public static void HandleVideoCaptureGUI
        (
            GR gr,
            float videoSheetX,
            float videoSheetY,
            float videoSheetWidth,
            float videoSheetHeight,
            STGame game,
            int clientWidth,
            int clientHeight,
            int clientRelativeCursorX,
            int clientRelativeCursorY
        )
        {
            STGameState gameState = game.GetGameState( );


            if (false == game.GameIsSpawnFromVideoCapture( ))
            {
                return;
            }


            gr.glBindTexture
            (
                GR.GL_TEXTURE_2D,
                STEngine.GetVideoProcessing( ).mTextureOpenGLHandleBGR256x256
            );


            float x1 = 0.0f;
            float y1 = 0.0f;
            float x2 = 0.0f;
            float y2 = 0.0f;

            x1 = videoSheetX;
            y1 = videoSheetY;
            x2 = x1 + (videoSheetWidth - 1.0f);
            y2 = y1 + (videoSheetHeight - 1.0f);

            float u1 = 0.0f;
            float v1 = 0.0f;
            float u2 = 0.0f;
            float v2 = 0.0f;

            u1 = 0.0f;
            v1 = 0.0f;
            u2 = 0.5f;
            v2 = 1.0f;

            gr.glEnable(GR.GL_SCISSOR_TEST);
            gr.glScissor((int)(x1), (int)(y1), (int)((x2 - x1) + 1), (int)((y2 - y1) + 1));

            gr.glEnable(GR.GL_TEXTURE_2D);
            gr.glColor3f(1.0f, 1.0f, 1.0f);

            gr.glBegin(GR.GL_QUADS);
            gr.glTexCoord2f(u1, v2);
            gr.glVertex2f(x1, y2);

            gr.glTexCoord2f(u1, v1);
            gr.glVertex2f(x1, y1);

            gr.glTexCoord2f(u2, v1);
            gr.glVertex2f(x2, y1);

            gr.glTexCoord2f(u2, v2);
            gr.glVertex2f(x2, y2);
            gr.glEnd( );

            gr.glDisable(GR.GL_TEXTURE_2D);
            gr.glDisable(GR.GL_SCISSOR_TEST);



            int xTexelMin = 0;
            int yTexelMin = 0;
            int xTexelMax = 0;
            int yTexelMax = 0;


            int xScreenMin = 0;
            int yScreenMin = 0;
            int xScreenMax = 0;
            int yScreenMax = 0;



            // Only listen to the mouse in training/calibration mode
            if (true == gameState.mCalibrationModeFlag)
            {
                if (0 != GetAsyncKeyState(Keys.LButton))
                {
                    // Left button pressed
                    if (0 == gameState.mSelectionState)
                    {
                        gameState.mSelectionState = 1;
                        gameState.mSelectionX1    = clientRelativeCursorX;
                        gameState.mSelectionY1    = ((clientHeight - 1) - clientRelativeCursorY);
                        gameState.mSelectionX2    = clientRelativeCursorX;
                        gameState.mSelectionY2    = ((clientHeight - 1) - clientRelativeCursorY);
                    }
                    else
                    {
                        gameState.mSelectionX2 = clientRelativeCursorX;
                        gameState.mSelectionY2 = ((clientHeight - 1) - clientRelativeCursorY);
                    }
                }
                else
                {
                    // Left button released
                    if (0 == gameState.mSelectionState)
                    {
                        // Nothing to do...
                    }
                    else
                    {
                        gameState.mSelectionState = 0;
                    }
                }

                gr.glEnable(GR.GL_SCISSOR_TEST);
                gr.glScissor(0, 0, clientWidth, clientHeight);

                gr.glColor3f(1.0f, 0.0f, 0.0f);
                gr.glBegin(GR.GL_LINES);

                gr.glVertex2f((float)clientRelativeCursorX - 8.0f, (float)((clientHeight - 1) - clientRelativeCursorY));
                gr.glVertex2f((float)clientRelativeCursorX + 8.0f, (float)((clientHeight - 1) - clientRelativeCursorY));

                gr.glVertex2f((float)clientRelativeCursorX, (float)((clientHeight - 1) - clientRelativeCursorY) - 8.0f);
                gr.glVertex2f((float)clientRelativeCursorX, (float)((clientHeight - 1) - clientRelativeCursorY) + 8.0f);
                gr.glEnd( );
            }



            if (0 != ((GetAsyncKeyState(Keys.Shift)) & 0x8000))
            {
                if (0 != ((GetAsyncKeyState(Keys.Left)) & 0x8000))
                {
                    gameState.mSelectionX2--;
                }
                if (0 != ((GetAsyncKeyState(Keys.Right)) & 0x8000))
                {
                    gameState.mSelectionX2++;
                }
                if (0 != ((GetAsyncKeyState(Keys.Down)) & 0x8000))
                {
                    gameState.mSelectionY2--;
                }
                if (0 != ((GetAsyncKeyState(Keys.Up)) & 0x8000))
                {
                    gameState.mSelectionY2++;
                }
            }
            else
            {
                if (0 != ((GetAsyncKeyState(Keys.Left)) & 0x8000))
                {
                    gameState.mSelectionX1--;
                }
                if (0 != ((GetAsyncKeyState(Keys.Right)) & 0x8000))
                {
                    gameState.mSelectionX1++;
                }
                if (0 != ((GetAsyncKeyState(Keys.Down)) & 0x8000))
                {
                    gameState.mSelectionY1--;
                }
                if (0 != ((GetAsyncKeyState(Keys.Up)) & 0x8000))
                {
                    gameState.mSelectionY1++;
                }
            }



            xScreenMin = gameState.mSelectionX1;
            yScreenMin = gameState.mSelectionY1;
            xScreenMax = gameState.mSelectionX2;
            yScreenMax = gameState.mSelectionY2;



            xTexelMin = (int)(256.0f * (((float)xScreenMin - videoSheetX) / videoSheetHeight));
            yTexelMin = (int)(256.0f * (((float)yScreenMin - videoSheetY) / videoSheetHeight));
            xTexelMax = (int)(256.0f * (((float)xScreenMax - videoSheetX) / videoSheetHeight));
            yTexelMax = (int)(256.0f * (((float)yScreenMax - videoSheetY) / videoSheetHeight));

            int disregard = 0;

            if (xTexelMin < 0)
            {
                disregard = 1;
                xTexelMin = 0;
            }
            if (yTexelMin < 0)
            {
                disregard = 1;
                yTexelMin = 0;
            }
            if (xTexelMax < 0)
            {
                disregard = 1;
                xTexelMax = 0;
            }
            if (yTexelMax < 0)
            {
                disregard = 1;
                yTexelMax = 0;
            }

            if (xTexelMin > 255)
            {
                disregard = 1;
                xTexelMin = 255;
            }
            if (yTexelMin > 255)
            {
                disregard = 1;
                yTexelMin = 255;
            }
            if (xTexelMax > 255)
            {
                disregard = 1;
                xTexelMax = 255;
            }
            if (yTexelMax > 255)
            {
                disregard = 1;
                yTexelMax = 255;
            }

            if (xTexelMin > xTexelMax)
            {
                int swap = xTexelMin;
                xTexelMin = xTexelMax;
                xTexelMax = swap;
            }

            if (yTexelMin > yTexelMax)
            {
                int swap = yTexelMin;
                yTexelMin = yTexelMax;
                yTexelMax = swap;
            }


            // Only set region if in training mode!
            if ((true == gameState.mCalibrationModeFlag) && (0 == disregard))
            {
                STEngine.GetVideoProcessing( ).SetRegion(xTexelMin, yTexelMin, xTexelMax, yTexelMax);
            }


            STEngine.GetVideoProcessing( ).GetRegion(ref xTexelMin, ref yTexelMin, ref xTexelMax, ref yTexelMax);

            xScreenMin = (int)(videoSheetX + (videoSheetHeight * (float)xTexelMin / 256.0f));
            yScreenMin = (int)(videoSheetY + (videoSheetHeight * (float)yTexelMin / 256.0f));
            xScreenMax = (int)(videoSheetX + (videoSheetHeight * (float)xTexelMax / 256.0f));
            yScreenMax = (int)(videoSheetY + (videoSheetHeight * (float)yTexelMax / 256.0f));


            x1 = videoSheetX;
            y1 = videoSheetY;
            x2 = x1 + (videoSheetWidth - 1.0f);
            y2 = y1 + (videoSheetHeight - 1.0f);


            int currentClassification = STEngine.GetVideoProcessing( ).GetRegionClassification( );

            if (0 == currentClassification)
            {
                // If the previous classification was a PIECE, and the current classification
                // is something different, then submit the piece (which must have fallen
                // by a row by now).
                if ((gameState.mPreviousClassification >= 1) && (gameState.mPreviousClassification <= 7))
                {
                    game.SpawnSpecifiedPieceShape(STPiece.GetShapeCorrespondingToByteCode((byte)gameState.mPreviousClassification));
                }
            }

            gameState.mPreviousClassification = currentClassification;


            Color color;

            color =
                STGameDrawing.GetCellValueColorARGB // Returns WHITE for unknown
                (
                    (byte)currentClassification,    // 0..6
                    false                           // monochrome mode
                );

            float red   = 0.0f;
            float green = 0.0f;
            float blue  = 0.0f;

            red   = (float)(color.R) / 255.0f;
            green = (float)(color.G) / 255.0f;
            blue  = (float)(color.B) / 255.0f;


            gr.glColor3f(red, green, blue);

            gr.glBegin(GR.GL_LINES);

            gr.glVertex2f((float)xScreenMin, (float)yScreenMin);
            gr.glVertex2f((float)xScreenMin, (float)yScreenMax);

            gr.glVertex2f((float)xScreenMax, (float)yScreenMin);
            gr.glVertex2f((float)xScreenMax, (float)yScreenMax);

            gr.glVertex2f((float)xScreenMin, (float)yScreenMin);
            gr.glVertex2f((float)xScreenMax, (float)yScreenMin);

            gr.glVertex2f((float)xScreenMin, (float)yScreenMax);
            gr.glVertex2f((float)xScreenMax, (float)yScreenMax);

            // Horizontal divider
            gr.glVertex2f((float)xScreenMin, (float)((yScreenMin + yScreenMax) / 2));
            gr.glVertex2f((float)xScreenMax, (float)((yScreenMin + yScreenMax) / 2));

            // Vertical dividers
            gr.glVertex2f((float)(xScreenMin + ((xScreenMax - xScreenMin) / 4)), (float)yScreenMin);
            gr.glVertex2f((float)(xScreenMin + ((xScreenMax - xScreenMin) / 4)), (float)yScreenMax);

            gr.glVertex2f((float)(xScreenMin + 2 * ((xScreenMax - xScreenMin) / 4)), (float)yScreenMin);
            gr.glVertex2f((float)(xScreenMin + 2 * ((xScreenMax - xScreenMin) / 4)), (float)yScreenMax);

            gr.glVertex2f((float)(xScreenMin + 3 * ((xScreenMax - xScreenMin) / 4)), (float)yScreenMin);
            gr.glVertex2f((float)(xScreenMin + 3 * ((xScreenMax - xScreenMin) / 4)), (float)yScreenMax);

            gr.glEnd( );

            gr.glDisable(GR.GL_SCISSOR_TEST);
        }
        public void Paint(object sender, PaintEventArgs e)
        {
            if (null == sender)
            {
                return;
            }
            if (false == (sender is GRControl))
            {
                return;
            }

            GRControl grControl = (sender as GRControl);
            GR        gr        = grControl.GetGR( );

            int clientWidth  = grControl.ClientRectangle.Width;
            int clientHeight = grControl.ClientRectangle.Height;

            if (clientWidth <= 0)
            {
                clientWidth = 1;
            }
            if (clientHeight <= 0)
            {
                clientHeight = 1;
            }


            // Viewport
            gr.glViewport(0, 0, clientWidth, clientHeight);


            // Clear the viewport
            gr.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            gr.glClear(GR.GL_COLOR_BUFFER_BIT | GR.GL_DEPTH_BUFFER_BIT);


            // Basic rendering conditions
            gr.glEnable(GR.GL_DEPTH_TEST);
            gr.glDepthFunc(GR.GL_LEQUAL);
            gr.glEnable(GR.GL_CULL_FACE);
            gr.glCullFace(GR.GL_BACK);
            gr.glFrontFace(GR.GL_CCW);



            gr.glMatrixMode(GR.GL_PROJECTION);
            gr.glLoadIdentity( );
            gr.gluOrtho2D(0.0, (double)clientWidth, 0.0, (double)clientHeight);

            gr.glMatrixMode(GR.GL_MODELVIEW);
            gr.glLoadIdentity( );



            // TETRIS GAME ITERATION

            STUserInterface.PerformGameIterations
            (
                STEngine.GetGame( ),
                grControl.GetPreviousFrameDurationSeconds( )
            );


            // TETRIS GAME DRAWING

            System.Drawing.Point controlRelativePoint = grControl.PointToClient(Cursor.Position);
            int clientRelativeCursorX = controlRelativePoint.X;
            int clientRelativeCursorY = controlRelativePoint.Y;

            STGameDrawing.DrawScreen
            (
                clientWidth,
                clientHeight,
                clientRelativeCursorX,
                clientRelativeCursorY,
                gr,
                STEngine.GetGame( ),
                STEngine.GetConsole( )
            );



            // Flush all the current rendering and flip the back buffer to the front.
            gr.wglSwapBuffers(grControl.GetHDC( ));
        }