
		Next

		' calculate the max tile size per layer
		For Local l:TileMapLayer = Eachin layers
			If TileMapTileLayer(l) <> Null Then
				Local tl:TileMapTileLayer = TileMapTileLayer(l)
				For Local i% = 0 Until tl.mapData.tiles.Length
					If tl.mapData.tiles[i] > 0 Then
						If tl.maxTileWidth < tiles[tl.mapData.tiles[i] - 1].width Then tl.maxTileWidth = tiles[tl.mapData.tiles[i] - 1].width
						If tl.maxTileHeight < tiles[tl.mapData.tiles[i] - 1].height Then tl.maxTileHeight = tiles[tl.mapData.tiles[i] - 1].height
					End
				Next
			End
		Next
	End

	#rem
	Method WorldToMap:TPoint(worldPoint:TPoint)
		If worldPoint.X < 0 Or worldPoint.Y < 0 Or worldPoint.X > Width * TileWidth Or worldPoint.Y > Height * TileHeight Then
			' out of range!
			Return Null
		EndIf
		Local rv:TPoint = New TPoint.CreatePoint(worldPoint.X / TileWidth, worldPoint.Y / TileHeight)
		If worldPoint.X = Width * TileWidth Then rv.X:-1
		If worldPoint.Y = Height * TileHeight Then rv.Y:-1
		Return rv
	End
	#End

	Method GetAllObjects:ArrayList<TileMapObject>()
		#rem
		Local layer:TTiledLayer
		Local obj:TTiledObject
		Local rv:TList = New TList
		For layer = EachIn Layers
			If TTiledObjectLayer(layer) <> Null Then
				For obj = EachIn TTiledObjectLayer(layer).Objects
					rv.AddLast(obj)
				Next
			EndIf
		Next
		Return rv
		#End
	End

	Method FindObjectByName:TileMapObject(name:String)
		#rem
		Local layer:TTiledLayer, obj:TTiledObject
		For layer = EachIn Layers
			If TTiledObjectLayer(layer) <> Null Then
				For obj = EachIn TTiledObjectLayer(layer).Objects
					If obj.Name = name Then Return obj
				Next
			EndIf
		Next
		#End
		Return Null
	End

	' bx,by,bw,bh = render bounds (screen)
	' sx,sy = scale x/y (float, defaults to 1) i'll do this later
	' wx,wy = wrap x/y (boolean, defaults to false)
	Method RenderMap:Void(bx%, by%, bw%, bh%, sx# = 1, sy# = 1)
		Local x%, y%, rx%, ry%, mx%, my%, mx2%, my2%, modx%, mody%
		For Local layer:TileMapLayer = Eachin layers
			If layer.visible And TileMapTileLayer(layer) <> Null Then
				Local tl:TileMapTileLayer = TileMapTileLayer(layer)
				Local mapTile:TileMapTile, gid%
				ConfigureLayer(layer)
				' ortho
				If orientation = MAP_ORIENTATION_ORTHOGONAL Then
					modx = (bx * tl.parallaxScaleX) Mod tileWidth
					mody = (by * tl.parallaxScaleY) Mod tileHeight
					y = by
					my = Int(Floor(Float(by * tl.parallaxScaleY) / Float(tileHeight)))
					While y < by + bh + tl.maxTileHeight
						x = bx - tl.maxTileWidth
						mx = Int(Floor(Float(bx * tl.parallaxScaleX) / Float(tileWidth)))
						While x < bx + bw + tl.maxTileWidth
							If (wrapX Or (mx >= 0 And mx < width)) And (wrapY Or (my >= 0 And my < height)) Then
								mx2 = mx
								my2 = my
								While mx2 < 0
									mx2 += width
								End
								While mx2 >= width
									mx2 -= width
								End
								While my2 < 0
									my2 += height
								End
								While my2 >= height
									my2 -= height
								End
								gid = tl.mapData.cells[mx2 + my2*tl.mapData.width].gid
								If gid > 0 Then
									mapTile = tiles[gid - 1]

									If modx < 0 Then modx += tileWidth
									If mody < 0 Then mody += tileHeight
									rx = x - modx - bx
									ry = y - mody - by
									DrawTile(tl, mapTile, rx, ry)
								End
							End
							x += tileWidth
							mx += 1
						End
						y += tileHeight
						my += 1
					End

				' iso
				Elseif orientation = MAP_ORIENTATION_ISOMETRIC Then
					' TODO: wrapping
					For y = 0 Until tl.width + tl.height
						ry = y
						rx = 0
						While ry >= tl.height
							ry -= 1
							rx += 1
						Wend
						While ry >= 0 And rx < tl.width
							gid = tl.mapData.cells[rx + ry*tl.mapData.width].gid
							If gid > 0 Then
								mapTile = tiles[gid - 1]
								DrawTile(tl, mapTile, (rx - ry - 1) * tileWidth / 2 - bx, (rx + ry + 2) * tileHeight / 2 - mapTile.height - by)
							Endif
							ry -= 1
							rx += 1
						End
					Next
				End
			End
		Next
	End

	Method GetBounds:TileMapRect()
		Local rv:TileMapRect = New TileMapRect
		If orientation = MAP_ORIENTATION_ORTHOGONAL Then
			rv.x = 0
			rv.y = tileHeight - maxTileHeight
			rv.w = (width - 1) * tileWidth + maxTileWidth
			rv.h = (height - 1) * tileHeight + maxTileHeight
		Elseif orientation = MAP_ORIENTATION_ISOMETRIC Then
			rv.x = -height * tileWidth / 2
			rv.y = tileHeight - maxTileHeight
			rv.w = (width - 2) * tileWidth / 2 + maxTileWidth - rv.X
			rv.h = (width + height) * tileHeight / 2 - rv.Y
		Endif
		Return rv
	End

	Method UpdateAnimation:Void(timePassed:Int)
		Local layer:TileMapLayer, tl:TileMapTileLayer, cell:TileMapCell, t:TileMapTile
		Local cellCount:Int, i:Int, j:Int

		' get the layers as an array
		Local layerCount:Int = layers.Size
		If layerArray.Length < layerCount Then
			layerArray = layers.ToArray()
			layerCount = layerArray.Length
		Else
			layerCount = layers.FillArray(layerArray)
		End

		' loop on each layer
		For i = 0 Until layerCount
			' cast
			tl = TileMapTileLayer(layerArray[i])

			' if the layer is a tile layer
			If tl <> Null Then
				' loop on each cell
				cellCount = tl.mapData.cells.Length
				For j = 0 Until cellCount
					cell = tl.mapData.cells[j]
					' if the cell exists and has a value
					If cell <> Null And cell.gid > 0 Then
						' get the tile
						t = tiles[cell.gid-1]

						' if the direction is 0 (paused), do nothing
						If t <> Null And cell.direction <> 0 Then
							' add our time to the time passed for the cell
							cell.timePassed += timePassed

							' if this tile has animation information
							If t.animated Then
								' get the new direction if we have one
								If t.hasAnimDirection Then cell.direction = t.animDirection

								' while it's not paused and we're not up to the current frame
								While cell.direction <> 0 And cell.timePassed >= t.animDelay
									' move to the next frame
									cell.timePassed -= t.animDelay
									cell.gid += cell.direction * t.animNext

									' get the tile for the new frame
									t = tiles[cell.gid-1]

									' if there's animation information, get it
									If t <> Null And t.animated Then
										' if the tile has a direction assigned to it, use it (we might be turning around)
										If t.hasAnimDirection Then cell.direction = t.animDirection

									' otherwise, pause and die
									Else
										cell.direction = 0
										Exit
									End
								End

							' no animation information, so pause
							Else
								cell.direction = 0
							End
						End
					End
				Next
			End
		Next
	End
End

Class TileMapTileset Implements ITileMapPostLoad
	' attributes
	Field firstGid:Int
	Field name:String
	Field tileWidth:Int
	Field tileHeight:Int
	Field spacing:Int
	Field margin:Int
	Field source:String

	' children
	Field imageNode:TileMapImage
	Field tileNodes:ArrayList<TileMapTile> = New ArrayList<TileMapTile>

	' post load
	Field tiles:TileMapTile[]
	Field image:GameImage
	Field tileCount:Int

	Method PostLoad:Void()
	End
End

Class TileMapImage Implements ITileMapPostLoad
	' attributes
	Field source$
	Field width%
	Field height%
	Field trans$ = ""

	' post-load
	Field transR%, transG%, transB%

	Method PostLoad:Void()
	End
End

'<layer> and <objectgroup>
Class TileMapLayer Extends TileMapPropertyContainer Implements ITileMapPostLoad Abstract
	' attributes
	Field name$
	Field width%
	Field height%
	Field visible% = True
	Field opacity:Float = 1

	Method PostLoad:Void()
	End
End

Class TileMapData
	Field width%
	Field height%
	Field tiles:Int[]
	Field cells:TileMapCell[]

	Method New(width%, height%)
		Self.width = width
		Self.height = height
		Self.tiles = New Int[width * height]
		Self.cells = New TileMapCell[width * height]
	End Method

	Method Get%(x%, y%)
		Return tiles[x + y * width]
	End

	Method Set:Void(x%, y%, gid%)
		tiles[x + y * width] = gid
	End

	Method GetCell:TileMapCell(x%, y%)
		Return cells[x + y * width]
	End

	Method SetCell:Void(x%, y%, cell:TileMapCell)
		cells[x + y * width] = cell
	End
End

Class TileMapTileLayer Extends TileMapLayer
	Field mapData:TileMapData
	Field maxTileWidth%
	Field maxTileHeight%
	Field parallaxOffsetX# = 0
	Field parallaxOffsetY# = 0
	Field parallaxScaleX# = 1
	Field parallaxScaleY# = 1
End

Class TileMapObjectLayer Extends TileMapLayer
	' attributes
	Field color%
	' children
	Field objects:ArrayList<TileMapObject> = New ArrayList<TileMapObject>
End

Class TileMapObject Extends TileMapPropertyContainer
	' attributes
	Field name:String
	Field objectType:String
	Field x:Int
	Field y:Int
	Field width:Int
	Field height:Int
End

Class TileMapProperty
Private
	Field valueType% = 0 ' 0=int, 1=float, 2=bool, 3=string
	Field name$ = ""
	Field rawValue$ = ""

Public
	Method New(name:String="default", value:String="")
		Self.name = name
		Self.rawValue = value
		Self.valueType = 3
	End

	Method Set:Void(value:Int)
		rawValue = value
		valueType = 0
	End

	Method Set:Void(value:Float)
		RawValue = value
		ValueType = 1
	End

	Method Set:Void(value:Bool)
		If value Then
			rawValue = "true"
		Else
			rawValue = "false"
		Endif
		ValueType = 2
	End

	Method Set:Void(value:String)
		rawValue = value
		valueType = 3
	End

	Method GetInt:Int()
		Return Int(rawValue)
		'Local rv% = 0
		'rv = RawValue.ToInt()
		'Catch ex:Object
		'End
		'Return rv
	End

	Method GetFloat:Float()
		Return Float(rawValue)
		'Local rv:Float = 0
		'Try
		'	rv = RawValue.ToFloat()
		'Catch ex:Object
		'EndTry
		'Return rv
	End

	Method GetBool:Bool()
		Local val:String = rawValue.ToLower()
		If val = "true" Or val = "t" Or val = "y" Then Return True
		Return False
		'If val = "false" Or val = "f" Or val = "n" Then Return False
		'Return GetInt() <> 0
	End

	Method GetString:String()
		Return rawValue
	End
End

Class TileMapTile Extends TileMapPropertyContainer Implements ITileMapPostLoad
	Field id%
	Field image:GameImage
	Field width:Int
	Field height:Int
	Field gid:Int

	Field animDelay:Int
	Field animNext:Int
	Field animDirection:Int
	Field hasAnimDirection:Bool
	Field animated:Bool

	Method New(id:Int)
		Self.id = id
	End

	Method PostLoad:Void()
		If properties.Has(PROP_TILE_ANIM_DELAY) Then
			animDelay = game.CalcAnimLength(properties.Get(PROP_TILE_ANIM_DELAY).GetInt())
			animated = True
		End
		If properties.Has(PROP_TILE_ANIM_NEXT) Then animNext = properties.Get(PROP_TILE_ANIM_NEXT).GetInt()
		If properties.Has(PROP_TILE_ANIM_DIRECTION) Then
			animDirection = properties.Get(PROP_TILE_ANIM_DIRECTION).GetInt()
			hasAnimDirection = True
		End
	End
End

Class TileMapCell
	' mandatory fields
	Field gid%
	Field x%
	Field y%

	' animation stuff
	Field originalGid%
	Field timePassed:Int = 0 ' the time that has passed since the last frame change
	Field direction% = 1 ' >0 = forward, <0 = backward, 0 = paused

	Method New(gid%, x%, y%)
		Self.gid = gid
		Self.x = x
		Self.y = y
		originalGid = gid
	End
End

Class TileMapRect
	Field x%, y%, w%, h%
End

Function ColorToInt%(str$)
	' TODO: convert a hex color string #rrggbb to a number
	Return 0
End

Function HexToDec%(hexstr$)
	Local chars$ = "0123456789abcdef"
	Local rv% = 0
	hexstr = hexstr.ToLower()
	For Local i% = 0 To hexstr.Length - 1
		rv = rv Shl 4
		Local idx% = chars.Find(hexstr[i])
		If idx >= 0 Then rv += idx
	Next
	Return rv
End

Const PROP_MAP_WRAP_X$ = "wrap_x"
Const PROP_MAP_WRAP_Y$ = "wrap_y"

Const PROP_LAYER_PARALLAX_OFFSET_X$ = "parallax_offset_x"
Const PROP_LAYER_PARALLAX_OFFSET_Y$ = "parallax_offset_y"
Const PROP_LAYER_PARALLAX_SCALE_X$  = "parallax_scale_x"
Const PROP_LAYER_PARALLAX_SCALE_Y$  = "parallax_scale_y"

Const PROP_TILE_ANIM_DELAY$     = "anim_delay"
Const PROP_TILE_ANIM_NEXT$      = "anim_next"
Const PROP_TILE_ANIM_DIRECTION$ = "anim_direction"

Const DATA_ENCODING_RAW$    = ""
Const DATA_ENCODING_CSV$    = "csv"
Const DATA_ENCODING_BASE64$ = "base64"

Const MAP_ORIENTATION_ORTHOGONAL$   = "orthogonal"
Const MAP_ORIENTATION_ISOMETRIC$    = "isometric"

Const ATTR_MAP_VERSION$         = "version"
Const ATTR_MAP_ORIENTATION$     = "orientation"
Const ATTR_MAP_WIDTH$           = "width"
Const ATTR_MAP_HEIGHT$          = "height"
Const ATTR_MAP_TILEWIDTH$       = "tilewidth"
Const ATTR_MAP_TILEHEIGHT$      = "tileheight"
Const ATTR_TILESET_FIRSTGID$    = "firstgid"
Const ATTR_TILESET_NAME$        = "name"
Const ATTR_TILESET_TILEWIDTH$   = "tilewidth"
Const ATTR_TILESET_TILEHEIGHT$  = "tileheight"
Const ATTR_TILESET_SPACING$     = "spacing"
Const ATTR_TILESET_MARGIN$      = "margin"
Const ATTR_TILESET_SOURCE$      = "source"
Const ATTR_IMAGE_SOURCE$        = "source"
Const ATTR_IMAGE_WIDTH$         = "width"
Const ATTR_IMAGE_HEIGHT$        = "height"
Const ATTR_IMAGE_TRANS$         = "trans"
Const ATTR_TILE_ID$             = "id"
Const ATTR_LAYER_NAME$          = "name"
Const ATTR_LAYER_WIDTH$         = "width"
Const ATTR_LAYER_HEIGHT$        = "height"
Const ATTR_LAYER_VISIBLE$       = "visible"
Const ATTR_LAYER_OPACITY$       = "opacity"
Const ATTR_DATA_ENCODING$       = "encoding"
Const ATTR_DATA_COMPRESSION$    = "compression"
Const ATTR_PROPERTY_NAME$       = "name"
Const ATTR_PROPERTY_VALUE$      = "value"
Const ATTR_OBJECTGROUP_COLOR$   = "color"
Const ATTR_OBJECTGROUP_NAME$    = "name"
Const ATTR_OBJECTGROUP_WIDTH$   = "width"
Const ATTR_OBJECTGROUP_HEIGHT$  = "height"
Const ATTR_OBJECT_NAME$         = "name"
Const ATTR_OBJECT_TYPE$         = "type"
Const ATTR_OBJECT_X$            = "x"
Const ATTR_OBJECT_Y$            = "y"
Const ATTR_OBJECT_WIDTH$        = "width"
Const ATTR_OBJECT_HEIGHT$       = "height"

Const NODE_MAP$                 = "map"
Const NODE_TILESET$             = "tileset"
Const NODE_IMAGE$               = "image"
Const NODE_TILE$                = "tile"
Const NODE_LAYER$               = "layer"
Const NODE_DATA$                = "data"
Const NODE_PROPERTIES$          = "properties"
Const NODE_PROPERTY$            = "property"
Const NODE_OBJECTGROUP$         = "objectgroup"
Const NODE_OBJECT$              = "object"


Fixed hover bug in FlxButton

Fixed hover bug in FlxButton

Strict

Import reflection

Import flxextern
Import flxsprite
Import flxtext
Import flxpoint
Import flxsound
Import flxg
Import flxcamera
Import system.flxassetsmanager

Import "data/button_flx.png"
Import "data/beep_flx.mp3"

Class FlxButton Extends FlxSprite

	Global __CLASS__:Object

	Const NORMAL:Int = 0

	Const HIGHLIGHT:Int = 1

	Const PRESSED:Int = 2

	Field label:FlxText

	Field labelOffset:FlxPoint

	Field onUp:FlxButtonClickListener

	Field onDown:FlxButtonDownListener

	Field onOver:FlxButtonOverListener

	Field onOut:FlxButtonOutListener

	Field status:Int

	Field soundOver:FlxSound

	Field soundOut:FlxSound

	Field soundDown:FlxSound

	Field soundUp:FlxSound

Private
	Field _onToggle:Bool

	Field _pressed:Bool

	Field _initialized:Bool

Public
	Method New(x:Float = 0, y:Float = 0, label:String = "", onClick:FlxButtonClickListener = Null)
		Super.New(x, y)

		If (label.Length() > 0) Then
			Self.label = New FlxText(0, 0, 80, label)
			Self.label.SetFormat(FlxText.SYSTEM_FONT, 8, $FF333333, FlxText.ALIGN_CENTER)
			labelOffset = New FlxPoint(-1, 3)
		End If

		LoadGraphic("button" + FlxG.DATA_SUFFIX, True, False, 80, 20)
		onUp = onClick
		onDown = Null
		onOut = Null
		onOver = Null

		soundOver = Null
		soundOut = Null
		soundDown = Null
		soundUp = Null

		status = NORMAL
		_onToggle = False
		_pressed = False
	End Method

	Method Destroy:Void()
		If (label <> Null) Then
			label.Destroy()
			label = Null
		End If

		onUp = Null
		onDown = Null
		onOut = Null
		onOver = Null

		If (soundOver <> Null) Then
			soundOver.Destroy()
			soundOver = Null
		End If

		If (soundOut <> Null) Then
			soundOut.Destroy()
			soundOut = Null
		End If

		If (soundDown <> Null) Then
			soundDown.Destroy()
			soundDown = Null
		End If

		If (soundUp <> Null) Then
			soundUp.Destroy()
			soundUp = Null
		End If

		Super.Destroy()
	End Method

	Method Update:Void()
		_UpdateButton()

		If (label = Null) Return

		Select (Frame)
			Case HIGHLIGHT
				label.Alpha = 1.0

			Case PRESSED
				label.Alpha = .5
				label.y += 1

			Case NORMAL
				label.Alpha = .8

			Default
				label.Alpha = .8
		End Select
	End Method

	Method Draw:Void()
		Super.Draw()

		If (label <> Null) Then
			label.scrollFactor = scrollFactor
			label.Draw()
		End If
	End Method

	Method ResetHelpers:Void()
		Super.ResetHelpers()

		If (label <> Null) Then
			label.SetWidth(width)
		End If
	End Method

	Method SetSounds:Void(soundOver:String = "", soundOverVolume:Float = 1.0, soundOut:String = "", soundOutVolume:Float = 1.0, soundDown:String = "", soundDownVolume:Float = 1.0, soundUp:String = "", soundUpVolume:Float = 1.0)
		If (soundOver.Length() > 0) Then
			Self.soundOver = FlxG.LoadSound(soundOver, soundOverVolume)
		End If

		If (soundOut.Length() > 0) Then
			Self.soundOut = FlxG.LoadSound(soundOut, soundOutVolume)
		End If

		If (soundDown.Length() > 0) Then
			Self.soundDown = FlxG.LoadSound(soundDown, soundDownVolume)
		End If

		If (soundUp.Length() > 0) Then
			Self.soundUp = FlxG.LoadSound(soundUp, soundUpVolume)
		End If
	End Method

	Method On:Bool() Property
		Return _onToggle
	End Method

	Method On:Void(on:Bool) Property
		_onToggle = on
	End Method

Private
	Method _UpdateButton:Void()
		If (FlxG.Mobile Or FlxG.Mouse.Visible Or FlxG._Game.useSystemCursor) Then
			Local cameras:Stack<FlxCamera> = FlxG.Cameras
			Local camera:FlxCamera
			Local touchInput:TouchInput
			Local i:Int = 0
			Local l:Int = cameras.Length()
			Local offAll:Bool = True
			Local click:Bool = False

			While (i < l)
				camera = cameras.Get(i)

			#If FLX_MULTITOUCH_ENABLED
				Local tc:Int = FlxG.TouchCount()
			#Else
				Local tc:Int = 1
			#End

				For Local ti:Int = 0 Until tc
					touchInput = FlxG.Touch(ti)
					If (ti > 0 And Not touchInput.Pressed() And Not touchInput.JustReleased()) Then
						Exit
					End If

					If (_cameras <> Null And Not _cameras.Contains(camera)) Then
						i += 1
						Continue
					End If

					touchInput.GetWorldPosition(camera, _point)

					If (OverlapsPoint(_point, True, camera)) Then
						offAll = False

						If (touchInput.JustPressed()) Then
							status = PRESSED

							If (onDown <> Null) Then
								onDown.OnButtonDown(Self)
							End If

							If (soundDown <> Null) Then
								soundDown.Play(True)
							End If
						End If

						If (touchInput.JustReleased() And status = PRESSED) Then
							status = NORMAL
							click = True
						End If

						If (status = NORMAL) Then
							status = HIGHLIGHT

							If (onOver <> Null) Then
								onOver.OnButtonOver(Self)
							End If

							If (soundOver <> Null) Then
								soundOver.Play(True)
							End If
						End If
					End If
				Next

				i += 1
			Wend

			If(offAll) Then
				If (status <> NORMAL) Then
					If (onOut <> Null) Then
						onOut.OnButtonOut(Self)
					End If

					If (soundOut <> Null) Then
						soundOut.Play(True)
					End If
				End If

				status = NORMAL
			End If

			If(click) Then
				If (onUp <> Null) Then
					onUp.OnButtonClick(Self)
				End If

				If (soundUp <> Null) Then
					soundUp.Play(True)
				End If
			End If
		End If

		If (label <> Null) Then
			label.x = x
			label.y = y
		End If

		If (labelOffset <> Null) Then
			label.x += labelOffset.x
			label.y += labelOffset.y
		End If

		If (status = HIGHLIGHT And _onToggle) Then
			Frame = NORMAL
		Else
			Frame = status
		End If
	End Method

End Class

Interface FlxButtonClickListener

	Method OnButtonClick:Void(button:FlxButton)

End Interface

Interface FlxButtonDownListener

	Method OnButtonDown:Void(button:FlxButton)

End Interface

Interface FlxButtonOverListener

	Method OnButtonOver:Void(button:FlxButton)

End Interface

Interface FlxButtonOutListener

	Method OnButtonOut:Void(button:FlxButton)

End Interface

Strict

Import reflection

Import flxextern
Import flxsprite
Import flxtext
Import flxpoint
Import flxsound
Import flxg
Import flxcamera
Import system.flxassetsmanager

Import "data/button_flx.png"
Import "data/beep_flx.mp3"

Class FlxButton Extends FlxSprite

	Global __CLASS__:Object

	Const NORMAL:Int = 0

	Const HIGHLIGHT:Int = 1

	Const PRESSED:Int = 2

	Field label:FlxText

	Field labelOffset:FlxPoint

	Field onUp:FlxButtonClickListener

	Field onDown:FlxButtonDownListener

	Field onOver:FlxButtonOverListener

	Field onOut:FlxButtonOutListener

	Field status:Int

	Field soundOver:FlxSound

	Field soundOut:FlxSound

	Field soundDown:FlxSound

	Field soundUp:FlxSound

Private
	Field _onToggle:Bool

	Field _pressed:Bool

	Field _initialized:Bool

Public
	Method New(x:Float = 0, y:Float = 0, label:String = "", onClick:FlxButtonClickListener = Null)
		Super.New(x, y)

		If (label.Length() > 0) Then
			Self.label = New FlxText(0, 0, 80, label)
			Self.label.SetFormat(FlxText.SYSTEM_FONT, 8, $FF333333, FlxText.ALIGN_CENTER)
			labelOffset = New FlxPoint(-1, 3)
		End If

		LoadGraphic("button" + FlxG.DATA_SUFFIX, True, False, 80, 20)
		onUp = onClick
		onDown = Null
		onOut = Null
		onOver = Null

		soundOver = Null
		soundOut = Null
		soundDown = Null
		soundUp = Null

		status = NORMAL
		_onToggle = False
		_pressed = False
	End Method

	Method Destroy:Void()
		If (label <> Null) Then
			label.Destroy()
			label = Null
		End If

		onUp = Null
		onDown = Null
		onOut = Null
		onOver = Null

		If (soundOver <> Null) Then
			soundOver.Destroy()
			soundOver = Null
		End If

		If (soundOut <> Null) Then
			soundOut.Destroy()
			soundOut = Null
		End If

		If (soundDown <> Null) Then
			soundDown.Destroy()
			soundDown = Null
		End If

		If (soundUp <> Null) Then
			soundUp.Destroy()
			soundUp = Null
		End If

		Super.Destroy()
	End Method

	Method Update:Void()
		_UpdateButton()

		If (label = Null) Return

		Select (Frame)
			Case HIGHLIGHT
				label.Alpha = 1.0

			Case PRESSED
				label.Alpha = .5
				label.y += 1

			Case NORMAL
				label.Alpha = .8

			Default
				label.Alpha = .8
		End Select
	End Method

	Method Draw:Void()
		Super.Draw()

		If (label <> Null) Then
			label.scrollFactor = scrollFactor
			label.Draw()
		End If
	End Method

	Method ResetHelpers:Void()
		Super.ResetHelpers()

		If (label <> Null) Then
			label.SetWidth(width)
		End If
	End Method

	Method SetSounds:Void(soundOver:String = "", soundOverVolume:Float = 1.0, soundOut:String = "", soundOutVolume:Float = 1.0, soundDown:String = "", soundDownVolume:Float = 1.0, soundUp:String = "", soundUpVolume:Float = 1.0)
		If (soundOver.Length() > 0) Then
			Self.soundOver = FlxG.LoadSound(soundOver, soundOverVolume)
		End If

		If (soundOut.Length() > 0) Then
			Self.soundOut = FlxG.LoadSound(soundOut, soundOutVolume)
		End If

		If (soundDown.Length() > 0) Then
			Self.soundDown = FlxG.LoadSound(soundDown, soundDownVolume)
		End If

		If (soundUp.Length() > 0) Then
			Self.soundUp = FlxG.LoadSound(soundUp, soundUpVolume)
		End If
	End Method

	Method On:Bool() Property
		Return _onToggle
	End Method

	Method On:Void(on:Bool) Property
		_onToggle = on
	End Method

Private
	Method _UpdateButton:Void()
		If (FlxG.Mobile Or FlxG.Mouse.Visible Or FlxG._Game.useSystemCursor) Then
			Local cameras:Stack<FlxCamera> = FlxG.Cameras
			Local camera:FlxCamera
			Local touchInput:TouchInput
			Local i:Int = 0
			Local l:Int = cameras.Length()
			Local offAll:Bool = True
			Local click:Bool = False

			While (i < l)
				camera = cameras.Get(i)

			#If FLX_MULTITOUCH_ENABLED
				Local tc:Int = FlxG.TouchCount()
			#Else
				Local tc:Int = 1
			#End

				For Local ti:Int = 0 Until tc
					touchInput = FlxG.Touch(ti)
					If ( Not touchInput.Pressed() And Not touchInput.JustReleased()) Then
						Exit
					End If

					If (_cameras <> Null And Not _cameras.Contains(camera)) Then
						i += 1
						Continue
					End If

					touchInput.GetWorldPosition(camera, _point)

					If (OverlapsPoint(_point, True, camera)) Then
						offAll = False

						If (touchInput.JustPressed()) Then
							status = PRESSED

							If (onDown <> Null) Then
								onDown.OnButtonDown(Self)
							End If

							If (soundDown <> Null) Then
								soundDown.Play(True)
							End If
						End If

						If (touchInput.JustReleased() And status = PRESSED) Then
							status = NORMAL
							click = True
						End If

						If (status = NORMAL) Then
							status = HIGHLIGHT

							If (onOver <> Null) Then
								onOver.OnButtonOver(Self)
							End If

							If (soundOver <> Null) Then
								soundOver.Play(True)
							End If
						End If
					End If
				Next

				i += 1
			Wend

			If(offAll) Then
				If (status <> NORMAL) Then
					If (onOut <> Null) Then
						onOut.OnButtonOut(Self)
					End If

					If (soundOut <> Null) Then
						soundOut.Play(True)
					End If
				End If

				status = NORMAL
			End If

			If(click) Then
				If (onUp <> Null) Then
					onUp.OnButtonClick(Self)
				End If

				If (soundUp <> Null) Then
					soundUp.Play(True)
				End If
			End If
		End If

		If (label <> Null) Then
			label.x = x
			label.y = y
		End If

		If (labelOffset <> Null) Then
			label.x += labelOffset.x
			label.y += labelOffset.y
		End If

		If (status = HIGHLIGHT And _onToggle) Then
			Frame = NORMAL
		Else
			Frame = status
		End If
	End Method

End Class

Interface FlxButtonClickListener

	Method OnButtonClick:Void(button:FlxButton)

End Interface

Interface FlxButtonDownListener

	Method OnButtonDown:Void(button:FlxButton)

End Interface

Interface FlxButtonOverListener

	Method OnButtonOver:Void(button:FlxButton)

End Interface

Interface FlxButtonOutListener

	Method OnButtonOut:Void(button:FlxButton)

End Interface