Removed stupid iOS wrapped code which cause MouseZInit to be added twice... WTF!

#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
Import vector2d

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 LaunchNativeBrowser:Void(address:String, windowName:String) = "diddy::launchBrowser"
		Function LaunchEmail:Void(email:String, subject:String, text:String) = "diddy::launchEmail"
		Function SetNativeGraphicsSize:Void(w:Int, h:Int) = "diddy::setGraphics"
		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"
		Function StartGps:Void()="diddy::startGps"
		Function GetLatitiude:String()="diddy::getLatitiude"
		Function GetLongitude:String()="diddy::getLongitude"
		Function ShowAlertDialog:Void(title:String, message:String) = "diddy::showAlertDialog"
		Function GetInputString:String()="diddy::getInputString"
		Function GetColorPixel:Int(x:Int, y:Int)="diddy::getPixel"
		Function MouseZInit:Void()="diddy::mouseZInit"
		Function MouseZ:Float()="diddy::mouseZ"
	#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 LaunchNativeBrowser:Void(address:String, windowName:String) = "diddy.launchBrowser"
		Function LaunchEmail:Void(email:String, subject:String, text:String) = "diddy.launchEmail"
		Function SetNativeGraphicsSize:Void(w:Int, h:Int) = "diddy.setGraphics"
		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"
		Function StartGps:Void()="diddy.startGps"
		Function GetLatitiude:String()="diddy.getLatitiude"
		Function GetLongitude:String()="diddy.getLongitude"
		Function ShowAlertDialog:Void(title:String, message:String) = "diddy.showAlertDialog"
		Function GetInputString:String()="diddy.getInputString"
		Function GetColorPixel:Int(x:Int, y:Int)="diddy.getPixel"
		Function MouseZInit:Void()="diddy.mouseZInit"
		Function MouseZ:Float()="diddy.mouseZ"
	#End

	#If TARGET="html5" Then
		Function GetBrowserName:String()="diddy.getBrowserName"
		Function GetBrowserVersion:String()="diddy.getBrowserVersion"
		Function GetBrowserOS:String()="diddy.getBrowserOS"
		Function GetCurrentURL:String()="function (){return document.URL;}"
	#ElseIf TARGET="flash" Then
		Function GetCurrentURL:String()="diddy.getCurrentURL"
	#ElseIf LANG="java" Then
		Function BuildString:String(arr:Int[], offset:Int, length:Int) = "diddy.buildString"
	#End
Public

#If TARGET<>"html5" Then
	Function GetBrowserName:String()
		Return ""
	End
	Function GetBrowserVersion:String()
		Return ""
	End
	Function GetBrowserOS:String()
		Return ""
	End
	#If TARGET<>"flash" Then
		Function GetCurrentURL:String()
			Return ""
		End
	#End
#End

#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 LaunchBrowser(address:String, openNewWindow:Bool = True)
	Local windowName:String = "_self"
	If openNewWindow
		windowName = "_blank"
	End
	LaunchNativeBrowser(address, windowName)
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 GetPixel:Int[](x:Int, y:Int)
	Local colorArr:Int[4]
	Local color:Int = GetColorPixel(x, y)
	'Print color
	colorArr[0] = (color Shr 16) & $ff
	colorArr[1] = (color Shr 8) & $ff
	colorArr[2] = color & $ff
	colorArr[3] = (color Shr 24) & $ff

	Return colorArr
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

'summary: returns an angle between two points
Function CalcAngle:Float(x1:Float, y1:Float, x2:Float, y2:Float)
	Local dx:Float = x2 - x1
	Local dy:Float = y2 - y1
	Return (ATan2(dy, dx) + 360) Mod 360
End

'summary: Calculate distance between two points - overload using x,y
Function CalcDistance:Float(x1:Float, y1:Float, x2:Float, y2:Float)
	Local dx:Float = x2 - x1
	Local dy:Float = y2 - y1
	Return Sqrt(dx * dx + dy * dy)
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

Function Interpolate:Float(type:Int, startValue:Float, endValue:Float, alpha:Float)
	Local range:Float = endValue-startValue
	Local rv:Float = 0
	Select type
		Case INTERPOLATION_LINEAR
			rv = startValue + range*alpha

		Case INTERPOLATION_INVERSE_LINEAR
			rv = startValue + range - range*alpha

		Case INTERPOLATION_HALF_SINE
			rv = startValue + range * Sinr(alpha*PI)

		Case INTERPOLATION_HALF_COSINE
			rv = startValue + range * Cosr(alpha*PI)
	End
	' clip to start/end
	If startValue < endValue And rv < startValue Or startValue > endValue And rv > startValue Then
		rv = startValue
	Elseif startValue < endValue And rv > endValue Or startValue > endValue And rv < endValue Then
		rv = endValue
	End
	Return rv
End

' arghhhh monkey needs enums!!!
Function InterpolationFromString:Int(interp:String)
	If interp = "" Or interp = "none" Then Return INTERPOLATION_NONE
	If interp = "linear" Then Return INTERPOLATION_LINEAR
	If interp = "inverselinear" Then Return INTERPOLATION_INVERSE_LINEAR
	If interp = "halfsine" Then Return INTERPOLATION_HALF_SINE
	If interp = "halfcosine" Then Return INTERPOLATION_HALF_COSINE
End

' colour conversions (hsl is range 0-1, return is RGB as a single int)
' Monkey conversion of http://www.geekymonkey.com/Programming/CSharp/RGB2HSL_HSL2RGB.htm
Function HSLtoRGB:Int(hue:Float, saturation:Float, luminance:Float, rgbArray:Int[] = [])
	Local r:Float = luminance, g:Float = luminance, b:Float = luminance
	Local v:Float = 0
	If luminance <= 0.5 Then
		v = luminance * (1.0 + saturation)
	Else
		v = luminance + saturation - luminance * saturation
	End
	If v > 0 Then
		Local m:Float = luminance + luminance - v
		Local sv:Float = (v - m) / v
		hue *= 6
		Local sextant:Int = Int(hue)
		Local fract:Float = hue - sextant
		Local vsf:Float = v * sv * fract
		Local mid1:Float = m + vsf
		Local mid2:Float = v - vsf

		Select sextant
			Case 0
				r = v
				g = mid1
				b = m

			Case 1
				r = mid2
				g = v
				b = m

			Case 2
				r = m
				g = v
				b = mid1

			Case 3
				r = m
				g = mid2
				b = v

			Case 4
				r = mid1
				g = m
				b = v

			Case 5
				r = v
				g = m
				b = mid2
		End
	End
	If rgbArray.Length = 3 Then
		rgbArray[0] = Int(r*255)
		rgbArray[1] = Int(g*255)
		rgbArray[2] = Int(b*255)
	End
	Return $ff000000 | (Int(r*255) Shl 16) | (Int(g*255) Shl 8) | (Int(b*255) Shl 0)
End

' colour conversions (rgb is 0-255, return is a float array, reusing the hslvals array if it was big enough)
' Monkey conversion of http://www.geekymonkey.com/Programming/CSharp/RGB2HSL_HSL2RGB.htm
Function RGBtoHSL:Float[](red:Int, green:Int, blue:Int, hslvals:Float[] = [])
	If hslvals.Length <> 3 Then hslvals = New Float[3]
	Local r:Float = red/255.0, g:Float = green/255.0, b:Float = blue/255.0
	hslvals[0] = 0
	hslvals[1] = 0
	hslvals[2] = 0

	' calculate luminance
	Local v:Float = Max(Max(r,g),b)
	Local m:Float = Min(Min(r,g),b)
	hslvals[2] = (m + v) / 2.0
	' die if it's black
	If hslvals[2] <= 0 Then Return hslvals

	' precalculate saturation
	Local vm:Float = v - m
	hslvals[1] = vm
	' die if it's grey
	If hslvals[1] <= 0 Then Return hslvals

	' finish saturation
	If hslvals[2] <= 0.5 Then
		hslvals[1] /= v + m
	Else
		hslvals[1] /= 2 - v - m
	End

	Local r2:Float = (v - r) / vm
	Local g2:Float = (v - g) / vm
	Local b2:Float = (v - b) / vm
	If r = v Then
		If g = m Then hslvals[0] = 5 + b2 Else hslvals[0] = 1 - g2
	Elseif g = v Then
		If b = m Then hslvals[0] = 1 + r2 Else hslvals[0] = 3 - b2
	Else
		If r = m Then hslvals[0] = 3 + g2 Else hslvals[0] = 5 - r2
	End
	hslvals[0] /= 6.0

	Return hslvals
End

Function DecToHex:String(dec:Int)
	Local rv:String = ""
	If dec <= 0 Then Return "0"
	While dec > 0
		If dec Mod 16 < 10 Then
			rv += dec Mod 16
		Else
			rv += String.FromChar(ASC_LOWER_A+(dec Mod 16)-10)
		End
		dec = dec / 16
	End
	Return rv
End

Function HexToDec:Int(hx:String)
	Local rv:Int = 0
	Local lookup:String = "0123456789abcdef"
	hx = hx.ToLower()
	For Local i:Int = 0 Until hx.Length()
		rv *= 16
		Local idx:Int = lookup.Find(hx[i..i+1])
		If idx < 0 Then Error("Error parsing Hex string!")
		rv += idx
	Next
	Return rv
End

Function DrawLineThick(x1:Int, y1:Int, x2:Int, y2:Int, thinkness:Int = 2)
	Local steep:Bool = Abs(y2 - y1) > Abs(x2 - x1)
	Local swapped:Bool = False

	If steep
		Local tmp:Int = x1
		x1 = y1
		y1 = tmp

		tmp = x2
		x2 = y2
		y2 = tmp
	End

	If x1 > x2
		Local t:Float = x1
		x1 = x2
		x2 = t
		t = y1
		y1 = y2
		y2 = t
		swapped = True
	End

	Local deltax:Float = x2 - x1
	Local deltay:Float = Abs(y2 - y1)
	Local error:Float = deltax / 2
	Local ystep:Float
	Local y:Float = y1

	If y1 < y2 Then
		ystep = 1
	Else
		ystep = -1
	End
	Local offset:Int = thinkness / 2
	For Local x:Int = x1 Until x2
		If steep
			DrawRect(y - offset, x - offset, thinkness, thinkness)
		Else
			DrawRect(x - offset, y - offset, thinkness, thinkness)
		End

		error -= deltay
		If error < 0
			y += ystep
			error += deltax
		End
	Next
End

Function BresenhamLine:Vector2D[](startPos:Vector2D, endPos:Vector2D)
	Local points:Stack<Vector2D> = New Stack<Vector2D>
	Local steep:Bool = Abs(endPos.y - startPos.y) > Abs(endPos.x - startPos.x)
	Local swapped:Bool = False

	If steep
		startPos.SwapXY(startPos.x, startPos.y)
		endPos.SwapXY(endPos.x, endPos.y)
	End

	If startPos.x > endPos.x
		Local t:Float = startPos.x
		startPos.x = endPos.x
		endPos.x = t
		t = startPos.y
		startPos.y = endPos.y
		endPos.y = t
		swapped = True
	End

	Local deltax:Float = endPos.x - startPos.x
	Local deltay:Float = Abs(endPos.y - startPos.y)
	Local error:Float = deltax / 2
	Local ystep:Float
	Local y:Float = startPos.y

	If startPos.y < endPos.y Then
		ystep = 1
	Else
		ystep = -1
	End

	For Local x:Int = startPos.x Until endPos.x
		If steep
			points.Push(New Vector2D(y, x))
		Else
			points.Push(New Vector2D(x, y))
		End

		error -= deltay
		If error < 0
			y += ystep
			error += deltax
		End
	Next
	Local arr:Vector2D[] = points.ToArray()
	If swapped
		Arrays < Vector2D >.Reverse(arr)
	End
	Return arr
End

Private
Global screenshotPixels:Int[] ' this is globally cached for performance
Public
' summary: Takes a screenshot of a certain rectangle on the screen.  Defaults to the entire screen.
Function CreateScreenshot:Image(x%=0, y%=0, width%=0, height%=0)
	' if no width passed in, assume the whole width
	If width <= 0 Then
		width = DeviceWidth()
		x = 0
	End

	' if no height passed in, assume the whole height
	If height <= 0 Then
		height = DeviceHeight()
		y = 0
	End

	' check that the rectangle is entirely within the screen bounds
	If x < 0 Or y < 0 Or x + width > DeviceWidth() Or y + height > DeviceHeight() Then Return Null

	' create an image
	Local image:Image = CreateImage(width, height)

	' read the screen
	If screenshotPixels.Length <> width*height Then screenshotPixels = New Int[width*height]
	ReadPixels(screenshotPixels, x, y, width, height)
	image.WritePixels(screenshotPixels, 0, 0, width, height)

	Return image
End

'summary: Returns a random int in the range low (inclusive) to high (exclusive).
Function Rand:Int (low:Int, high:Int)
	Local v:Float = Rnd(low, high)
	if (v < 0) Then v -= 1.0
	Local vi:Int = Int(v)
	if vi = (low - 1) Then vi = Min (-1, high)
	Return vi
End

'summary: Converts Mask Pixel Color to Transparent Pixel
Function PixelArrayMask:Void(pixels:Int[], maskRed:Int = 0, maskGreen:Int = 0, maskBlue:Int = 0)
	For Local i:Int = 0 Until pixels.Length
		Local argb:Int = pixels[i]
		Local a:Int = (argb Shr 24) & $ff
		Local r:Int = (argb Shr 16) & $ff
		Local g:Int = (argb Shr 8) & $ff
		Local b:Int = argb & $ff

		If a = 255 And r = maskRed And g = maskGreen And b = maskBlue
			a = 0
			argb = (a Shl 24) | (r Shl 16) | (g Shl 8) | b
			pixels[i] = argb
		End
	Next
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

Const INTERPOLATION_NONE:Int = 0
Const INTERPOLATION_LINEAR:Int = 1          ' interpolates from start to end
Const INTERPOLATION_INVERSE_LINEAR:Int = 2  ' interpolates from end to start
Const INTERPOLATION_HALF_SINE:Int = 3       ' interpolates from start to end and back again, in a wave
Const INTERPOLATION_HALF_COSINE:Int = 4     ' interpolates from end to start and back again, in a wave
Const INTERPOLATION_COUNT:Int = 5

#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
Import vector2d

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 LaunchNativeBrowser:Void(address:String, windowName:String) = "diddy::launchBrowser"
		Function LaunchEmail:Void(email:String, subject:String, text:String) = "diddy::launchEmail"
		Function SetNativeGraphicsSize:Void(w:Int, h:Int) = "diddy::setGraphics"
		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"
		Function StartGps:Void()="diddy::startGps"
		Function GetLatitiude:String()="diddy::getLatitiude"
		Function GetLongitude:String()="diddy::getLongitude"
		Function ShowAlertDialog:Void(title:String, message:String) = "diddy::showAlertDialog"
		Function GetInputString:String()="diddy::getInputString"
		Function GetColorPixel:Int(x:Int, y:Int)="diddy::getPixel"
		Function MouseZInit:Void()="diddy::mouseZInit"
		Function MouseZ:Float()="diddy::mouseZ"
	#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 LaunchNativeBrowser:Void(address:String, windowName:String) = "diddy.launchBrowser"
		Function LaunchEmail:Void(email:String, subject:String, text:String) = "diddy.launchEmail"
		Function SetNativeGraphicsSize:Void(w:Int, h:Int) = "diddy.setGraphics"
		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"
		Function StartGps:Void()="diddy.startGps"
		Function GetLatitiude:String()="diddy.getLatitiude"
		Function GetLongitude:String()="diddy.getLongitude"
		Function ShowAlertDialog:Void(title:String, message:String) = "diddy.showAlertDialog"
		Function GetInputString:String()="diddy.getInputString"
		Function GetColorPixel:Int(x:Int, y:Int)="diddy.getPixel"
		Function MouseZInit:Void()="diddy.mouseZInit"
		Function MouseZ:Float()="diddy.mouseZ"
	#End

	#If TARGET="html5" Then
		Function GetBrowserName:String()="diddy.getBrowserName"
		Function GetBrowserVersion:String()="diddy.getBrowserVersion"
		Function GetBrowserOS:String()="diddy.getBrowserOS"
		Function GetCurrentURL:String()="function (){return document.URL;}"
	#ElseIf TARGET="flash" Then
		Function GetCurrentURL:String()="diddy.getCurrentURL"
	#ElseIf LANG="java" Then
		Function BuildString:String(arr:Int[], offset:Int, length:Int) = "diddy.buildString"
	#End
Public

#If TARGET="ios"
	Function MouseZInit:Void()
	End
	Function MouseZ:Float()
		Return 0
	End
#End

#If TARGET<>"html5" Then
	Function GetBrowserName:String()
		Return ""
	End
	Function GetBrowserVersion:String()
		Return ""
	End
	Function GetBrowserOS:String()
		Return ""
	End
	#If TARGET<>"flash" Then
		Function GetCurrentURL:String()
			Return ""
		End
	#End
#End

#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 LaunchBrowser(address:String, openNewWindow:Bool = True)
	Local windowName:String = "_self"
	If openNewWindow
		windowName = "_blank"
	End
	LaunchNativeBrowser(address, windowName)
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 GetPixel:Int[](x:Int, y:Int)
	Local colorArr:Int[4]
	Local color:Int = GetColorPixel(x, y)
	'Print color
	colorArr[0] = (color Shr 16) & $ff
	colorArr[1] = (color Shr 8) & $ff
	colorArr[2] = color & $ff
	colorArr[3] = (color Shr 24) & $ff

	Return colorArr
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

'summary: returns an angle between two points
Function CalcAngle:Float(x1:Float, y1:Float, x2:Float, y2:Float)
	Local dx:Float = x2 - x1
	Local dy:Float = y2 - y1
	Return (ATan2(dy, dx) + 360) Mod 360
End

'summary: Calculate distance between two points - overload using x,y
Function CalcDistance:Float(x1:Float, y1:Float, x2:Float, y2:Float)
	Local dx:Float = x2 - x1
	Local dy:Float = y2 - y1
	Return Sqrt(dx * dx + dy * dy)
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

Function Interpolate:Float(type:Int, startValue:Float, endValue:Float, alpha:Float)
	Local range:Float = endValue-startValue
	Local rv:Float = 0
	Select type
		Case INTERPOLATION_LINEAR
			rv = startValue + range*alpha

		Case INTERPOLATION_INVERSE_LINEAR
			rv = startValue + range - range*alpha

		Case INTERPOLATION_HALF_SINE
			rv = startValue + range * Sinr(alpha*PI)

		Case INTERPOLATION_HALF_COSINE
			rv = startValue + range * Cosr(alpha*PI)
	End
	' clip to start/end
	If startValue < endValue And rv < startValue Or startValue > endValue And rv > startValue Then
		rv = startValue
	Elseif startValue < endValue And rv > endValue Or startValue > endValue And rv < endValue Then
		rv = endValue
	End
	Return rv
End

' arghhhh monkey needs enums!!!
Function InterpolationFromString:Int(interp:String)
	If interp = "" Or interp = "none" Then Return INTERPOLATION_NONE
	If interp = "linear" Then Return INTERPOLATION_LINEAR
	If interp = "inverselinear" Then Return INTERPOLATION_INVERSE_LINEAR
	If interp = "halfsine" Then Return INTERPOLATION_HALF_SINE
	If interp = "halfcosine" Then Return INTERPOLATION_HALF_COSINE
End

' colour conversions (hsl is range 0-1, return is RGB as a single int)
' Monkey conversion of http://www.geekymonkey.com/Programming/CSharp/RGB2HSL_HSL2RGB.htm
Function HSLtoRGB:Int(hue:Float, saturation:Float, luminance:Float, rgbArray:Int[] = [])
	Local r:Float = luminance, g:Float = luminance, b:Float = luminance
	Local v:Float = 0
	If luminance <= 0.5 Then
		v = luminance * (1.0 + saturation)
	Else
		v = luminance + saturation - luminance * saturation
	End
	If v > 0 Then
		Local m:Float = luminance + luminance - v
		Local sv:Float = (v - m) / v
		hue *= 6
		Local sextant:Int = Int(hue)
		Local fract:Float = hue - sextant
		Local vsf:Float = v * sv * fract
		Local mid1:Float = m + vsf
		Local mid2:Float = v - vsf

		Select sextant
			Case 0
				r = v
				g = mid1
				b = m

			Case 1
				r = mid2
				g = v
				b = m

			Case 2
				r = m
				g = v
				b = mid1

			Case 3
				r = m
				g = mid2
				b = v

			Case 4
				r = mid1
				g = m
				b = v

			Case 5
				r = v
				g = m
				b = mid2
		End
	End
	If rgbArray.Length = 3 Then
		rgbArray[0] = Int(r*255)
		rgbArray[1] = Int(g*255)
		rgbArray[2] = Int(b*255)
	End
	Return $ff000000 | (Int(r*255) Shl 16) | (Int(g*255) Shl 8) | (Int(b*255) Shl 0)
End

' colour conversions (rgb is 0-255, return is a float array, reusing the hslvals array if it was big enough)
' Monkey conversion of http://www.geekymonkey.com/Programming/CSharp/RGB2HSL_HSL2RGB.htm
Function RGBtoHSL:Float[](red:Int, green:Int, blue:Int, hslvals:Float[] = [])
	If hslvals.Length <> 3 Then hslvals = New Float[3]
	Local r:Float = red/255.0, g:Float = green/255.0, b:Float = blue/255.0
	hslvals[0] = 0
	hslvals[1] = 0
	hslvals[2] = 0

	' calculate luminance
	Local v:Float = Max(Max(r,g),b)
	Local m:Float = Min(Min(r,g),b)
	hslvals[2] = (m + v) / 2.0
	' die if it's black
	If hslvals[2] <= 0 Then Return hslvals

	' precalculate saturation
	Local vm:Float = v - m
	hslvals[1] = vm
	' die if it's grey
	If hslvals[1] <= 0 Then Return hslvals

	' finish saturation
	If hslvals[2] <= 0.5 Then
		hslvals[1] /= v + m
	Else
		hslvals[1] /= 2 - v - m
	End

	Local r2:Float = (v - r) / vm
	Local g2:Float = (v - g) / vm
	Local b2:Float = (v - b) / vm
	If r = v Then
		If g = m Then hslvals[0] = 5 + b2 Else hslvals[0] = 1 - g2
	Elseif g = v Then
		If b = m Then hslvals[0] = 1 + r2 Else hslvals[0] = 3 - b2
	Else
		If r = m Then hslvals[0] = 3 + g2 Else hslvals[0] = 5 - r2
	End
	hslvals[0] /= 6.0

	Return hslvals
End

Function DecToHex:String(dec:Int)
	Local rv:String = ""
	If dec <= 0 Then Return "0"
	While dec > 0
		If dec Mod 16 < 10 Then
			rv += dec Mod 16
		Else
			rv += String.FromChar(ASC_LOWER_A+(dec Mod 16)-10)
		End
		dec = dec / 16
	End
	Return rv
End

Function HexToDec:Int(hx:String)
	Local rv:Int = 0
	Local lookup:String = "0123456789abcdef"
	hx = hx.ToLower()
	For Local i:Int = 0 Until hx.Length()
		rv *= 16
		Local idx:Int = lookup.Find(hx[i..i+1])
		If idx < 0 Then Error("Error parsing Hex string!")
		rv += idx
	Next
	Return rv
End

Function DrawLineThick(x1:Int, y1:Int, x2:Int, y2:Int, thinkness:Int = 2)
	Local steep:Bool = Abs(y2 - y1) > Abs(x2 - x1)
	Local swapped:Bool = False

	If steep
		Local tmp:Int = x1
		x1 = y1
		y1 = tmp

		tmp = x2
		x2 = y2
		y2 = tmp
	End

	If x1 > x2
		Local t:Float = x1
		x1 = x2
		x2 = t
		t = y1
		y1 = y2
		y2 = t
		swapped = True
	End

	Local deltax:Float = x2 - x1
	Local deltay:Float = Abs(y2 - y1)
	Local error:Float = deltax / 2
	Local ystep:Float
	Local y:Float = y1

	If y1 < y2 Then
		ystep = 1
	Else
		ystep = -1
	End
	Local offset:Int = thinkness / 2
	For Local x:Int = x1 Until x2
		If steep
			DrawRect(y - offset, x - offset, thinkness, thinkness)
		Else
			DrawRect(x - offset, y - offset, thinkness, thinkness)
		End

		error -= deltay
		If error < 0
			y += ystep
			error += deltax
		End
	Next
End

Function BresenhamLine:Vector2D[](startPos:Vector2D, endPos:Vector2D)
	Local points:Stack<Vector2D> = New Stack<Vector2D>
	Local steep:Bool = Abs(endPos.y - startPos.y) > Abs(endPos.x - startPos.x)
	Local swapped:Bool = False

	If steep
		startPos.SwapXY(startPos.x, startPos.y)
		endPos.SwapXY(endPos.x, endPos.y)
	End

	If startPos.x > endPos.x
		Local t:Float = startPos.x
		startPos.x = endPos.x
		endPos.x = t
		t = startPos.y
		startPos.y = endPos.y
		endPos.y = t
		swapped = True
	End

	Local deltax:Float = endPos.x - startPos.x
	Local deltay:Float = Abs(endPos.y - startPos.y)
	Local error:Float = deltax / 2
	Local ystep:Float
	Local y:Float = startPos.y

	If startPos.y < endPos.y Then
		ystep = 1
	Else
		ystep = -1
	End

	For Local x:Int = startPos.x Until endPos.x
		If steep
			points.Push(New Vector2D(y, x))
		Else
			points.Push(New Vector2D(x, y))
		End

		error -= deltay
		If error < 0
			y += ystep
			error += deltax
		End
	Next
	Local arr:Vector2D[] = points.ToArray()
	If swapped
		Arrays < Vector2D >.Reverse(arr)
	End
	Return arr
End

Private
Global screenshotPixels:Int[] ' this is globally cached for performance
Public
' summary: Takes a screenshot of a certain rectangle on the screen.  Defaults to the entire screen.
Function CreateScreenshot:Image(x%=0, y%=0, width%=0, height%=0)
	' if no width passed in, assume the whole width
	If width <= 0 Then
		width = DeviceWidth()
		x = 0
	End

	' if no height passed in, assume the whole height
	If height <= 0 Then
		height = DeviceHeight()
		y = 0
	End

	' check that the rectangle is entirely within the screen bounds
	If x < 0 Or y < 0 Or x + width > DeviceWidth() Or y + height > DeviceHeight() Then Return Null

	' create an image
	Local image:Image = CreateImage(width, height)

	' read the screen
	If screenshotPixels.Length <> width*height Then screenshotPixels = New Int[width*height]
	ReadPixels(screenshotPixels, x, y, width, height)
	image.WritePixels(screenshotPixels, 0, 0, width, height)

	Return image
End

'summary: Returns a random int in the range low (inclusive) to high (exclusive).
Function Rand:Int (low:Int, high:Int)
	Local v:Float = Rnd(low, high)
	if (v < 0) Then v -= 1.0
	Local vi:Int = Int(v)
	if vi = (low - 1) Then vi = Min (-1, high)
	Return vi
End

'summary: Converts Mask Pixel Color to Transparent Pixel
Function PixelArrayMask:Void(pixels:Int[], maskRed:Int = 0, maskGreen:Int = 0, maskBlue:Int = 0)
	For Local i:Int = 0 Until pixels.Length
		Local argb:Int = pixels[i]
		Local a:Int = (argb Shr 24) & $ff
		Local r:Int = (argb Shr 16) & $ff
		Local g:Int = (argb Shr 8) & $ff
		Local b:Int = argb & $ff

		If a = 255 And r = maskRed And g = maskGreen And b = maskBlue
			a = 0
			argb = (a Shl 24) | (r Shl 16) | (g Shl 8) | b
			pixels[i] = argb
		End
	Next
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

Const INTERPOLATION_NONE:Int = 0
Const INTERPOLATION_LINEAR:Int = 1          ' interpolates from start to end
Const INTERPOLATION_INVERSE_LINEAR:Int = 2  ' interpolates from end to start
Const INTERPOLATION_HALF_SINE:Int = 3       ' interpolates from start to end and back again, in a wave
Const INTERPOLATION_HALF_COSINE:Int = 4     ' interpolates from end to start and back again, in a wave
Const INTERPOLATION_COUNT:Int = 5


Slow CallAll and SetAll implementation

Slow CallAll and SetAll implementation

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

Import reflection

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

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

	Global ClassObject:Object

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

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

Private

	Field _maxSize:Int

	Field _marker:Int

	Field _length:Int

	Field _members:FlxBasic[]

	Field _comparators:StringMap<Comparator>

	Field _comparator:Comparator

	Field _sortDescending:Bool

	Field _dirty:Bool

	Field _defrag:Bool

	Field _enumerator:Enumerator

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

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

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

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

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

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

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

		_comparators.Clear()
		_comparators = Null

		_enumerator.Destroy()
		_enumerator = Null

		Super.Destroy()
	End Method

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

	End Method

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

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

		If (HasTween) UpdateTweens()
	End Method

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

		Local basic:FlxBasic
		Local i:Int = 0

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

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

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

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

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

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

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

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

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

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

		Local i:Int = 0

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

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

		_members[i] = object
		_length+=1

		Return object
	End Method

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

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

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

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

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

		If (index < 0) Return Null

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

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

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

		_dirty = True
		Return object
	End Method

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

		_members[index] = newObject
		_dirty = True
		Return newObject
	End Method

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

		_sortDescending = order
		_QSort(0, _length - 1)
	End Method

	Method SetAll:Void(variableName:String, value:Object, recurse:Bool = True)
		If (_dirty) _Validate()

		If ( Not _defrag) Then
			_FastSetAll(variableName, value, recurse)
		Else
			_SlowSetAll(variableName, value, recurse)
		End If
	End Method

	Method CallAll:Void(functionName:String, recurse:Bool = True)
		If (_dirty) _Validate()

		If ( Not _defrag) Then
			_FastCallAll(functionName, recurse)
		Else
			_SlowCallAll(functionName, recurse)
		End If
	End Method

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

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

		Return Null
	End Method

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

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

		Return -1
	End Method

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

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

		Return Null
	End Method

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

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

		Return Null
	End Method

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

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

		Return Null
	End Method

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

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

		Return Null
	End Method

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

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

		Return count
	End Method

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

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

		Return count
	End Method

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

	Method Clear:Void()
		_length = 0
	End Method

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

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

		Super.Revive()
	End Method

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

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

		Super.Kill()
	End Method

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

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

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

		If (f = Null) Then
			Local prop:MethodInfo = basic.GetClassInfo().GetMethod(variableName,[GetClass(value)])
			If (prop <> Null) _FastCallAll(prop,[value], recurse)
			Return
		End If

		Local i:Int = 0

		While(i < _length)
			basic = _members[i]

			If (basic <> Null) Then
				If (FlxGroup(basic) <> Null) Then
					If (recurse) FlxGroup(basic).SetAll(variableName, value, recurse)
					Local groupField:FieldInfo = basic.GetClassInfo().GetField(variableName)

					If (groupField = Null) Then
						Local groupProp:MethodInfo = basic.GetClassInfo().GetMethod(variableName,[GetClass(value)])
						If (groupProp <> Null) _FastCallAll(groupProp,[value], recurse)
					Else
						groupField.SetValue(basic, value)
					End If
				Else
					f.SetValue(basic, value)
				End If
			End If

			i+=1
		Wend
	End Method

	Method _SlowSetAll:Void(variableName:String, value:Object, recurse:Bool = True)
		Local basic:FlxBasic, f:FieldInfo, p:MethodInfo
		Local valClass:ClassInfo[] =[GetClass(value)]
		Local valArray:Object[] =[value]

		Local i:Int = 0

		While (i < _length)
			basic = _members[i]

			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) _SlowSetAll(variableName, value, recurse)
				f = basic.GetClassInfo().GetField(variableName)

				If (f = Null) Then
					p = basic.GetClassInfo().GetMethod(variableName, valClass)
					If (p <> Null) p.Invoke(basic, valArray)
				Else
					f.SetValue(basic, value)
				End If
			End If

			i += 1
		Wend
	End Method

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

		Local m:MethodInfo = basic.GetClassInfo().GetMethod(methodName,[])
		If (m <> Null) Then
			_FastCallAll(m,[], recurse)
		End If
	End Method

	Method _FastCallAll:Void(methodObject:MethodInfo, values:Object[], recurse:Bool = True)
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]

			If (basic <> Null) Then
				If (FlxGroup(basic) <> Null) Then
					If (recurse) FlxGroup(basic)._FastCallAll(methodObject, values, recurse)
					Local groupMethod:MethodInfo

					If (values.Length() > 0) Then
						groupMethod = basic.GetClassInfo().GetMethod(methodObject.Name,[GetClass(values[0])])
					Else
						groupMethod = basic.GetClassInfo().GetMethod(methodObject.Name,[])
					End If

					If (groupMethod <> Null) groupMethod.Invoke(basic, values)
				Else
					methodObject.Invoke(basic, values)
				End If
			End If

			i+=1
		Wend
	End Method

	Method _SlowCallAll:Void(methodName:String, recurse:Bool = True)
		Local basic:FlxBasic, m:MethodInfo
		Local i:Int = 0

		While (i < _length)
			basic = _members[i]

			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) _SlowCallAll(methodName, recurse)
				m = basic.GetClassInfo().GetMethod(methodName,[])

				If (m <> Null) Then
					m.Invoke(basic,[])
				End If
			End If

			i += 1
		Wend
	End Method

	Method _Validate:Void()
		_dirty = False
		_defrag = False

		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Then Return

		Local i:Int = 0
		Local first:ClassInfo = basic.GetClassInfo()

		While (i < _length)
			If (_members[i] <> Null And Not first.ExtendsClass(_members[i].GetClassInfo()) And FlxGroup(_members[i]) = Null) Then
				_defrag = True
				Return
			End If

			i+=1
		Wend
	End Method

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

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

		Return -1
	End Method

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

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

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

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

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

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

			If (basicToCompare = Null Or basic = Null) Then
				If (basicToCompare <> Null And basic = Null) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If

				i += 1
				Continue
			End If

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

			i+=1
		Wend

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

		Return store
	End Method

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

		Local key:String = sortIndex.Type.Name
		Local comparator:Comparator = _comparators.Get(key)

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

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

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

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

				Default
					key = FlxU.GetObjectClass().Name
					comparator = _comparators.Get(key)

					If (comparator = Null) comparator = New ObjectComparator()
			End Select

			_comparators.Set(key, comparator)
		End If

		comparator.Clear()

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

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

		Return comparator
	End Method

End Class

Class Enumerator

	Method New(group:FlxGroup)
		_Reset(group)
	End

	Method HasNext:Bool()
		If (_dirty) Then
			_dirty = False
			_hasNext = False

			Repeat
				If (_nextIndex = _group._length) Then
					Return _hasNext
				End If

				_basic = _group._members[_nextIndex]

				_nextIndex += 1
			Until (_basic <> Null)

			_hasNext = True
		End If

		Return _hasNext
	End

	Method NextObject:FlxBasic()
		If (_dirty And Not HasNext()) Return Null

		_dirty = True
		Return _basic
	End

	Method Destroy:Void()
		_Reset(Null)
		_basic = Null
	End Method

Private

	Field _group:FlxGroup

	Field _index:Int

	Field _nextIndex:Int

	Field _hasNext:Bool

	Field _dirty:Bool

	Field _basic:FlxBasic

	Method _Reset:Enumerator(group:FlxGroup)
		_group = group
		_nextIndex = 0
		_hasNext = False
		_dirty = True

		Return Self
	End Method

End

Private

Class Comparator

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

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

		Return Self
	End Method

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

Private

	Field _sortIndex:FieldInfo

	Field _sortMethod:MethodInfo

End Class

Class BoolComparator Extends Comparator

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

End Class

Class IntComparator Extends Comparator

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

End Class

Class FloatComparator Extends Comparator

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

End Class

Class StringComparator Extends Comparator

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

End Class

Class ObjectComparator Extends Comparator

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

End Class

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

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

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

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

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

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

Import reflection

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

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

	Global ClassObject:Object

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

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

Private

	Field _maxSize:Int

	Field _marker:Int

	Field _length:Int

	Field _members:FlxBasic[]

	Field _comparators:StringMap<Comparator>

	Field _comparator:Comparator

	Field _sortDescending:Bool

	Field _dirty:Bool

	Field _defrag:Bool

	Field _enumerator:Enumerator

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

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

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

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

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

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

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

		_comparators.Clear()
		_comparators = Null

		_enumerator.Destroy()
		_enumerator = Null

		Super.Destroy()
	End Method

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

	End Method

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

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

		If (HasTween) UpdateTweens()
	End Method

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

		Local basic:FlxBasic
		Local i:Int = 0

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

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

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

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

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

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

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

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

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

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

		Local i:Int = 0

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

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

		_members[i] = object
		_length+=1

		Return object
	End Method

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

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

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

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

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

		If (index < 0) Return Null

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

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

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

		_dirty = True
		Return object
	End Method

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

		_members[index] = newObject
		_dirty = True
		Return newObject
	End Method

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

		_sortDescending = order
		_QSort(0, _length - 1)
	End Method

	Method SetAll:Void(variableName:String, value:Object, recurse:Bool = True)
		If (_dirty) _Validate()

		If ( Not _defrag) Then
			_FastSetAll(variableName, value, recurse)
		End If
	End Method

	Method CallAll:Void(functionName:String, recurse:Bool = True)
		If (_dirty) _Validate()

		If ( Not _defrag) Then
			_FastCallAll(functionName, recurse)
		End If
	End Method

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

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

		Return Null
	End Method

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

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

		Return -1
	End Method

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

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

		Return Null
	End Method

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

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

		Return Null
	End Method

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

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

		Return Null
	End Method

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

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

		Return Null
	End Method

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

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

		Return count
	End Method

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

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

		Return count
	End Method

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

	Method Clear:Void()
		_length = 0
	End Method

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

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

		Super.Revive()
	End Method

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

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

		Super.Kill()
	End Method

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

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

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

		If (f = Null) Then
			Local prop:MethodInfo = basic.GetClassInfo().GetMethod(variableName,[GetClass(value)])
			If (prop <> Null) _FastCallAll(prop,[value], recurse)
			Return
		End If

		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (FlxGroup(basic) <> Null) Then
					If (recurse) FlxGroup(basic).SetAll(variableName, value, recurse)
					Local groupField:FieldInfo = basic.GetClassInfo().GetField(variableName)

					If (groupField = Null) Then
						Local groupProp:MethodInfo = basic.GetClassInfo().GetMethod(variableName,[GetClass(value)])
						If (groupProp <> Null) _FastCallAll(groupProp,[value], recurse)
						Continue
					End If

					groupField.SetValue(basic, value)
				Else
					f.SetValue(basic, value)
				End If
			End If
			i+=1
		Wend
	End Method

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

		Local m:MethodInfo = basic.GetClassInfo().GetMethod(methodName,[])
		If (m <> Null) Then
			_FastCallAll(m,[], recurse)
		End If
	End Method

	Method _FastCallAll:Void(methodObject:MethodInfo, values:Object[], recurse:Bool = True)
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (FlxGroup(basic) <> Null) Then
					If (recurse) FlxGroup(basic)._FastCallAll(methodObject, values, recurse)
					Local groupMethod:MethodInfo

					If (values.Length() > 0) Then
						groupMethod = basic.GetClassInfo().GetMethod(methodObject.Name,[GetClass(values[0])])
					Else
						groupMethod = basic.GetClassInfo().GetMethod(methodObject.Name,[])
					End If

					If (groupMethod <> Null) groupMethod.Invoke(basic, values)
				Else
					methodObject.Invoke(basic, values)
				End If
			End If
			i+=1
		Wend
	End Method

	Method _Validate:Void()
		_dirty = False
		_defrag = False

		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Then Return

		Local i:Int = 0
		Local first:ClassInfo = basic.GetClassInfo()

		While(i < _length)
			If ( Not first.ExtendsClass(_members[i].GetClassInfo()) And FlxGroup(_members[i]) = Null) Then
				_defrag = True
				Return
			End If

			i+=1
		Wend
	End Method

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

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

		Return -1
	End Method

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

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

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

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

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

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

			If (basicToCompare = Null Or basic = Null) Then
				If (basicToCompare <> Null And basic = Null) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If

				i += 1
				Continue
			End If

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

			i+=1
		Wend

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

		Return store
	End Method

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

		Local key:String = sortIndex.Type.Name
		Local comparator:Comparator = _comparators.Get(key)

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

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

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

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

				Default
					key = FlxU.GetObjectClass().Name
					comparator = _comparators.Get(key)

					If (comparator = Null) comparator = New ObjectComparator()
			End Select

			_comparators.Set(key, comparator)
		End If

		comparator.Clear()

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

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

		Return comparator
	End Method

End Class

Class Enumerator

	Method New(group:FlxGroup)
		_Reset(group)
	End

	Method HasNext:Bool()
		If (_dirty) Then
			_dirty = False
			_hasNext = False

			Repeat
				If (_nextIndex = _group._length) Then
					Return _hasNext
				End If

				_basic = _group._members[_nextIndex]

				_nextIndex += 1
			Until (_basic <> Null)

			_hasNext = True
		End If

		Return _hasNext
	End

	Method NextObject:FlxBasic()
		If (_dirty And Not HasNext()) Return Null

		_dirty = True
		Return _basic
	End

	Method Destroy:Void()
		_Reset(Null)
		_basic = Null
	End Method

Private

	Field _group:FlxGroup

	Field _index:Int

	Field _nextIndex:Int

	Field _hasNext:Bool

	Field _dirty:Bool

	Field _basic:FlxBasic

	Method _Reset:Enumerator(group:FlxGroup)
		_group = group
		_nextIndex = 0
		_hasNext = False
		_dirty = True

		Return Self
	End Method

End

Private

Class Comparator

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

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

		Return Self
	End Method

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

Private

	Field _sortIndex:FieldInfo

	Field _sortMethod:MethodInfo

End Class

Class BoolComparator Extends Comparator

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

End Class

Class IntComparator Extends Comparator

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

End Class

Class FloatComparator Extends Comparator

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

End Class

Class StringComparator Extends Comparator

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

End Class

Class ObjectComparator Extends Comparator

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

End Class

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

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

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

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

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


Updated the GLFW external code for 'CPUCount'. If it wasn't obvious, GLFW3 isn't supported yet. (That other target wasn't actually supported)

Strict

Public

' Preprocessor related:
#If TARGET = "glfw" And (Not GLFW_VERSION Or GLFW_VERSION = 1) ' Or TARGET = "sexy"
	#CPUCOUNT_IMPLEMENTED = True
#End

' Imports (Monkey):
' Nothing so far.

' Imports (Native):
' Nothing so far.

' External bindings:
Extern

#If CPUCOUNT_IMPLEMENTED
	Function CPUCount:Int()="glfwGetNumberOfProcessors"
#End

Public

Strict

Public

' Preprocessor related:
#If TARGET = "glfw" Or TARGET = "sexy"
	#CPUCOUNT_IMPLEMENTED = True
#End

' Imports (Monkey):
' Nothing so far.

' Imports (Native):
' Nothing so far.

' External bindings:
Extern

#If CPUCOUNT_IMPLEMENTED
	Function CPUCount:Int()="glfwGetNumberOfProcessors"
#End

Public