Added alpha bound check to stop flicking for SimpleDialog on Android

#Rem
Copyright (c) 2011 Steve Revill and Shane Woolcock
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.
#End

#Rem
Header: A collection of very simple GUI elements, usually for a basic menu system.
#End

Import diddy

Const VERTICAL:Int = 0
Const HORIZONTAL:Int = 1

#Rem
Summary: Provides a group of buttons that automatically handle mouseover images and sounds.
The buttons are automatically layed out horizontally or vertically, so only the menu itself needs to be positioned.
#End
Class SimpleMenu Extends List<SimpleButton>
	Field x:Float, y:Float
	Field buttonGap:Int = 0
	Field mouseOverName:String = ""
	Field clickedName:String = ""
	Field clearClickedName:Int = 1
	Field nextX:Int = 0
	Field nextY:Int = 0
	Field w:Int, h:Int
	Field addGap:Int = 0
	Field soundMouseOver:GameSound
	Field soundClick:GameSound
	Field useVirtualRes:Bool = False
	Field orientation:Int = VERTICAL

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

#Rem
Summary: Creates a new SimpleMenu with the specified configuration.
#End
	Method New(soundMouseOverFile$, soundClickFile$, x:Int, y:Int, gap:Int, useVirtualRes:Bool, orientation:Int = VERTICAL)
		Init(soundMouseOverFile, soundClickFile, x, y, gap, useVirtualRes, orientation)
	End

#Rem
Summary: Initialises the menu (internal method).
Developers do not need to call this.
#End
	Method Init:Void(soundMouseOverFile:String="", soundClickFile:String="", x:Float, y:Float, gap:Int, useVirtualRes:Bool, orientation:Int)
		Self.Clear()
		Self.useVirtualRes = useVirtualRes
		Self.orientation = orientation
		Self.x = x
		Self.y = y
		nextX = x
		nextY = y
		Self.buttonGap = gap
		w = 0
		h = 0
		mouseOverName = ""
		clickedName = ""
		addGap = 0
		If soundMouseOverFile<>"" Then
			soundMouseOver = New GameSound
			soundMouseOver.Load(soundMouseOverFile)
		End
		If soundClickFile<>"" Then
			soundClick = New GameSound
			soundClick.Load(soundClickFile)
		End
	End

#Rem
Summary: Calculates and returns the minimum width of the menu required to fit all buttons at their current positions.
See [[CalcHeight]].
Developers do not need to call this.
#End
	Method CalcWidth:Int()
		Local left:Int=10000
		Local right:Int=-10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.x < left Then left = b.x
			If b.x+b.image.w > right Then right = b.x + b.image.w
		Next
		w = right - left
		Return w
	End

#Rem
Summary: Calculates and returns the minimum height of the menu required to fit all buttons at their current positions.
See [[CalcWidth]].
Developers do not need to call this.
#End
	Method CalcHeight:Int()
		Local top:Int=10000
		Local bot:Int=-10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.y < top Then top = b.y
			If b.y+b.image.h > bot Then bot = b.y + b.image.h
		Next
		h = bot - top
		Return h
	End

#Rem
Summary: Sets the X coordinate of the menu, moving all the buttons with it.
#End
	Method SetX:Void(thex#)
		CalcLeft()
		Local oldx# = x
		x = thex
		Local diff# = x - oldx
		Local b:SimpleButton
		For b = EachIn Self
			b.MoveBy(diff,0)
		Next
	End

#Rem
Summary: Sets the Y coordinate of the menu, moving all the buttons with it.
#End
	Method SetY:Void(they#)
		CalcTop()
		Local oldy# = y
		y = they
		Local diff# = y-oldy
		Local b:SimpleButton
		For b = EachIn Self
			b.MoveBy(0,diff)
		Next
	End

#Rem
Summary: Sets the x coordinate of the menu to be that of the leftmost button.
Developers do not need to call this.
#End
	Method CalcLeft:Void()
		x = 10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.x <x Then x = b.x
		Next
	End

#Rem
Summary: Sets the y coordinate of the menu to be that of the topmost button.
Developers do not need to call this.
#End
	Method CalcTop:Void()
		y = 10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.y < y Then y = b.y
		Next
	End

#Rem
Summary: Sets the x coordinate of the menu to be centred horizontally on the screen.
#End
	Method CentreHoriz:Void()
		CalcWidth()
		if useVirtualRes
			SetX((SCREEN_WIDTH-w)/2)
		Else
			SetX((DEVICE_WIDTH-w)/2)
		End
	End

#Rem
Summary: Sets the y coordinate of the menu to be centred vertically on the screen.
#End
	Method CentreVert:Void()
		CalcHeight()
		if useVirtualRes
			SetY((SCREEN_HEIGHT-h)/2)
		Else
			SetY((DEVICE_HEIGHT-h)/2)
		End
	End

#Rem
Summary: Sets the x and y coordinates of the menu to be centred both horizontally and vertically on the screen.
#End
	Method Centre:Void()
		CentreHoriz()
		CentreVert()
	End

#Rem
Summary: Sets the alpha for each button to the passed value.
#End
	Method SetMenuAlpha:Void(alpha:Float)
		Local b:SimpleButton
		For b = EachIn Self
			b.alpha = alpha
		Next
	End

#Rem
Summary: Creates a new [[SimpleButton]] and initialises it with the specified image, mouseover image, and name.
The button is added to the end of the menu and is positioned to fit the current menu orientation.
[code]
Local sb:SimpleButton = menu.AddButton(diddyGame.images.Find("newgame"), diddyGame.images.Find("newgameMO"), "New Game")
[/code]
#End
	Method AddButton:SimpleButton(buttonImage:GameImage, mouseOverFile:GameImage, name:String = "", drawText:Bool = False)
		Local b:SimpleButton = ProcessAddButton(buttonImage, mouseOverFile, name, drawText)
		If orientation = VERTICAL
			IncreaseHeight(b)
		Else
			IncreaseWidth(b)
		End
		Return b
	End

#Rem
Summary: Creates a new [[SimpleButton]] and initialises it with the specified image, mouseover image, and name.
The button is added to the end of the menu and is positioned to fit the current menu orientation.
[code]
Local sb:SimpleButton = menu.AddButton("newgame", "newgameMO", "New Game")
[/code]
#End
	Method AddButton:SimpleButton(buttonImageFile:String, mouseOverFile:String, name:String = "", drawText:Bool = False)
		Local b:SimpleButton = ProcessAddButton(buttonImageFile, mouseOverFile, name, drawText)
		If orientation = VERTICAL
			IncreaseHeight(b)
		Else
			IncreaseWidth(b)
		End
		Return b
	End

#Rem
Summary: Increases the height of the menu to fit the passed SimpleButton.
Developers do not need to call this.
#End
	Method IncreaseHeight:Void(b:SimpleButton)
		nextY = nextY + b.image.h + buttonGap

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

#Rem
Summary: Increases the width of the menu to fit the passed SimpleButton.
Developers do not need to call this.
#End
	Method IncreaseWidth:Void(b:SimpleButton)
		nextX = nextX + b.image.w + buttonGap

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

#Rem
Summary: Internal method to add a button to the menu.
Developers do not need to call this.
#End
	Method ProcessAddButton:SimpleButton(buttonImage:GameImage, mouseOver:GameImage, name:String, drawText:Bool = False)
		Local b:SimpleButton = New SimpleButton
		b.drawText = drawText
		b.name = StripAll(buttonImage.name.ToUpper())
		b.image = buttonImage
		b.image.SetHandle(0, 0)
		If mouseOver <> Null
			b.imageMouseOver = mouseOver
			b.imageMouseOver.SetHandle(0, 0)
		End
		b = ProcessButton(b, name)
		Return b
	End

#Rem
Summary: Internal method to add a button to the menu.
Developers do not need to call this.
#End
	Method ProcessAddButton:SimpleButton(buttonImageFile:String, mouseOverFile:String, name:String, drawText:Bool = False)
		Local b:SimpleButton = New SimpleButton
		b.drawText = drawText
		b.Load(buttonImageFile, mouseOverFile)
		b = ProcessButton(b, name)
		Return b
	End

#Rem
Summary: Internal method to add a button to the menu.
Developers do not need to call this.
#End
	Method ProcessButton:SimpleButton(b:SimpleButton, name:String)
		b.useVirtualRes = Self.useVirtualRes
		b.orientation = Self.orientation
		b.text = name
		If name <> "" Then b.name = name.ToUpper()
		If orientation = VERTICAL
			b.CentreX(nextY)
		Else
			b.MoveTo(nextX, nextY)
		End

		b.soundMouseOver = soundMouseOver
		b.soundClick = soundClick
		AddLast(b)
		Return b
	End

#Rem
Summary: Finds the button in the menu with the given name.
[code]
Local sb:SimpleButton = menu.Find("New Game")
[/code]
#End
	Method FindButton:SimpleButton(name:String)
		name = name.ToUpper()
		Local b:SimpleButton
		For b = EachIn Self
			If b.name = name Then Return b
		Next
		Return Null
	End

#Rem
Summary: Returns 1 if the button with the specified name was clicked since the last call to [[Update]].
[code]
menu.Update()
...
If menu.Clicked("New Game") Then
	' start a new game
ElseIf menu.Clicked("Quit") Then
	' exit the game
End
[/code]
#End
	Method Clicked:Int(name:String)
		name = name.ToUpper()
		If name = clickedName
			If clearClickedName Then clickedName = ""
			Return 1
		Else
			Return 0
		End
	End

#Rem
Summary: Determines whether the user clicked on a button, such that the next call to [[Clicked]] can test for it.
This should be called only once, towards the start of your [[Screen.Update]] implementation, or [[App.OnUpdate]].
#End
	Method Update:Int()
		If diddyGame.screenFade.active
			Return 0
		EndIf
		clickedName = ""
		Local b:SimpleButton
		For b = EachIn Self
			b.Update()
			If b.mouseOver Then mouseOverName = b.name
			If b.clicked Then clickedName = b.name
		Next
		Return 1
	End

#Rem
Summary: Delegates to [[Sprite.Precache]] on each of the buttons.
#End
	Method Precache:Void()
		For Local b:SimpleButton = EachIn Self
			b.Precache()
		Next
	End

#Rem
Summary: Delegates to [[SimpleButton.Draw]] on each of the buttons.
#End
	Method Draw:Void()
		For Local b:SimpleButton = EachIn Self
			b.Draw()
		Next
	End
End

#Rem
Summary: A Delegate so that the developer can override the drawing of text on widgets
#END
Class SimpleTextDrawDelegate Abstract
	Method Draw:Void(text:String, x:Float, y:Float)
	End
End

#Rem
Summary: Represents a button in a [[SimpleMenu]].
#End
Class SimpleButton Extends Sprite
	Field active:Int = 1
	Field clicked:Int = 0
	Field selected:Int = 0
	Field mouseOver:Int = 0
	Field disabled:Bool = False
	Field soundMouseOver:GameSound
	Field soundClick:GameSound
	Field imageMouseOver:GameImage
	Field imageSelected:GameImage
	Field imageSelectedMO:GameImage
	Field useVirtualRes:Bool = False
	Field orientation:Int = VERTICAL
	Field drawText:Bool
	Field text:String
	Field textDrawDelegate:SimpleTextDrawDelegate

#Rem
Summary: Delegates to [[Sprite.Precache]] if the button has a valid image.
Developers do not need to call this.
#End
	Method Precache:Void()
		If image<>null
			Super.Precache()
		End
	End

#Rem
Summary: Renders the button.
Developers do not need to call this.
#End
	Method Draw:Void()
		If active = 0 Then Return
		SetAlpha Self.alpha
		if mouseOver
			if selected And imageSelectedMO <> null Then
				DrawImage Self.imageSelectedMO.image, x, y
			Else
				DrawImage Self.imageMouseOver.image, x, y
			End
		ElseIf selected And imageSelected <> null Then
			DrawImage Self.imageSelected.image, x, y
		Else
			DrawImage Self.image.image, x, y
		EndIf
		If drawText
			If textDrawDelegate <> Null
				textDrawDelegate.Draw(text, x + Self.image.w2, y)
			Else
				DrawText(text, x + Self.image.w2, y + Self.image.h2, 0.5, 0.5)
			End
		End
		SetAlpha 1
	End

#Rem
Summary: Fires a button click.
Developers do not need to call this.
#End
	Method Click:Void()
		If clicked = 0
			clicked = 1
			If soundClick <> null
				soundClick.Play()
			End
		End
	End

#Rem
Summary: Centres the button horizontally within the screen, also setting the Y position to the passed value.
#End
	Method CentreX:Void(yCoord:Int)
		if useVirtualRes
			MoveTo((SCREEN_WIDTH-image.w)/2, yCoord)
		Else
			MoveTo((DEVICE_WIDTH-image.w)/2, yCoord)
		End

	End

#Rem
Summary: Centres the button vertically within the screen, also setting the X position to the passed value.
#End
	Method CentreY:Void(xCoord:Int)
		If useVirtualRes
			MoveTo((SCREEN_HEIGHT-image.h)/2, xCoord)
		Else
			MoveTo((DEVICE_HEIGHT-image.h)/2, xCoord)
		End
	End

#Rem
Summary: Moves the button by the passed number of pixels.
#End
	Method MoveBy:Void(dx:Float,dy:Float)
		x += dx
		y += dy
	End

#Rem
Summary: Moves the button to the exact specified location.
#End
	Method MoveTo:Void(dx:Float,dy:Float)
		x = dx
		y = dy
	End

#Rem
Summary: Loads the required images and sounds for the button.
Developers do not need to call this.
#End
	Method Load:Void(buttonImage:String, mouseOverImage:String = "", soundMouseOverFile:String="", soundClickFile:String="")
		Self.image = New GameImage
		image.Load(diddyGame.images.path + buttonImage, False)

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

		name = StripAll(buttonImage.ToUpper())

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

#Rem
Summary: Sets additional images so that the button can be used as a toggle button.
#End
	Method SetSelectedImage:Void(buttonImage:String, buttonImageMO:String = "")
		imageSelected = New GameImage
		imageSelected.Load(diddyGame.images.path + buttonImage, False)

		If buttonImageMO <> ""
			imageSelectedMO = New GameImage
			imageSelectedMO.Load(diddyGame.images.path + buttonImageMO, False)
		End
	End

#Rem
Summary: Updates the clicked status of the button, and plays mouseover sounds.
Developers only need to call this if they are using the button outside of a [[SimpleMenu]].
#End
	Method Update:Void()
		If active = 0 or disabled Then Return
		Local mx:Int = diddyGame.mouseX
		Local my:Int = diddyGame.mouseY
		If not useVirtualRes
			mx = MouseX()
			my = MouseY()
		End
		If mx >= x And mx < x+image.w And my >= y And my < y+image.h Then
			If mouseOver = 0
				if soundMouseOver <> null
					soundMouseOver.Play()
				End
			End
			mouseOver = 1
			If MouseHit() Then
				Click()
			Else
				clicked = 0
			End
		Else
			mouseOver = 0
			clicked = 0
		End
	End
End

#Rem
Summary: Represents a slider control, often used for volume levels.
#End
Class SimpleSlider Extends Sprite
	Field active:Int
	Field dotImage:GameImage
	Field dotX:Int, dotY:Int
	Field value:Int
	Field border:Int=0
	Field borderY:Int=5
	Field useVirtualRes:Bool = False

#Rem
Summary: Creates a new [[SimpleSlider]] with the specified configuration.
#End
	Method New(barFile:String, dotFile:String, x:Int, y:int, border:int = 0, name:String="", borderY:int=5, useVirtualRes:Bool = True)
		Self.image = New GameImage
		Self.useVirtualRes = useVirtualRes

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

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

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

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

#Rem
Summary: Sets the value of the slider (between 0 and 100 inclusive) and updates the position of the bar.
#End
	Method SetValue:Void(toSet:int)
		value = toSet
		If toSet < 0 Then value = 0
		If toSet > 100 Then value = 100
		Local percent:Float = value/100.0
		dotX = x + border + (percent * (image.w - (border * 2))) - dotImage.w2
	End

#Rem
Summary: Updates the value of the slider if the user has dragged somewhere on it.
This should be called only once per slider, towards the start of your [[Screen.Update]] implementation, or [[App.OnUpdate]].
Returns 1 if the slider changed value since the last frame, otherwise 0.
#End
	Method Update:Int()
		Local change:Int=0
		If active
			Local buffer:int = 10
			Local mx:Int = diddyGame.mouseX
			Local my:Int = diddyGame.mouseY
			if not useVirtualRes
				mx = MouseX()
				my = MouseY()
			End
			If mx >= x - buffer And mx < x + image.w + buffer And my >= y - borderY And my < y + image.h + borderY
				If MouseDown(MOUSE_LEFT)
					If mx <= x+border
						SetValue(0)
						change = 1
					ElseIf mx >= x+image.w-border
						SetValue(100)
						change = 1
					Else
						Local d:Float = mx - x - border
						Local p:Float = d/(image.w-(border*2))
						SetValue(Round(p*100))
						change = 1
					End
				End
			End
		End
		Return change
	End

#Rem
Summary: Renders the slider.
#End
	Method Draw:Void()
		If active
			DrawImage(image.image,x,y)
			DrawImage(dotImage.image,dotX,dotY)
		End
	End
End

#Rem
Summary: Provides a dialog which a menu can be added to
#End
Class SimpleDialog
	Field alpha:Float = 0
	Field menu:SimpleMenu
	Field title:String
	Field image:GameImage
	Field show:Bool
	Field titleX:Float
	Field titleY:Float
	Field x:Float
	Field y:Float
	Field fadeInSpeed:Float
	Field fadeOutSpeed:Float
	Field titleDrawDelegate:SimpleTextDrawDelegate
	Field alphaControl:Float
	Field text:String
	Field textX:Float
	Field textY:Float
	Field textDrawDelegate:SimpleTextDrawDelegate
	Field textColor:Int[3]

#Rem
Summary: Creates a new [[SimpleDialog]] with the specified configuration.
#End
	Method New(menu:SimpleMenu, image:GameImage)
		Self.alpha = 0
		Self.menu = menu
		Self.image = image
		x = SCREEN_WIDTH2
		y = SCREEN_HEIGHT2
		titleX = SCREEN_WIDTH2
		titleY = 40
		fadeInSpeed = 0.05
		fadeOutSpeed = 0.08
		alphaControl = 0.4
		textX = SCREEN_WIDTH2
		textY = titleY + 50
		textColor[0] = 255
		textColor[1] = 255
		textColor[2] = 255
	End

#Rem
Summary: Updates the dialog, controls the alpha and menu (menu is only usable if alpha is greater than alphaControl
#End
	Method Update:Void()
		If show
			If alpha < 1
				alpha += fadeInSpeed * dt.delta
			Else
				alpha = 1
			End
			If menu
				menu.SetMenuAlpha(alpha)
				If alpha > alphaControl Then
					menu.Update()
				End
			End
		Else
			If alpha > 0
				alpha -= fadeOutSpeed * dt.delta
				If alpha < 0 Then alpha = 0
				If menu Then menu.SetMenuAlpha(alpha)
			Else
				alpha = 0
				show = False
			End
		End
		If alpha < 0 Then alpha = 0
		If alpha > 1 Then alpha = 1
	End

#Rem
Summary: Set the colour of the text
#END
	Method SetTextColor:Void(r:Int, g:Int, b:Int)
		textColor[0] = r
		textColor[1] = g
		textColor[2] = b
	End

#Rem
Summary: Renders the dialog.
#End
	Method Draw:Void()
		If alpha > 0
			SetAlpha alpha
			image.Draw(x, y)
			If titleDrawDelegate <> Null Then
				titleDrawDelegate.Draw(title, titleX, titleY)
			Else
				DrawText(title, titleX, titleY, 0.5, 0.5)
			End
			SetColor(textColor[0], textColor[1], textColor[2])
			If textDrawDelegate <> Null Then
				textDrawDelegate.Draw(text, textX, textY)
			Else
				DrawText(text, textX, textY, 0.5, 0.5)
			End
			SetColor(255, 255, 255)
			If menu Then menu.Draw()

			SetAlpha 1
		End
	End

#Rem
Summary: Moves the dialog by the set amounts along with text and menus
#End
	Method MoveBy:Void(x:Float, y:Float, moveButtons:Bool = True)
		Self.x += x
		Self.y += y
		Self.textX += x
		Self.textY += y
		Self.titleX += x
		Self.titleY += y

		If moveButtons
			If menu
				For Local b:SimpleButton = EachIn Self.menu
					b.MoveBy(x, y)
				Next
			End
		End
	End

#Rem
Summary: Moves the dialog to the set coords along with text and menus
#End
	Method MoveTo:Void(newX:Float, newY:Float, moveButtons:Bool = True)
		MoveBy(newX - x, newY - y, moveButtons)
	End
End

#Rem
Copyright (c) 2011 Steve Revill and Shane Woolcock
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.
#End

#Rem
Header: A collection of very simple GUI elements, usually for a basic menu system.
#End

Import diddy

Const VERTICAL:Int = 0
Const HORIZONTAL:Int = 1

#Rem
Summary: Provides a group of buttons that automatically handle mouseover images and sounds.
The buttons are automatically layed out horizontally or vertically, so only the menu itself needs to be positioned.
#End
Class SimpleMenu Extends List<SimpleButton>
	Field x:Float, y:Float
	Field buttonGap:Int = 0
	Field mouseOverName:String = ""
	Field clickedName:String = ""
	Field clearClickedName:Int = 1
	Field nextX:Int = 0
	Field nextY:Int = 0
	Field w:Int, h:Int
	Field addGap:Int = 0
	Field soundMouseOver:GameSound
	Field soundClick:GameSound
	Field useVirtualRes:Bool = False
	Field orientation:Int = VERTICAL

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

#Rem
Summary: Creates a new SimpleMenu with the specified configuration.
#End
	Method New(soundMouseOverFile$, soundClickFile$, x:Int, y:Int, gap:Int, useVirtualRes:Bool, orientation:Int = VERTICAL)
		Init(soundMouseOverFile, soundClickFile, x, y, gap, useVirtualRes, orientation)
	End

#Rem
Summary: Initialises the menu (internal method).
Developers do not need to call this.
#End
	Method Init:Void(soundMouseOverFile:String="", soundClickFile:String="", x:Float, y:Float, gap:Int, useVirtualRes:Bool, orientation:Int)
		Self.Clear()
		Self.useVirtualRes = useVirtualRes
		Self.orientation = orientation
		Self.x = x
		Self.y = y
		nextX = x
		nextY = y
		Self.buttonGap = gap
		w = 0
		h = 0
		mouseOverName = ""
		clickedName = ""
		addGap = 0
		If soundMouseOverFile<>"" Then
			soundMouseOver = New GameSound
			soundMouseOver.Load(soundMouseOverFile)
		End
		If soundClickFile<>"" Then
			soundClick = New GameSound
			soundClick.Load(soundClickFile)
		End
	End

#Rem
Summary: Calculates and returns the minimum width of the menu required to fit all buttons at their current positions.
See [[CalcHeight]].
Developers do not need to call this.
#End
	Method CalcWidth:Int()
		Local left:Int=10000
		Local right:Int=-10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.x < left Then left = b.x
			If b.x+b.image.w > right Then right = b.x + b.image.w
		Next
		w = right - left
		Return w
	End

#Rem
Summary: Calculates and returns the minimum height of the menu required to fit all buttons at their current positions.
See [[CalcWidth]].
Developers do not need to call this.
#End
	Method CalcHeight:Int()
		Local top:Int=10000
		Local bot:Int=-10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.y < top Then top = b.y
			If b.y+b.image.h > bot Then bot = b.y + b.image.h
		Next
		h = bot - top
		Return h
	End

#Rem
Summary: Sets the X coordinate of the menu, moving all the buttons with it.
#End
	Method SetX:Void(thex#)
		CalcLeft()
		Local oldx# = x
		x = thex
		Local diff# = x - oldx
		Local b:SimpleButton
		For b = EachIn Self
			b.MoveBy(diff,0)
		Next
	End

#Rem
Summary: Sets the Y coordinate of the menu, moving all the buttons with it.
#End
	Method SetY:Void(they#)
		CalcTop()
		Local oldy# = y
		y = they
		Local diff# = y-oldy
		Local b:SimpleButton
		For b = EachIn Self
			b.MoveBy(0,diff)
		Next
	End

#Rem
Summary: Sets the x coordinate of the menu to be that of the leftmost button.
Developers do not need to call this.
#End
	Method CalcLeft:Void()
		x = 10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.x <x Then x = b.x
		Next
	End

#Rem
Summary: Sets the y coordinate of the menu to be that of the topmost button.
Developers do not need to call this.
#End
	Method CalcTop:Void()
		y = 10000
		Local b:SimpleButton
		For b = EachIn Self
			If b.y < y Then y = b.y
		Next
	End

#Rem
Summary: Sets the x coordinate of the menu to be centred horizontally on the screen.
#End
	Method CentreHoriz:Void()
		CalcWidth()
		if useVirtualRes
			SetX((SCREEN_WIDTH-w)/2)
		Else
			SetX((DEVICE_WIDTH-w)/2)
		End
	End

#Rem
Summary: Sets the y coordinate of the menu to be centred vertically on the screen.
#End
	Method CentreVert:Void()
		CalcHeight()
		if useVirtualRes
			SetY((SCREEN_HEIGHT-h)/2)
		Else
			SetY((DEVICE_HEIGHT-h)/2)
		End
	End

#Rem
Summary: Sets the x and y coordinates of the menu to be centred both horizontally and vertically on the screen.
#End
	Method Centre:Void()
		CentreHoriz()
		CentreVert()
	End

#Rem
Summary: Sets the alpha for each button to the passed value.
#End
	Method SetMenuAlpha:Void(alpha:Float)
		Local b:SimpleButton
		For b = EachIn Self
			b.alpha = alpha
		Next
	End

#Rem
Summary: Creates a new [[SimpleButton]] and initialises it with the specified image, mouseover image, and name.
The button is added to the end of the menu and is positioned to fit the current menu orientation.
[code]
Local sb:SimpleButton = menu.AddButton(diddyGame.images.Find("newgame"), diddyGame.images.Find("newgameMO"), "New Game")
[/code]
#End
	Method AddButton:SimpleButton(buttonImage:GameImage, mouseOverFile:GameImage, name:String = "", drawText:Bool = False)
		Local b:SimpleButton = ProcessAddButton(buttonImage, mouseOverFile, name, drawText)
		If orientation = VERTICAL
			IncreaseHeight(b)
		Else
			IncreaseWidth(b)
		End
		Return b
	End

#Rem
Summary: Creates a new [[SimpleButton]] and initialises it with the specified image, mouseover image, and name.
The button is added to the end of the menu and is positioned to fit the current menu orientation.
[code]
Local sb:SimpleButton = menu.AddButton("newgame", "newgameMO", "New Game")
[/code]
#End
	Method AddButton:SimpleButton(buttonImageFile:String, mouseOverFile:String, name:String = "", drawText:Bool = False)
		Local b:SimpleButton = ProcessAddButton(buttonImageFile, mouseOverFile, name, drawText)
		If orientation = VERTICAL
			IncreaseHeight(b)
		Else
			IncreaseWidth(b)
		End
		Return b
	End

#Rem
Summary: Increases the height of the menu to fit the passed SimpleButton.
Developers do not need to call this.
#End
	Method IncreaseHeight:Void(b:SimpleButton)
		nextY = nextY + b.image.h + buttonGap

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

#Rem
Summary: Increases the width of the menu to fit the passed SimpleButton.
Developers do not need to call this.
#End
	Method IncreaseWidth:Void(b:SimpleButton)
		nextX = nextX + b.image.w + buttonGap

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

#Rem
Summary: Internal method to add a button to the menu.
Developers do not need to call this.
#End
	Method ProcessAddButton:SimpleButton(buttonImage:GameImage, mouseOver:GameImage, name:String, drawText:Bool = False)
		Local b:SimpleButton = New SimpleButton
		b.drawText = drawText
		b.name = StripAll(buttonImage.name.ToUpper())
		b.image = buttonImage
		b.image.SetHandle(0, 0)
		If mouseOver <> Null
			b.imageMouseOver = mouseOver
			b.imageMouseOver.SetHandle(0, 0)
		End
		b = ProcessButton(b, name)
		Return b
	End

#Rem
Summary: Internal method to add a button to the menu.
Developers do not need to call this.
#End
	Method ProcessAddButton:SimpleButton(buttonImageFile:String, mouseOverFile:String, name:String, drawText:Bool = False)
		Local b:SimpleButton = New SimpleButton
		b.drawText = drawText
		b.Load(buttonImageFile, mouseOverFile)
		b = ProcessButton(b, name)
		Return b
	End

#Rem
Summary: Internal method to add a button to the menu.
Developers do not need to call this.
#End
	Method ProcessButton:SimpleButton(b:SimpleButton, name:String)
		b.useVirtualRes = Self.useVirtualRes
		b.orientation = Self.orientation
		b.text = name
		If name <> "" Then b.name = name.ToUpper()
		If orientation = VERTICAL
			b.CentreX(nextY)
		Else
			b.MoveTo(nextX, nextY)
		End

		b.soundMouseOver = soundMouseOver
		b.soundClick = soundClick
		AddLast(b)
		Return b
	End

#Rem
Summary: Finds the button in the menu with the given name.
[code]
Local sb:SimpleButton = menu.Find("New Game")
[/code]
#End
	Method FindButton:SimpleButton(name:String)
		name = name.ToUpper()
		Local b:SimpleButton
		For b = EachIn Self
			If b.name = name Then Return b
		Next
		Return Null
	End

#Rem
Summary: Returns 1 if the button with the specified name was clicked since the last call to [[Update]].
[code]
menu.Update()
...
If menu.Clicked("New Game") Then
	' start a new game
ElseIf menu.Clicked("Quit") Then
	' exit the game
End
[/code]
#End
	Method Clicked:Int(name:String)
		name = name.ToUpper()
		If name = clickedName
			If clearClickedName Then clickedName = ""
			Return 1
		Else
			Return 0
		End
	End

#Rem
Summary: Determines whether the user clicked on a button, such that the next call to [[Clicked]] can test for it.
This should be called only once, towards the start of your [[Screen.Update]] implementation, or [[App.OnUpdate]].
#End
	Method Update:Int()
		If diddyGame.screenFade.active
			Return 0
		EndIf
		clickedName = ""
		Local b:SimpleButton
		For b = EachIn Self
			b.Update()
			If b.mouseOver Then mouseOverName = b.name
			If b.clicked Then clickedName = b.name
		Next
		Return 1
	End

#Rem
Summary: Delegates to [[Sprite.Precache]] on each of the buttons.
#End
	Method Precache:Void()
		For Local b:SimpleButton = EachIn Self
			b.Precache()
		Next
	End

#Rem
Summary: Delegates to [[SimpleButton.Draw]] on each of the buttons.
#End
	Method Draw:Void()
		For Local b:SimpleButton = EachIn Self
			b.Draw()
		Next
	End
End

#Rem
Summary: A Delegate so that the developer can override the drawing of text on widgets
#END
Class SimpleTextDrawDelegate Abstract
	Method Draw:Void(text:String, x:Float, y:Float)
	End
End

#Rem
Summary: Represents a button in a [[SimpleMenu]].
#End
Class SimpleButton Extends Sprite
	Field active:Int = 1
	Field clicked:Int = 0
	Field selected:Int = 0
	Field mouseOver:Int = 0
	Field disabled:Bool = False
	Field soundMouseOver:GameSound
	Field soundClick:GameSound
	Field imageMouseOver:GameImage
	Field imageSelected:GameImage
	Field imageSelectedMO:GameImage
	Field useVirtualRes:Bool = False
	Field orientation:Int = VERTICAL
	Field drawText:Bool
	Field text:String
	Field textDrawDelegate:SimpleTextDrawDelegate

#Rem
Summary: Delegates to [[Sprite.Precache]] if the button has a valid image.
Developers do not need to call this.
#End
	Method Precache:Void()
		If image<>null
			Super.Precache()
		End
	End

#Rem
Summary: Renders the button.
Developers do not need to call this.
#End
	Method Draw:Void()
		If active = 0 Then Return
		SetAlpha Self.alpha
		if mouseOver
			if selected And imageSelectedMO <> null Then
				DrawImage Self.imageSelectedMO.image, x, y
			Else
				DrawImage Self.imageMouseOver.image, x, y
			End
		ElseIf selected And imageSelected <> null Then
			DrawImage Self.imageSelected.image, x, y
		Else
			DrawImage Self.image.image, x, y
		EndIf
		If drawText
			If textDrawDelegate <> Null
				textDrawDelegate.Draw(text, x + Self.image.w2, y)
			Else
				DrawText(text, x + Self.image.w2, y + Self.image.h2, 0.5, 0.5)
			End
		End
		SetAlpha 1
	End

#Rem
Summary: Fires a button click.
Developers do not need to call this.
#End
	Method Click:Void()
		If clicked = 0
			clicked = 1
			If soundClick <> null
				soundClick.Play()
			End
		End
	End

#Rem
Summary: Centres the button horizontally within the screen, also setting the Y position to the passed value.
#End
	Method CentreX:Void(yCoord:Int)
		if useVirtualRes
			MoveTo((SCREEN_WIDTH-image.w)/2, yCoord)
		Else
			MoveTo((DEVICE_WIDTH-image.w)/2, yCoord)
		End

	End

#Rem
Summary: Centres the button vertically within the screen, also setting the X position to the passed value.
#End
	Method CentreY:Void(xCoord:Int)
		If useVirtualRes
			MoveTo((SCREEN_HEIGHT-image.h)/2, xCoord)
		Else
			MoveTo((DEVICE_HEIGHT-image.h)/2, xCoord)
		End
	End

#Rem
Summary: Moves the button by the passed number of pixels.
#End
	Method MoveBy:Void(dx:Float,dy:Float)
		x += dx
		y += dy
	End

#Rem
Summary: Moves the button to the exact specified location.
#End
	Method MoveTo:Void(dx:Float,dy:Float)
		x = dx
		y = dy
	End

#Rem
Summary: Loads the required images and sounds for the button.
Developers do not need to call this.
#End
	Method Load:Void(buttonImage:String, mouseOverImage:String = "", soundMouseOverFile:String="", soundClickFile:String="")
		Self.image = New GameImage
		image.Load(diddyGame.images.path + buttonImage, False)

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

		name = StripAll(buttonImage.ToUpper())

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

#Rem
Summary: Sets additional images so that the button can be used as a toggle button.
#End
	Method SetSelectedImage:Void(buttonImage:String, buttonImageMO:String = "")
		imageSelected = New GameImage
		imageSelected.Load(diddyGame.images.path + buttonImage, False)

		If buttonImageMO <> ""
			imageSelectedMO = New GameImage
			imageSelectedMO.Load(diddyGame.images.path + buttonImageMO, False)
		End
	End

#Rem
Summary: Updates the clicked status of the button, and plays mouseover sounds.
Developers only need to call this if they are using the button outside of a [[SimpleMenu]].
#End
	Method Update:Void()
		If active = 0 or disabled Then Return
		Local mx:Int = diddyGame.mouseX
		Local my:Int = diddyGame.mouseY
		If not useVirtualRes
			mx = MouseX()
			my = MouseY()
		End
		If mx >= x And mx < x+image.w And my >= y And my < y+image.h Then
			If mouseOver = 0
				if soundMouseOver <> null
					soundMouseOver.Play()
				End
			End
			mouseOver = 1
			If MouseHit() Then
				Click()
			Else
				clicked = 0
			End
		Else
			mouseOver = 0
			clicked = 0
		End
	End
End

#Rem
Summary: Represents a slider control, often used for volume levels.
#End
Class SimpleSlider Extends Sprite
	Field active:Int
	Field dotImage:GameImage
	Field dotX:Int, dotY:Int
	Field value:Int
	Field border:Int=0
	Field borderY:Int=5
	Field useVirtualRes:Bool = False

#Rem
Summary: Creates a new [[SimpleSlider]] with the specified configuration.
#End
	Method New(barFile:String, dotFile:String, x:Int, y:int, border:int = 0, name:String="", borderY:int=5, useVirtualRes:Bool = True)
		Self.image = New GameImage
		Self.useVirtualRes = useVirtualRes

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

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

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

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

#Rem
Summary: Sets the value of the slider (between 0 and 100 inclusive) and updates the position of the bar.
#End
	Method SetValue:Void(toSet:int)
		value = toSet
		If toSet < 0 Then value = 0
		If toSet > 100 Then value = 100
		Local percent:Float = value/100.0
		dotX = x + border + (percent * (image.w - (border * 2))) - dotImage.w2
	End

#Rem
Summary: Updates the value of the slider if the user has dragged somewhere on it.
This should be called only once per slider, towards the start of your [[Screen.Update]] implementation, or [[App.OnUpdate]].
Returns 1 if the slider changed value since the last frame, otherwise 0.
#End
	Method Update:Int()
		Local change:Int=0
		If active
			Local buffer:int = 10
			Local mx:Int = diddyGame.mouseX
			Local my:Int = diddyGame.mouseY
			if not useVirtualRes
				mx = MouseX()
				my = MouseY()
			End
			If mx >= x - buffer And mx < x + image.w + buffer And my >= y - borderY And my < y + image.h + borderY
				If MouseDown(MOUSE_LEFT)
					If mx <= x+border
						SetValue(0)
						change = 1
					ElseIf mx >= x+image.w-border
						SetValue(100)
						change = 1
					Else
						Local d:Float = mx - x - border
						Local p:Float = d/(image.w-(border*2))
						SetValue(Round(p*100))
						change = 1
					End
				End
			End
		End
		Return change
	End

#Rem
Summary: Renders the slider.
#End
	Method Draw:Void()
		If active
			DrawImage(image.image,x,y)
			DrawImage(dotImage.image,dotX,dotY)
		End
	End
End

#Rem
Summary: Provides a dialog which a menu can be added to
#End
Class SimpleDialog
	Field alpha:Float = 0
	Field menu:SimpleMenu
	Field title:String
	Field image:GameImage
	Field show:Bool
	Field titleX:Float
	Field titleY:Float
	Field x:Float
	Field y:Float
	Field fadeInSpeed:Float
	Field fadeOutSpeed:Float
	Field titleDrawDelegate:SimpleTextDrawDelegate
	Field alphaControl:Float
	Field text:String
	Field textX:Float
	Field textY:Float
	Field textDrawDelegate:SimpleTextDrawDelegate
	Field textColor:Int[3]

#Rem
Summary: Creates a new [[SimpleDialog]] with the specified configuration.
#End
	Method New(menu:SimpleMenu, image:GameImage)
		Self.alpha = 0
		Self.menu = menu
		Self.image = image
		x = SCREEN_WIDTH2
		y = SCREEN_HEIGHT2
		titleX = SCREEN_WIDTH2
		titleY = 40
		fadeInSpeed = 0.05
		fadeOutSpeed = 0.08
		alphaControl = 0.4
		textX = SCREEN_WIDTH2
		textY = titleY + 50
		textColor[0] = 255
		textColor[1] = 255
		textColor[2] = 255
	End

#Rem
Summary: Updates the dialog, controls the alpha and menu (menu is only usable if alpha is greater than alphaControl
#End
	Method Update:Void()
		If show
			If alpha < 1
				alpha += fadeInSpeed * dt.delta
			Else
				alpha = 1
			End
			If menu
				menu.SetMenuAlpha(alpha)
				If alpha > alphaControl Then
					menu.Update()
				End
			End
		Else
			If alpha > 0
				alpha -= fadeOutSpeed * dt.delta
				If alpha < 0 Then alpha = 0
				If menu Then menu.SetMenuAlpha(alpha)
			Else
				alpha = 0
				show = False
			End
		End
	End

#Rem
Summary: Set the colour of the text
#END
	Method SetTextColor:Void(r:Int, g:Int, b:Int)
		textColor[0] = r
		textColor[1] = g
		textColor[2] = b
	End

#Rem
Summary: Renders the dialog.
#End
	Method Draw:Void()
		If alpha > 0
			SetAlpha alpha
			image.Draw(x, y)
			If titleDrawDelegate <> Null Then
				titleDrawDelegate.Draw(title, titleX, titleY)
			Else
				DrawText(title, titleX, titleY, 0.5, 0.5)
			End
			SetColor(textColor[0], textColor[1], textColor[2])
			If textDrawDelegate <> Null Then
				textDrawDelegate.Draw(text, textX, textY)
			Else
				DrawText(text, textX, textY, 0.5, 0.5)
			End
			SetColor(255, 255, 255)
			If menu Then menu.Draw()

			SetAlpha 1
		End
	End

#Rem
Summary: Moves the dialog by the set amounts along with text and menus
#End
	Method MoveBy:Void(x:Float, y:Float, moveButtons:Bool = True)
		Self.x += x
		Self.y += y
		Self.textX += x
		Self.textY += y
		Self.titleX += x
		Self.titleY += y

		If moveButtons
			If menu
				For Local b:SimpleButton = EachIn Self.menu
					b.MoveBy(x, y)
				Next
			End
		End
	End

#Rem
Summary: Moves the dialog to the set coords along with text and menus
#End
	Method MoveTo:Void(newX:Float, newY:Float, moveButtons:Bool = True)
		MoveBy(newX - x, newY - y, moveButtons)
	End
End


Added extra vars for Animation

Added extra vars for Animation

--HG--
extra : convert_revision : svn%3Ae934d3cd-0d57-f34a-94d0-9e8d31ae1c29/trunk%4041

Strict

Import mojo
Import functions

' Store the device width and height
Global SCREEN_WIDTH%
Global SCREEN_HEIGHT%
' Half of SCREEN_WIDTH and HEIGHT
Global SCREEN_WIDTH2%
Global SCREEN_HEIGHT2%

' THE GAME!!
Global game:DiddyApp

' Used for delta timing movement
Global dt:DeltaTimer

Class DiddyApp Extends App

	Field FPS% = 60

	' current Screen
	Field currentScreen:Screen
	' next Screen
	Field nextScreen:Screen
	' exit Screen
	Field exitScreen:ExitScreen = new ExitScreen()
	' used for fading
	Field screenFade:ScreenFade = New ScreenFade

	' mouse
	Field mouseX:Int, mouseY:Int

	' Store the images here
	Global images:ImageBank = New ImageBank
	' Store the sounds here
	Global sounds:SoundBank = New SoundBank

	Method OnCreate:Int()
		' Store the device width and height
		SCREEN_WIDTH = DeviceWidth()
		SCREEN_HEIGHT = DeviceHeight()
		SCREEN_WIDTH2 = SCREEN_WIDTH / 2
		SCREEN_HEIGHT2 = SCREEN_HEIGHT / 2

		' set the mouse x,y
		mouseX = MouseX()
		mouseY = MouseY()

		' Set the Random seed
		Seed = RealMillisecs()
		' Create the delta timer
		dt = New DeltaTimer(FPS)
		SetUpdateRate FPS

		'create all the particles
		Particle.Cache()

		Return 0
	End

	Method OnRender:Int()
		FPSCounter.Update()
		currentScreen.Render()
		If screenFade.active then screenFade.Render()
		Return 0
	End

	Method OnUpdate:Int()
		dt.UpdateDelta()
		ScreenLogic()

		Return 0
	End

	Method ScreenLogic:Int()
		mouseX = MouseX()
		mouseY = MouseY()

		If screenFade.active then screenFade.Update()
		currentScreen.Update()
	'	FlushKeys()
	End

End

Class ScreenFade
	Field fadeTime:Float
	Field fadeOut:Bool
	Field ratio# = 0
	Field active:Bool
	Field counter:Float

	Method Start:Void(fadeTime:Float, fadeOut:Bool)
		If active Then Return
		active = true
		self.fadeTime = fadeTime
		self.fadeOut = fadeOut

		If fadeOut Then
			ratio = 1
		Else
			ratio = 0
		End
		counter = 0
	End

	Method Update:Void()
		if not active return
		counter += dt.delta
		CalcRatio()

		if counter > fadeTime
			active = false
			if fadeOut
				game.currentScreen.PostFadeOut()
			else
				game.currentScreen.PostFadeIn()
			End
		End
	End

	Method CalcRatio:Void()
		ratio = counter/fadeTime
		If ratio < 0 Then ratio = 0
		If ratio > 1 Then ratio = 1
		If fadeOut Then
			ratio = 1 - ratio
		End
	End

	Method Render:Void()
		if not active return

		SetAlpha 1 - ratio
		SetColor 0, 0, 0
		DrawRect 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT
		SetAlpha 1
		SetColor 255, 255, 255
	End

End Class

Class ExitScreen Extends Screen
	Method New()
		name = "exit"
	End

	method Start:Void()
		ExitApp()
	End

	method Render:Void()

	End

	method Update:Void()

	End

End

Class Screen Abstract
	Field name$ = ""

	Method PreStart:Void()
		game.currentScreen = self
		Start()
	End

	Method Start:Void() Abstract

	Method Render:Void() Abstract

	Method Update:Void() Abstract

	Method PostFadeOut:Void()
		game.nextScreen.PreStart()
	End

	Method PostFadeIn:Void()

	End
End Class

Class FPSCounter Abstract
	Global fpsCount:Int
	Global startTime:Int
	Global totalFPS:Int

	Function Update:Void()
		If Millisecs() - startTime >= 1000
			totalFPS = fpsCount
			fpsCount = 0
			startTime = Millisecs()
		Else
			fpsCount+=1
		End
	End

	Function Draw:Void(x% = 0, y% = 0, ax# = 0, ay# = 0)
		DrawText("FPS: " + totalFPS, x, y, ax, ay)
	End
End Class

' From James Boyd
Class DeltaTimer
	Field targetfps:Float = 60
	Field currentticks:Float
	Field lastticks:Float
	Field frametime:Float
	Field delta:Float

	Method New (fps:Float)
		targetfps = fps
		lastticks = Millisecs()
	End

	Method UpdateDelta:Void()
		currentticks = Millisecs()
		frametime = currentticks - lastticks
		delta = frametime / (1000.0 / targetfps)
		lastticks = currentticks
	End
End

Class ImageBank Extends StringMap<GameImage>

	Field path$ = "graphics/"

	Method Load:Void(name:String, nameoverride:String = "", midhandle:bool=true)
		Local i:GameImage = New GameImage
		i.Load(path + name, midhandle)

		If nameoverride <> "" Then i.name = nameoverride.ToUpper()
		Self.Set(i.name , i)
	End

	Method LoadAnim:Void(name:String, w%, h%, total%, tmpImage:Image, midhandle:Bool=true)
		Local i:GameImage = New GameImage
		i.LoadAnim(path + name, w, h, total, tmpImage, midhandle)
		Self.Set(i.name, i)
	End

	Method Find:GameImage(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameImage =  self.Get(name)

		If i = Null Then Error("Image '" + name + "' not found in the ImageBank")
		Return i
	End
End Class

Class GameImage
	Field name$
	Field image:Image
	Field w%
	Field h%
	Field w2#
	Field h2#
	Field midhandled%=0

	Method Load:Void(file$, midhandle:bool=true)
		name = StripAll(file.ToUpper())
		image = LoadBitmap(file)
		CalcSize()
		MidHandle(midhandle)
	End

	Method LoadAnim:Void(file$, w%, h%, total%, tmpImage:Image, midhandle:Bool=true)
		name = StripAll(file.ToUpper())
		image = LoadAnimBitmap(file, w, h, total, tmpImage)
		CalcSize()
		MidHandle(midhandle)
	End

	Method CalcSize:Void()
		If image <> Null Then
			w = image.Width()
			h = image.Height()
			w2 = w/2
			h2 = h/2
		End
	End

	Method MidHandle:Void(On:Bool)
		If On Then
			image.SetHandle(w2, h2)
			midhandled=1
		Else
			image.SetHandle(0, 0)
			midhandled=0
		End
	End

	Method Draw:Void(x#, y#, rotation# = 0, scaleX# = 1, scaleY# = 1, frame% = 0)
		DrawImage(self.image, x, y, rotation, scaleX, scaleY, frame)
	End

End Class

Class SoundBank Extends StringMap<GameSound>

	Global path$ = "sounds/"

	Method Load:Void(name:String, nameoverride:String = "")
		Local i:GameSound = New GameSound
		i.Load(name)

		If nameoverride <> "" Then i.name = nameoverride.ToUpper()
		Self.Set(i.name , i)
	End

	Method Find:GameSound(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameSound =  Self.Get(name)

		If i = Null Then Error("Sound '" + name + "' not found in the SoundBank")
		Return i
	End
End

Class GameSound
	Field name$
	Field sound:Sound
	Field rate# = 1
	Field pan# = 0
	Field volume# = 1
	Field loop% = 0

	Method Load:Void(file$)
		#if TARGET="flash"
			sound = LoadSoundSample(SoundBank.path + file +".mp3")
		#else If TARGET="android"
			sound = LoadSoundSample(SoundBank.path + file +".ogg")
		#else
			sound = LoadSoundSample(SoundBank.path + file +".wav")
		#endif

		name = StripAll(file.ToUpper())
	End Method

	Method Play:Void()
		SoundPlayer.PlayFx(sound, pan, rate, volume, loop)
	End Method
End Class

Class SoundPlayer
	Global channel:Int
	Const MAX_CHANNELS:Int = 31
	Function PlayFx:Void(s:Sound, pan#=0, rate#=1, volume#=1, loop% = 0)
		channel += 1
		If (channel > MAX_CHANNELS) Then channel = 0

		StopChannel(channel)
		PlaySound(s, channel, loop)
		SetChannelPan(channel, pan)
		SetChannelRate(channel, rate)
		SetChannelVolume(channel, volume)
	End
End

Class Sprite
	Field name$
	Field x#, y#
	Field ox#, oy#
	Field dx#, dy#
	Field speedX#, speedY#, speed#
	Field maxXSpeed#, maxYSpeed#
	Field image:GameImage
	Field scaleX# = 1, scaleY# = 1
	Field rotation#, rotationSpeed#
	Field red% = 255, green% = 255, blue% = 255, alpha# = 1
	Field hitBoxX:Int = 0
	Field hitBoxY:Int = 0
	Field hitBoxWidth:Int
	Field hitBoxHeight:Int

	' Animation
	Field frame:Int
	Field frameTimer:Int
	Field frameStart:Int
	Field frameEnd:Int
	Field frameSpeed:Int = 0
	Field reverse:Bool = false
	Field pingPong:Bool = false
	Field loop:Bool = true
	Field ping%
	Field scaleCounter#=0
	Field scaleXSpeed# = 0.1
	Field scaleYSpeed# = 0.1
	Field ygravity#
	Field maxFrame:Int

	Method New(img:GameImage,x#, y#)
		Self.image = img
		Self.x = x
		Self.y = y
		self.alpha = 1
		self.SetHitBox(-img.w2, -img.h2, img.w, img.h)
	End

	Method SetImage:Void(gi:GameImage)
		image = gi
		GetSize()
	End

	Method  GetSize:Void()
		'Sets w and h based on the current image.
		If image <> Null Then
			image.w = image.image.Width()
			image.h = image.image.Height()
			image.w2 = image.w/2
			image.h2 = image.h/2
		End
	End

	Method Precache:Void()
		DrawImage image.image, -image.w-50, -image.h-50
	End

	Method SetRGB:Void(r%,g%,b%)
		Self.red = r
		Self.green = g
		Self.blue = b
	End

	Method SetScaleXY:Void(sx#, sy#)
		self.scaleX = sx
		self.scaleY = sy
	End

	Method Move:Void()
		Self.x+=Self.dx * dt.delta
		Self.y+=Self.dy * dt.delta

		If ygravity > 0 Then dy += ygravity * dt.delta
	End

	Method ManageScale:Void()
		If scaleCounter>0 Then
			scaleCounter-=1*Delta
			scaleX+=scaleXSpeed*Delta
			scaleY+=scaleYSpeed*Delta
		End
	End

	Method MoveForward:Void()
		dx = -Sin(rotation) * speed
        dy = -Cos(rotation) * speed

		move()
	End

	Method SetFrame:Void(startFrame:Int=0, endFrame:Int=0, speed:Int=125, pingPong:Bool = false, loop:Bool = true)
		frame = startFrame
		frameStart = startFrame
		frameEnd = endFrame
		if startFrame > endFrame
			reverse = true
		else
			reverse = false
		End
		self.pingPong = pingPong
		self.loop = loop
		frameSpeed = speed
		frameTimer = Millisecs()
		ping = 0
	End

	Method UpdateAnimation:Void()
		if frameSpeed > 0
			If Millisecs() > frameTimer + frameSpeed
				if not reverse
					frame+=1
					If frame > frameEnd
						ResetAnim()
					End
				else
					frame-=1
					If frame < frameEnd
						ResetAnim()
					End
				End
				frameTimer = Millisecs()
			End
		end
	End

	Method ResetAnim:Void()
		if loop then
			if pingPong
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
			else
				frame = frameStart
			End
		else
			if pingPong and ping <1
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
				ping+=1
			else
				frame = frameEnd
			End
		End
	End

	Method Draw:Void()
		Draw(0,0)
	End

	Method Draw:Void(offsetx#=0, offsety#=0)
		If x - offsetx + image.w < 0 Or x - offsetx - image.w >= SCREEN_WIDTH Or y - offsety + image.h < 0 Or y - offsety - image.h >= SCREEN_HEIGHT Then Return
		SetAlpha self.alpha
		SetColor red, green, blue ' doesnt work with images!?!??!
		DrawImage(image.image, x - offsetx, y - offsety, rotation, scaleX, scaleY, frame)
		SetColor 255, 255, 255
		SetAlpha 1

	'	if debug
	'		drawRectOutline(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight)
	'	End
	End

	Method Collide:Int(sprite:Sprite)
		Return RectsOverlap(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight,
							sprite.x + sprite.hitBoxX, sprite.y + sprite.hitBoxY, sprite.hitBoxWidth, sprite.hitBoxHeight)
	End

	Method SetHitBox:Void(hitX:Int, hitY:Int, hitWidth:Int, hitHeight:Int)
		hitBoxX = hitX
		hitBoxY = hitY
		hitBoxWidth = hitWidth
		hitBoxHeight = hitHeight
	End
End

Class Particle Extends Sprite
	Global MAX_PARTICLES% = 800
	Global particles:Particle[MAX_PARTICLES]
	Global lastDeath% = 0
	Global maxIndex% = -1
	Global minIndex% = -1
	Global particleCount% = 0
	Field lifeCounter# = 0
	Field fadeIn# = 0
	Field fadeCounter#
	Field fadeInLength# = 0
	Field fadeLength#=0
	Field active% = 0

	Function Cache:Void()
		For Local i% = 0 to MAX_PARTICLES - 1
			particles[i] = New Particle()
		Next
	End

	Function Create:Particle(gi:GameImage, x#, y#, dx#=0, dy#=0, gravity#=0, fadeLength#=0, lifeCounter%=0)
		Local i%=lastDeath
		Repeat
			If particles[i] = Null Then particles[i] = New Particle()
			If Not particles[i].active Then
				particles[i].SetImage(gi)
				particles[i].x = x
				particles[i].y = y
				particles[i].dx = dx
				particles[i].dy = dy

				particles[i].ygravity = gravity
				particles[i].fadeLength = fadeLength / 10
				particles[i].fadeCounter = particles[i].fadeLength
				If lifeCounter>0 Then particles[i].lifeCounter = lifeCounter / 10
				particles[i].active = 1
				If maxIndex < 0 Or i > maxIndex Then maxIndex = i
				If minIndex < 0 Or i < minIndex Then minIndex = i
				particleCount += 1
				Return particles[i]
			End
			i += 1
			If i >= MAX_PARTICLES Then i = 0
		Until i = lastDeath
		Return Null
	End

	Function Clear:Void()
		For Local i% = 0 to MAX_PARTICLES - 1
			particles[i].alpha = 0
			particles[i].active = False
		Next
		minIndex = -1
		maxIndex = -1
		particleCount = 0
		lastDeath = 0
	End

	Function DrawAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].fadeCounter > 0 and particles[i].active Then
					If particles[i].fadeIn Then
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeInLength
					Else
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeLength
					End
				End
				particles[i].Draw()
			End
		Next
	End

	Function UpdateAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		Local newMinIndex% = -1
		Local newMaxIndex% = -1
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].active
					particles[i].Update()
					If particles[i].active Then
						If newMinIndex < 0 Then newMinIndex = i
						newMaxIndex = i
					Else
						lastDeath = i
						particleCount -= 1
					End
				End
			End
		Next
		minIndex = newMinIndex
		maxIndex = newMaxIndex
	End

	Method Update:Void()
		Super.Move()

		If fadeIn Then
			fadeCounter+=dt.delta

			If fadeCounter >= fadeInLength Then
				fadeCounter = fadeLength
				fadeIn = 0
				alpha = 1
			End
		ElseIf fadeCounter>0 Then
			fadeCounter-=dt.delta
			If fadeCounter <= 0 Then
				alpha = 0
				active = 0
			End
		End
	End

End

Strict

Import mojo
Import functions

' Store the device width and height
Global SCREEN_WIDTH%
Global SCREEN_HEIGHT%
' Half of SCREEN_WIDTH and HEIGHT
Global SCREEN_WIDTH2%
Global SCREEN_HEIGHT2%

' THE GAME!!
Global game:DiddyApp

' Used for delta timing movement
Global dt:DeltaTimer

Class DiddyApp Extends App

	Field FPS% = 60

	' current Screen
	Field currentScreen:Screen
	' next Screen
	Field nextScreen:Screen
	' exit Screen
	Field exitScreen:ExitScreen = new ExitScreen()
	' used for fading
	Field screenFade:ScreenFade = New ScreenFade

	' mouse
	Field mouseX:Int, mouseY:Int

	' Store the images here
	Global images:ImageBank = New ImageBank
	' Store the sounds here
	Global sounds:SoundBank = New SoundBank

	Method OnCreate:Int()
		' Store the device width and height
		SCREEN_WIDTH = DeviceWidth()
		SCREEN_HEIGHT = DeviceHeight()
		SCREEN_WIDTH2 = SCREEN_WIDTH / 2
		SCREEN_HEIGHT2 = SCREEN_HEIGHT / 2

		' set the mouse x,y
		mouseX = MouseX()
		mouseY = MouseY()

		' Set the Random seed
		Seed = RealMillisecs()
		' Create the delta timer
		dt = New DeltaTimer(FPS)
		SetUpdateRate FPS

		'create all the particles
		Particle.Cache()

		Return 0
	End

	Method OnRender:Int()
		FPSCounter.Update()
		currentScreen.Render()
		If screenFade.active then screenFade.Render()
		Return 0
	End

	Method OnUpdate:Int()
		dt.UpdateDelta()
		ScreenLogic()

		Return 0
	End

	Method ScreenLogic:Int()
		mouseX = MouseX()
		mouseY = MouseY()

		If screenFade.active then screenFade.Update()
		currentScreen.Update()
	'	FlushKeys()
	End

End

Class ScreenFade
	Field fadeTime:Float
	Field fadeOut:Bool
	Field ratio# = 0
	Field active:Bool
	Field counter:Float

	Method Start:Void(fadeTime:Float, fadeOut:Bool)
		If active Then Return
		active = true
		self.fadeTime = fadeTime
		self.fadeOut = fadeOut

		If fadeOut Then
			ratio = 1
		Else
			ratio = 0
		End
		counter = 0
	End

	Method Update:Void()
		if not active return
		counter += dt.delta
		CalcRatio()

		if counter > fadeTime
			active = false
			if fadeOut
				game.currentScreen.PostFadeOut()
			else
				game.currentScreen.PostFadeIn()
			End
		End
	End

	Method CalcRatio:Void()
		ratio = counter/fadeTime
		If ratio < 0 Then ratio = 0
		If ratio > 1 Then ratio = 1
		If fadeOut Then
			ratio = 1 - ratio
		End
	End

	Method Render:Void()
		if not active return

		SetAlpha 1 - ratio
		SetColor 0, 0, 0
		DrawRect 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT
		SetAlpha 1
		SetColor 255, 255, 255
	End

End Class

Class ExitScreen Extends Screen
	Method New()
		name = "exit"
	End

	method Start:Void()
		ExitApp()
	End

	method Render:Void()

	End

	method Update:Void()

	End

End

Class Screen Abstract
	Field name$ = ""

	Method PreStart:Void()
		game.currentScreen = self
		Start()
	End

	Method Start:Void() Abstract

	Method Render:Void() Abstract

	Method Update:Void() Abstract

	Method PostFadeOut:Void()
		game.nextScreen.PreStart()
	End

	Method PostFadeIn:Void()

	End
End Class

Class FPSCounter Abstract
	Global fpsCount:Int
	Global startTime:Int
	Global totalFPS:Int

	Function Update:Void()
		If Millisecs() - startTime >= 1000
			totalFPS = fpsCount
			fpsCount = 0
			startTime = Millisecs()
		Else
			fpsCount+=1
		End
	End

	Function Draw:Void(x% = 0, y% = 0, ax# = 0, ay# = 0)
		DrawText("FPS: " + totalFPS, x, y, ax, ay)
	End
End Class

' From James Boyd
Class DeltaTimer
	Field targetfps:Float = 60
	Field currentticks:Float
	Field lastticks:Float
	Field frametime:Float
	Field delta:Float

	Method New (fps:Float)
		targetfps = fps
		lastticks = Millisecs()
	End

	Method UpdateDelta:Void()
		currentticks = Millisecs()
		frametime = currentticks - lastticks
		delta = frametime / (1000.0 / targetfps)
		lastticks = currentticks
	End
End

Class ImageBank Extends StringMap<GameImage>

	Field path$ = "graphics/"

	Method Load:Void(name:String, nameoverride:String = "", midhandle:bool=true)
		Local i:GameImage = New GameImage
		i.Load(path + name, midhandle)

		If nameoverride <> "" Then i.name = nameoverride.ToUpper()
		Self.Set(i.name , i)
	End

	Method LoadAnim:Void(name:String, w%, h%, total%, tmpImage:Image, midhandle:Bool=true)
		Local i:GameImage = New GameImage
		i.LoadAnim(path + name, w, h, total, tmpImage, midhandle)
		Self.Set(i.name, i)
	End

	Method Find:GameImage(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameImage =  self.Get(name)

		If i = Null Then Error("Image '" + name + "' not found in the ImageBank")
		Return i
	End
End Class

Class GameImage
	Field name$
	Field image:Image
	Field w%
	Field h%
	Field w2#
	Field h2#
	Field midhandled%=0

	Method Load:Void(file$, midhandle:bool=true)
		name = StripAll(file.ToUpper())
		image = LoadBitmap(file)
		CalcSize()
		MidHandle(midhandle)
	End

	Method LoadAnim:Void(file$, w%, h%, total%, tmpImage:Image, midhandle:Bool=true)
		name = StripAll(file.ToUpper())
		image = LoadAnimBitmap(file, w, h, total, tmpImage)
		CalcSize()
		MidHandle(midhandle)
	End

	Method CalcSize:Void()
		If image <> Null Then
			w = image.Width()
			h = image.Height()
			w2 = w/2
			h2 = h/2
		End
	End

	Method MidHandle:Void(On:Bool)
		If On Then
			image.SetHandle(w2, h2)
			midhandled=1
		Else
			image.SetHandle(0, 0)
			midhandled=0
		End
	End

	Method Draw:Void(x#, y#, rotation# = 0, scaleX# = 1, scaleY# = 1, frame% = 0)
		DrawImage(self.image, x, y, rotation, scaleX, scaleY, frame)
	End

End Class

Class SoundBank Extends StringMap<GameSound>

	Global path$ = "sounds/"

	Method Load:Void(name:String, nameoverride:String = "")
		Local i:GameSound = New GameSound
		i.Load(name)

		If nameoverride <> "" Then i.name = nameoverride.ToUpper()
		Self.Set(i.name , i)
	End

	Method Find:GameSound(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameSound =  Self.Get(name)

		If i = Null Then Error("Sound '" + name + "' not found in the SoundBank")
		Return i
	End
End

Class GameSound
	Field name$
	Field sound:Sound
	Field rate# = 1
	Field pan# = 0
	Field volume# = 1
	Field loop% = 0

	Method Load:Void(file$)
		#if TARGET="flash"
			sound = LoadSoundSample(SoundBank.path + file +".mp3")
		#else If TARGET="android"
			sound = LoadSoundSample(SoundBank.path + file +".ogg")
		#else
			sound = LoadSoundSample(SoundBank.path + file +".wav")
		#endif

		name = StripAll(file.ToUpper())
	End Method

	Method Play:Void()
		SoundPlayer.PlayFx(sound, pan, rate, volume, loop)
	End Method
End Class

Class SoundPlayer
	Global channel:Int
	Const MAX_CHANNELS:Int = 31
	Function PlayFx:Void(s:Sound, pan#=0, rate#=1, volume#=1, loop% = 0)
		channel += 1
		If (channel > MAX_CHANNELS) Then channel = 0

		StopChannel(channel)
		PlaySound(s, channel, loop)
		SetChannelPan(channel, pan)
		SetChannelRate(channel, rate)
		SetChannelVolume(channel, volume)
	End
End

Class Sprite
	Field name$
	Field x#, y#
	Field ox#, oy#
	Field dx#, dy#
	Field speedX#, speedY#, speed#
	Field maxXSpeed#, maxYSpeed#
	Field image:GameImage
	Field scaleX# = 1, scaleY# = 1
	Field rotation#, rotationSpeed#
	Field red% = 255, green% = 255, blue% = 255, alpha# = 1
	Field hitBoxX:Int = 0
	Field hitBoxY:Int = 0
	Field hitBoxWidth:Int
	Field hitBoxHeight:Int

	' Animation
	Field frame:Int
	Field frameTimer:Int
	Field frameStart:Int
	Field frameEnd:Int
	Field frameSpeed:Int = 0
	Field reverse:Bool = false
	Field pingPong:Bool = false
	Field loop:Bool = true
	Field ping%
	Field scaleCounter#=0
	Field scaleXSpeed# = 0.1
	Field scaleYSpeed# = 0.1
	Field ygravity#

	Method New(img:GameImage,x#, y#)
		Self.image = img
		Self.x = x
		Self.y = y
		self.alpha = 1
		self.SetHitBox(-img.w2, -img.h2, img.w, img.h)
	End

	Method SetImage:Void(gi:GameImage)
		image = gi
		GetSize()
	End

	Method  GetSize:Void()
		'Sets w and h based on the current image.
		If image <> Null Then
			image.w = image.image.Width()
			image.h = image.image.Height()
			image.w2 = image.w/2
			image.h2 = image.h/2
		End
	End

	Method Precache:Void()
		DrawImage image.image, -image.w-50, -image.h-50
	End

	Method SetRGB:Void(r%,g%,b%)
		Self.red = r
		Self.green = g
		Self.blue = b
	End

	Method SetScaleXY:Void(sx#, sy#)
		self.scaleX = sx
		self.scaleY = sy
	End

	Method Move:Void()
		Self.x+=Self.dx * dt.delta
		Self.y+=Self.dy * dt.delta

		If ygravity > 0 Then dy += ygravity * dt.delta
	End

	Method ManageScale:Void()
		If scaleCounter>0 Then
			scaleCounter-=1*Delta
			scaleX+=scaleXSpeed*Delta
			scaleY+=scaleYSpeed*Delta
		End
	End

	Method MoveForward:Void()
		dx = -Sin(rotation) * speed
        dy = -Cos(rotation) * speed

		move()
	End

	Method SetFrame:Void(startFrame:Int=0, endFrame:Int=0, speed:Int=125, pingPong:Bool = false, loop:Bool = true)
		frame = startFrame
		frameStart = startFrame
		frameEnd = endFrame
		if startFrame > endFrame
			reverse = true
		else
			reverse = false
		End
		self.pingPong = pingPong
		self.loop = loop
		frameSpeed = speed
		frameTimer = Millisecs()
		ping = 0
	End

	Method UpdateAnimation:Void()
		if frameSpeed > 0
			If Millisecs() > frameTimer + frameSpeed
				if not reverse
					frame+=1
					If frame > frameEnd
						ResetAnim()
					End
				else
					frame-=1
					If frame < frameEnd
						ResetAnim()
					End
				End
				frameTimer = Millisecs()
			End
		end
	End

	Method ResetAnim:Void()
		if loop then
			if pingPong
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
			else
				frame = frameStart
			End
		else
			if pingPong and ping <1
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
				ping+=1
			else
				frame = frameEnd
			End
		End
	End

	Method Draw:Void()
		Draw(0,0)
	End

	Method Draw:Void(offsetx#=0, offsety#=0)
		If x - offsetx + image.w < 0 Or x - offsetx - image.w >= SCREEN_WIDTH Or y - offsety + image.h < 0 Or y - offsety - image.h >= SCREEN_HEIGHT Then Return
		SetAlpha self.alpha
		SetColor red, green, blue ' doesnt work with images!?!??!
		DrawImage(image.image, x - offsetx, y - offsety, rotation, scaleX, scaleY, frame)
		SetColor 255, 255, 255
		SetAlpha 1

	'	if debug
	'		drawRectOutline(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight)
	'	End
	End

	Method Collide:Int(sprite:Sprite)
		Return RectsOverlap(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight,
							sprite.x + sprite.hitBoxX, sprite.y + sprite.hitBoxY, sprite.hitBoxWidth, sprite.hitBoxHeight)
	End

	Method SetHitBox:Void(hitX:Int, hitY:Int, hitWidth:Int, hitHeight:Int)
		hitBoxX = hitX
		hitBoxY = hitY
		hitBoxWidth = hitWidth
		hitBoxHeight = hitHeight
	End
End

Class Particle Extends Sprite
	Global MAX_PARTICLES% = 800
	Global particles:Particle[MAX_PARTICLES]
	Global lastDeath% = 0
	Global maxIndex% = -1
	Global minIndex% = -1
	Global particleCount% = 0
	Field lifeCounter# = 0
	Field fadeIn# = 0
	Field fadeCounter#
	Field fadeInLength# = 0
	Field fadeLength#=0
	Field active% = 0

	Function Cache:Void()
		For Local i% = 0 to MAX_PARTICLES - 1
			particles[i] = New Particle()
		Next
	End

	Function Create:Particle(gi:GameImage, x#, y#, dx#=0, dy#=0, gravity#=0, fadeLength#=0, lifeCounter%=0)
		Local i%=lastDeath
		Repeat
			If particles[i] = Null Then particles[i] = New Particle()
			If Not particles[i].active Then
				particles[i].SetImage(gi)
				particles[i].x = x
				particles[i].y = y
				particles[i].dx = dx
				particles[i].dy = dy

				particles[i].ygravity = gravity
				particles[i].fadeLength = fadeLength / 10
				particles[i].fadeCounter = particles[i].fadeLength
				If lifeCounter>0 Then particles[i].lifeCounter = lifeCounter / 10
				particles[i].active = 1
				If maxIndex < 0 Or i > maxIndex Then maxIndex = i
				If minIndex < 0 Or i < minIndex Then minIndex = i
				particleCount += 1
				Return particles[i]
			End
			i += 1
			If i >= MAX_PARTICLES Then i = 0
		Until i = lastDeath
		Return Null
	End

	Function Clear:Void()
		For Local i% = 0 to MAX_PARTICLES - 1
			particles[i].alpha = 0
			particles[i].active = False
		Next
		minIndex = -1
		maxIndex = -1
		particleCount = 0
		lastDeath = 0
	End

	Function DrawAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].fadeCounter > 0 and particles[i].active Then
					If particles[i].fadeIn Then
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeInLength
					Else
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeLength
					End
				End
				particles[i].Draw()
			End
		Next
	End

	Function UpdateAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		Local newMinIndex% = -1
		Local newMaxIndex% = -1
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].active
					particles[i].Update()
					If particles[i].active Then
						If newMinIndex < 0 Then newMinIndex = i
						newMaxIndex = i
					Else
						lastDeath = i
						particleCount -= 1
					End
				End
			End
		Next
		minIndex = newMinIndex
		maxIndex = newMaxIndex
	End

	Method Update:Void()
		Super.Move()

		If fadeIn Then
			fadeCounter+=dt.delta

			If fadeCounter >= fadeInLength Then
				fadeCounter = fadeLength
				fadeIn = 0
				alpha = 1
			End
		ElseIf fadeCounter>0 Then
			fadeCounter-=dt.delta
			If fadeCounter <= 0 Then
				alpha = 0
				active = 0
			End
		End
	End

End


Fixed FlxText multiline for XNA

Fixed FlxText multiline for XNA

Strict

Import flixel.flxg

Class FlxTextDriver

'private
	Field _width:Int
	Field _offsetX:Float
	Field _text:String
	Field _textLines:Stack<FlxTextDriverTextLine>
	Field _countLines:Int

	Field _fontFamily:String
	Field _size:Int
	Field _alignment:Float

Public
	Method New()
		_textLines = New Stack<FlxTextDriverTextLine>();
	End Method

	Method Width:Void(width:Int) Property
		_width = width
		If (_text.Length > 0) _ParseText()
	End Method

	Method Text:Void(text:String) Property
		_text = text
		If (_width <> 0) _ParseText()
	End Method

	Method Text:String() Property
		Return _text
	End Method

	Method SetFormat:Void(fontFamily:String, size:Int, alignment:Float)
		_alignment = alignment
		_fontFamily = fontFamily
		_size = size
		Reset()

		If (_text.Length > 0) _ParseText()
	End Method

	Method Font:Void(fontFamily:String) Property
		_fontFamily = fontFamily
		Reset()

		If (_text.Length > 0) _ParseText()
	End Method

	Method Font:String() Property
		Return _fontFamily
	End Method

	Method Size:Void(size:Int) Property
		_size = size
		Reset()

		If (_text.Length > 0) _ParseText()
	End Method

	Method Size:Int() Property
		Return _size
	End Method

	Method Alignment:Void(aligment:Float) Property
		_alignment = aligment

		If (_text.Length > 0) Then
			If (_countLines <= 1) Then
				_offsetX = (_width - GetTextWidth(_text)) * _alignment
			Else
				For Local line:Int = 0 Until _countLines
					_textLines.Get(line).offsetX = (_width - GetTextWidth(_textLines.Get(line).text)) * _alignment
				Next
			End If
		End If
	End Method

	Method Alignment:Float() Property
		Return _alignment
	End Method

	Method Destroy:Void()
		Local l:Int = _textLines.Length()
		For Local i:Int = 0 Until l
			_textLines.Set(i, Null)
		Next

		_textLines.Clear()
	End Method

	Method GetTextWidth:Int(text:String) Abstract

	Method Reset:Void() Abstract

	Method Draw:Void(x:Float, y:Float) Abstract

Private
	Method _ParseText:Void()
		_countLines = 1

		Local prevOffset:Int = 0
		Local offsetN:Int = _text.Find("~n", 0)
		Local offsetR:Int = _text.Find("~r", 0)
		Local offset:Int = 0

		If (offsetN >= 0 And offsetR >= 0) Then
			offset = Min(offsetN, offsetR)
		Else
			offset = Max(offsetN, offsetR)
		End if

		If (offset >= 0) Then
			While (offset >= 0)
				_BuildLines(_text[prevOffset..offset])

				prevOffset = offset+1

				offsetN = _text.Find("~n", prevOffset)
				offsetR = _text.Find("~r", prevOffset)

				If (offsetN >= 0 And offsetR >= 0) Then
					offset = Min(offsetN, offsetR)
				Else
					offset = Max(offsetN, offsetR)
				End if
			Wend

			_BuildLines(_text[prevOffset..])
		Else
			_BuildLines(_text)
		End If

		Alignment = _alignment 'recalc alignment
	End Method

	Method _BuildLines:Void(text:String)
		Local textWidth:Int = GetTextWidth(text)

		If (_width < textWidth) Then
			Local textLength:Int = text.Length

			Local range:Int = Ceil(textLength / Float(Floor(textWidth / Float(_width)) + 1))
			Repeat
				range+=1
			Until(GetTextWidth(text[0..range]) >= _width)

			Local maxOffset:Int = range
			Local minOffset:Int = 0
			Local offset:Int = maxOffset
			Local linesCapacity:Int = _textLines.Length()
			Local tmpOffset:Int = 0
			Local tmpString:String = ""

			Repeat
				Repeat
					offset -= 1
					If (offset - minOffset <= 1) Then
						offset = minOffset + 1
						Exit
					End if

					tmpString = text[minOffset..offset]
					tmpOffset = tmpString.FindLast(String.FromChar(KEY_SPACE))

					If (tmpOffset < 0) Then
						tmpOffset = _GetMinOffset(tmpString)
					Else
						If (tmpString.Length() > 1 And tmpString.StartsWith(String.FromChar(KEY_SPACE))) Then
							minOffset += 1
							offset +=  Min(offset + 2, maxOffset)
							Continue
						EndIf
					End If

					offset = tmpOffset + minOffset
				Until(GetTextWidth(text[minOffset..offset]) <= _width)

				If (GetTextWidth(text[minOffset..]) > _width And textLength - minOffset > 1) Then
					tmpString = text[minOffset..offset].Trim()
					If (tmpString.Length() = 0) Continue

					If (_countLines > linesCapacity) Then
						_textLines.Push(New FlxTextDriverTextLine(tmpString))
					Else
						_textLines.Get(_countLines - 1).text = tmpString
					End If

					minOffset = offset
					maxOffset = minOffset + range
					offset = maxOffset
					_countLines+=1
				Else
					tmpString = text[minOffset..].Trim()
					If (tmpString.Length() = 0) Continue

					If (_countLines >= linesCapacity) Then
						_textLines.Push(New FlxTextDriverTextLine(tmpString))
					Else
						_textLines.Get(_countLines).text = tmpString
					End If
					Exit
				End If
			Forever
		End If
	End Method

	Method _GetMinOffset:Int(text:String)
		Local offset:Int = text.Length()

		While(GetTextWidth(text[0..offset]) > _width)
			offset -= 1
			If (offset = 0) Return offset
		Wend

		Return offset
	End Method

End Class

Private
Class FlxTextDriverTextLine

	Field text:String
	Field offsetX:Float

	Method New(text:String)
		Self.text = text
	End Method

End Class

Strict

Import flixel.flxg

Class FlxTextDriver

'private
	Field _width:Int
	Field _offsetX:Float
	Field _text:String
	Field _textLines:Stack<FlxTextDriverTextLine>
	Field _countLines:Int

	Field _fontFamily:String
	Field _size:Int
	Field _alignment:Float

Public
	Method New()
		_textLines = New Stack<FlxTextDriverTextLine>();
	End Method

	Method Width:Void(width:Int) Property
		_width = width
		If (_text.Length > 0) _ParseText()
	End Method

	Method Text:Void(text:String) Property
		_text = text
		If (_width <> 0) _ParseText()
	End Method

	Method Text:String() Property
		Return _text
	End Method

	Method SetFormat:Void(fontFamily:String, size:Int, alignment:Float)
		_alignment = alignment
		_fontFamily = fontFamily
		_size = size
		Reset()

		If (_text.Length > 0) _ParseText()
	End Method

	Method Font:Void(fontFamily:String) Property
		_fontFamily = fontFamily
		Reset()

		If (_text.Length > 0) _ParseText()
	End Method

	Method Font:String() Property
		Return _fontFamily
	End Method

	Method Size:Void(size:Int) Property
		_size = size
		Reset()

		If (_text.Length > 0) _ParseText()
	End Method

	Method Size:Int() Property
		Return _size
	End Method

	Method Alignment:Void(aligment:Float) Property
		_alignment = aligment

		If (_text.Length > 0) Then
			If (_countLines <= 1) Then
				_offsetX = (_width - GetTextWidth(_text)) * _alignment
			Else
				For Local line:Int = 0 Until _countLines
					_textLines.Get(line).offsetX = (_width - GetTextWidth(_textLines.Get(line).text)) * _alignment
				Next
			End If
		End If
	End Method

	Method Alignment:Float() Property
		Return _alignment
	End Method

	Method Destroy:Void()
		Local l:Int = _textLines.Length()
		For Local i:Int = 0 Until l
			_textLines.Set(i, Null)
		Next

		_textLines.Clear()
	End Method

	Method GetTextWidth:Int(text:String) Abstract

	Method Reset:Void() Abstract

	Method Draw:Void(x:Float, y:Float) Abstract

Private
	Method _ParseText:Void()
		_countLines = 1

		Local prevOffset:Int = 0
		Local offsetN:Int = _text.Find("~n", 0)
		Local offsetR:Int = _text.Find("~r", 0)
		Local offset:Int = 0

		If (offsetN >= 0 And offsetR >= 0) Then
			offset = Min(offsetN, offsetR)
		Else
			offset = Max(offsetN, offsetR)
		End if

		If (offset >= 0) Then
			While (offset >= 0)
				_BuildLines(_text[prevOffset..offset])

				prevOffset = offset+1

				offsetN = _text.Find("~n", prevOffset)
				offsetR = _text.Find("~r", prevOffset)

				If (offsetN >= 0 And offsetR >= 0) Then
					offset = Min(offsetN, offsetR)
				Else
					offset = Max(offsetN, offsetR)
				End if
			Wend

			_BuildLines(_text[prevOffset..])
		Else
			_BuildLines(_text)
		End If

		Alignment = _alignment 'recalc alignment
	End Method

	Method _BuildLines:Void(text:String)
		Local textWidth:Int = GetTextWidth(text)

		If (_width < textWidth) Then
			Local textLength:Int = text.Length

			Local range:Int = Ceil(textLength / Float(Floor(textWidth / Float(_width)) + 1))
			Repeat
				range+=1
			Until(GetTextWidth(text[0..range]) >= _width)

			Local maxOffset:Int = range
			Local minOffset:Int = 0
			Local offset:Int = maxOffset
			Local linesCapacity:Int = _textLines.Length()

			Repeat
				Repeat
					offset-=1
					While (text[offset] <> KEY_SPACE And offset > minOffset)
						offset-=1
					Wend
					If (offset <= minOffset) Exit
				Until(GetTextWidth(text[minOffset..offset]) <= _width)

				If (offset <= minOffset) Then
					While(GetTextWidth(text[minOffset..offset+1]) < _width And offset < textLength)
						offset+=1
					Wend
				End If

				If (GetTextWidth(text[minOffset..]) > _width And textLength - minOffset > 1) Then
					If (text[offset] <> KEY_SPACE) offset+=1

					If (_countLines > linesCapacity) Then
						_textLines.Push(New FlxTextDriverTextLine(text[minOffset..offset]))
					Else
						_textLines.Get(_countLines - 1).text = text[minOffset..offset]
					End If

					If (text[offset] = KEY_SPACE) Then
						minOffset = offset + 1
					Else
						minOffset = offset
					End If

					maxOffset = minOffset + range
					offset = maxOffset
					_countLines+=1
				Else
					If (_countLines >= linesCapacity) Then
						_textLines.Push(New FlxTextDriverTextLine(text[minOffset..]))
					Else
						_textLines.Get(_countLines).text = text[minOffset..]
					End If
					Exit
				End If
			Forever
		End If
	End Method

End Class

Private
Class FlxTextDriverTextLine

	Field text:String
	Field offsetX:Float

	Method New(text:String)
		Self.text = text
	End Method

End Class


improve logging of Appirater stub

improve logging of Appirater stub

Strict

#If TARGET="ios"

' ============================
' == COMMERCIAL BREAK START ==
' ============================
'
' Tired of setting things up? Monkey-Wizard to the rescue!
' --> https://github.com/michaelcontento/monkey-wizard
'
' And the whole thing should be easy as:
' --> wizard IosAppirater ../myproject/myproject.build/ios
'
' ============================
' ==  COMMERCIAL BREAK END  ==
' ============================
'
'
' You need to include the following frameworks to your project:
'   * CFNetwork.framework
'   * SystemConfiguration.framework
'   * StoreKit.framework
'   * Appirater (=> https://github.com/arashpayan/appirater)

Private

Import "native/appirater.ios.cpp"

Extern

Class Appirater Abstract
    Function Launched:Void(canPrompt:Bool=True)="AppiraterBridge::Launched"
    Function EnteredForeground:Void(canPrompt:Bool=True)="AppiraterBridge::EnteredForeground"
    Function UserDidSignificantEvent:Void(canPrompt:Bool=True)="AppiraterBridge::UserDidSignificantEvent"
    Function SetAppId:Void(id:String)="AppiraterBridge::SetAppId"
    Function SetDaysUntilPrompt:Void(days:Int)="AppiraterBridge::SetDaysUntilPrompt"
    Function SetUsesUntilPrompt:Void(days:Int)="AppiraterBridge::SetUsesUntilPrompt"
    Function SetSignificantEventsUntilPrompt:Void(uses:Int)="AppiraterBridge::SetSignificantEventsUntilPrompt"
    Function SetTimeBeforeReminding:Void(time:Int)="AppiraterBridge::SetTimeBeforeReminding"
    Function SetDebug:Void(flag:Bool)="AppiraterBridge::SetDebug"
End

#Else

Private

Import bono

Public

Class Appirater Abstract
    Function Launched:Void(canPrompt:Bool=True)
        If Target.IS_DEBUG Then Print "[Appirater Launched] canPrompt: " + BoolToString(canPrompt)
    End

    Function EnteredForeground:Void(canPrompt:Bool=True)
        If Target.IS_DEBUG Then Print "[Appirater EnteredForeground] canPrompt: " + BoolToString(canPrompt)
    End

    Function UserDidSignificantEvent:Void(canPrompt:Bool=True)
        If Target.IS_DEBUG Then Print "[Appirater UserDidSignificantEvent] canPrompt: " + BoolToString(canPrompt)
    End

    Function SetAppId:Void(id:String)
        If Target.IS_DEBUG Then Print "[Appirater SetAppId id: ]" + id
    End

    Function SetDaysUntilPrompt:Void(days:Int)
        If Target.IS_DEBUG Then Print "[Appirater SetDaysUntilPrompt] days: " + days
    End

    Function SetUsesUntilPrompt:Void(days:Int)
        If Target.IS_DEBUG Then Print "[Appirater SetUsesUntilPrompt] days: " + days
    End

    Function SetSignificantEventsUntilPrompt:Void(uses:Int)
        If Target.IS_DEBUG Then Print "[Appirater SetSignificantEventsUntilPrompt] uses: " + uses
    End

    Function SetTimeBeforeReminding:Void(time:Int)
        If Target.IS_DEBUG Then Print "[Appirater SetTimeBeforeReminding] time: " + time
    End

    Function SetDebug:Void(flag:Bool)
        If Target.IS_DEBUG Then Print "[Appirater SetDebug] flag: " + BoolToString(flag)
    End

    Private

    Function BoolToString:String(flag:Bool)
        If flag Then Return "YES"
        Return "NO"
    End
End

#End

Strict

#If TARGET="ios"

' ============================
' == COMMERCIAL BREAK START ==
' ============================
'
' Tired of setting things up? Monkey-Wizard to the rescue!
' --> https://github.com/michaelcontento/monkey-wizard
'
' And the whole thing should be easy as:
' --> wizard IosAppirater ../myproject/myproject.build/ios
'
' ============================
' ==  COMMERCIAL BREAK END  ==
' ============================
'
'
' You need to include the following frameworks to your project:
'   * CFNetwork.framework
'   * SystemConfiguration.framework
'   * StoreKit.framework
'   * Appirater (=> https://github.com/arashpayan/appirater)

Private

Import "native/appirater.ios.cpp"

Extern

Class Appirater Abstract
    Function Launched:Void(canPrompt:Bool=True)="AppiraterBridge::Launched"
    Function EnteredForeground:Void(canPrompt:Bool=True)="AppiraterBridge::EnteredForeground"
    Function UserDidSignificantEvent:Void(canPrompt:Bool=True)="AppiraterBridge::UserDidSignificantEvent"
    Function SetAppId:Void(id:String)="AppiraterBridge::SetAppId"
    Function SetDaysUntilPrompt:Void(days:Int)="AppiraterBridge::SetDaysUntilPrompt"
    Function SetUsesUntilPrompt:Void(days:Int)="AppiraterBridge::SetUsesUntilPrompt"
    Function SetSignificantEventsUntilPrompt:Void(uses:Int)="AppiraterBridge::SetSignificantEventsUntilPrompt"
    Function SetTimeBeforeReminding:Void(time:Int)="AppiraterBridge::SetTimeBeforeReminding"
    Function SetDebug:Void(flag:Bool)="AppiraterBridge::SetDebug"
End

#Else

Private

Import bono

Public

Class Appirater Abstract
    Function Launched:Void(canPrompt:Bool=True)
        If Target.IS_DEBUG Then Print "[Appirater Launched:" + BoolToString(canPrompt) + "]"
    End

    Function EnteredForeground:Void(canPrompt:Bool=True)
        If Target.IS_DEBUG Then Print "[Appirater EnteredForeground:" + BoolToString(canPrompt) + "]"
    End

    Function UserDidSignificantEvent:Void(canPrompt:Bool=True)
        If Target.IS_DEBUG Then Print "[Appirater UserDidSignificantEvent:" + BoolToString(canPrompt) + "]"
    End

    Function SetAppId:Void(id:String)
        If Target.IS_DEBUG Then Print "[Appirater SetAppId:" + id + "]"
    End

    Function SetDaysUntilPrompt:Void(days:Int)
        If Target.IS_DEBUG Then Print "[Appirater SetDaysUntilPrompt:" + days + "]"
    End

    Function SetUsesUntilPrompt:Void(days:Int)
        If Target.IS_DEBUG Then Print "[Appirater SetUsesUntilPrompt:" + days + "]"
    End

    Function SetSignificantEventsUntilPrompt:Void(uses:Int)
        If Target.IS_DEBUG Then Print "[Appirater SetSignificantEventsUntilPrompt:" + uses + "]"
    End

    Function SetTimeBeforeReminding:Void(time:Int)
        If Target.IS_DEBUG Then Print "[Appirater SetTimeBeforeReminding:" + time + "]"
    End

    Function SetDebug:Void(flag:Bool)
        If Target.IS_DEBUG Then Print "[Appirater SetDebug:" + BoolToString(flag) + "]"
    End

    Private

    Function BoolToString:String(flag:Bool)
        If flag Then Return "YES"
        Return "NO"
    End
End

#End