aboutsummaryrefslogtreecommitdiff
path: root/backends/platform/ios7/ios7_video.mm
blob: 5c0434d43e9d7fb786ac0b1a0238829856c8afb5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL

#include "backends/platform/ios7/ios7_video.h"

#include "graphics/colormasks.h"
#include "common/system.h"
#include "backends/platform/ios7/ios7_app_delegate.h"

static int g_needsScreenUpdate = 0;

#if 0
static long g_lastTick = 0;
static int g_frames = 0;
#endif

#define printOpenGLError() printOglError(__FILE__, __LINE__)

int printOglError(const char *file, int line) {
	int retCode = 0;

	// returns 1 if an OpenGL error occurred, 0 otherwise.
	GLenum glErr = glGetError();
	while (glErr != GL_NO_ERROR) {
		fprintf(stderr, "glError: %u (%s: %d)\n", glErr, file, line);
		retCode = 1;
		glErr = glGetError();
	}
	return retCode;
}

bool iOS7_isBigDevice() {
	return UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad;
}

void iOS7_updateScreen() {
	//printf("Mouse: (%i, %i)\n", mouseX, mouseY);
	if (!g_needsScreenUpdate) {
		g_needsScreenUpdate = 1;
		[[iOS7AppDelegate iPhoneView] performSelectorOnMainThread:@selector(updateSurface) withObject:nil waitUntilDone: NO];
	}
}

bool iOS7_fetchEvent(InternalEvent *event) {
	return [[iOS7AppDelegate iPhoneView] fetchEvent:event];
}

uint getSizeNextPOT(uint size) {
	if ((size & (size - 1)) || !size) {
		int log = 0;

		while (size >>= 1)
			++log;

		size = (2 << log);
	}

	return size;
}

@implementation iPhoneView

+ (Class)layerClass {
	return [CAEAGLLayer class];
}

- (VideoContext *)getVideoContext {
	return &_videoContext;
}

- (void)createContext {
	CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;

	eaglLayer.opaque = YES;
	eaglLayer.drawableProperties = @{
	                                 kEAGLDrawablePropertyRetainedBacking: @NO,
	                                 kEAGLDrawablePropertyColorFormat: kEAGLColorFormatRGB565
	                                };

	_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];

	// In case creating the OpenGL ES context failed, we will error out here.
	if (_context == nil) {
		fprintf(stderr, "Could not create OpenGL ES context\n");
		exit(-1);
	}

	if ([EAGLContext setCurrentContext:_context]) {
		// glEnableClientState(GL_TEXTURE_COORD_ARRAY); printOpenGLError();
		// glEnableClientState(GL_VERTEX_ARRAY); printOpenGLError();
		[self setupOpenGL];
	}
}

- (void)setupOpenGL {
	[self setupFramebuffer];
	[self createOverlaySurface];
	[self compileShaders];
	[self setupVBOs];
	[self setupTextures];

	[self finishGLSetup];
}

- (void)finishGLSetup {
	glViewport(0, 0, _renderBufferWidth, _renderBufferHeight); printOpenGLError();
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f); printOpenGLError();

	glUniform2f(_screenSizeSlot, _renderBufferWidth, _renderBufferHeight);

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}

- (void)freeOpenGL {
	[self deleteTextures];
	[self deleteVBOs];
	[self deleteShaders];
	[self deleteFramebuffer];
}

- (void)rebuildFrameBuffer {
	[self deleteFramebuffer];
	[self setupFramebuffer];
	[self finishGLSetup];
}

- (void)setupFramebuffer {
	glGenRenderbuffers(1, &_viewRenderbuffer);
	printOpenGLError();
	glBindRenderbuffer(GL_RENDERBUFFER, _viewRenderbuffer);
	printOpenGLError();
	[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(id <EAGLDrawable>) self.layer];

	glGenFramebuffers(1, &_viewFramebuffer);
	printOpenGLError();
	glBindFramebuffer(GL_FRAMEBUFFER, _viewFramebuffer);
	printOpenGLError();
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _viewRenderbuffer);
	printOpenGLError();

	// Retrieve the render buffer size. This *should* match the frame size,
	// i.e. g_fullWidth and g_fullHeight.
	glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &_renderBufferWidth);
	printOpenGLError();
	glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_renderBufferHeight);
	printOpenGLError();

	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
		NSLog(@"Failed to make complete framebuffer object %x.", glCheckFramebufferStatus(GL_FRAMEBUFFER));
		return;
	}
}

- (void)createOverlaySurface {
	uint overlayWidth = (uint) MAX(_renderBufferWidth, _renderBufferHeight);
	uint overlayHeight = (uint) MIN(_renderBufferWidth, _renderBufferHeight);

	if (iOS7_isBigDevice()) {
		// On really big displays, like the iPad Pro, we scale the interface down
		// so that the controls are not too small..
		while (overlayHeight > 1024) {
			overlayWidth /= 2;
			overlayHeight /= 2;
		}
	}
	else {
		// On small devices, we force the user interface to use the small theme
		while (overlayHeight > 480) {
			overlayWidth /= 2;
			overlayHeight /= 2;
		}
	}

	_videoContext.overlayWidth = overlayWidth;
	_videoContext.overlayHeight = overlayHeight;

	uint overlayTextureWidthPOT  = getSizeNextPOT(overlayWidth);
	uint overlayTextureHeightPOT = getSizeNextPOT(overlayHeight);

	// Since the overlay size won't change the whole run, we can
	// precalculate the texture coordinates for the overlay texture here
	// and just use it later on.
	GLfloat u = _videoContext.overlayWidth / (GLfloat) overlayTextureWidthPOT;
	GLfloat v = _videoContext.overlayHeight / (GLfloat) overlayTextureHeightPOT;
	_overlayCoords[0].x = 0; _overlayCoords[0].y = 0; _overlayCoords[0].u = 0; _overlayCoords[0].v = 0;
	_overlayCoords[1].x = 0; _overlayCoords[1].y = 0; _overlayCoords[1].u = u; _overlayCoords[1].v = 0;
	_overlayCoords[2].x = 0; _overlayCoords[2].y = 0; _overlayCoords[2].u = 0; _overlayCoords[2].v = v;
	_overlayCoords[3].x = 0; _overlayCoords[3].y = 0; _overlayCoords[3].u = u; _overlayCoords[3].v = v;

	_videoContext.overlayTexture.create((uint16) overlayTextureWidthPOT, (uint16) overlayTextureHeightPOT, Graphics::createPixelFormat<5551>());
}

- (void)deleteFramebuffer {
	glDeleteRenderbuffers(1, &_viewRenderbuffer);
	glDeleteFramebuffers(1, &_viewFramebuffer);
}

- (void)setupVBOs {
	glGenBuffers(1, &_vertexBuffer);
	glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
}

- (void)deleteVBOs {
	glDeleteBuffers(1, &_vertexBuffer);
}

- (GLuint)compileShader:(const char*)shaderPrg withType:(GLenum)shaderType {
	GLuint shaderHandle = glCreateShader(shaderType);

	int shaderPrgLength = strlen(shaderPrg);
	glShaderSource(shaderHandle, 1, &shaderPrg, &shaderPrgLength);

	glCompileShader(shaderHandle);

	GLint compileSuccess;
	glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &compileSuccess);
	if (compileSuccess == GL_FALSE) {
		GLchar messages[256];
		glGetShaderInfoLog(shaderHandle, sizeof(messages), 0, &messages[0]);
		NSString *messageString = [NSString stringWithUTF8String:messages];
		NSLog(@"%@", messageString);
		exit(1);
	}

	return shaderHandle;
}

- (void)compileShaders {
	const char *vertexPrg =
			"uniform vec2 ScreenSize;"
			"uniform float Shake;"
			""
			"attribute vec2 Position;"
			"attribute vec2 TexCoord;"
			""
			"varying vec4 DestColor;"
			"varying vec2 o_TexCoord;"
			""
			"void main(void) {"
			"	DestColor = vec4(Position.x, Position.y, 0, 1);"
			"	o_TexCoord = TexCoord;"
			"	gl_Position = vec4((Position.x / ScreenSize.x) * 2.0 - 1.0, (1.0 - (Position.y + Shake) / ScreenSize.y) * 2.0 - 1.0, 0, 1);"
			"}";

	const char *fragmentPrg =
			"uniform sampler2D Texture;"
			""
			"varying lowp vec4 DestColor;"
			"varying lowp vec2 o_TexCoord;"
			""
			"void main(void) {"
			"	gl_FragColor = texture2D(Texture, o_TexCoord);"
			"}";

	_vertexShader = [self compileShader:vertexPrg withType:GL_VERTEX_SHADER];
	_fragmentShader = [self compileShader:fragmentPrg withType:GL_FRAGMENT_SHADER];

	GLuint programHandle = glCreateProgram();
	glAttachShader(programHandle, _vertexShader);
	glAttachShader(programHandle, _fragmentShader);
	glLinkProgram(programHandle);

	GLint linkSuccess;
	glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
	if (linkSuccess == GL_FALSE) {
		printOpenGLError();
		exit(1);
	}

	glUseProgram(programHandle);

	_screenSizeSlot = (GLuint) glGetUniformLocation(programHandle, "ScreenSize");
	_textureSlot = (GLuint) glGetUniformLocation(programHandle, "Texture");
	_shakeSlot = (GLuint) glGetUniformLocation(programHandle, "Shake");

	_positionSlot = (GLuint) glGetAttribLocation(programHandle, "Position");
	_textureCoordSlot = (GLuint) glGetAttribLocation(programHandle, "TexCoord");

	glEnableVertexAttribArray(_positionSlot);
	glEnableVertexAttribArray(_textureCoordSlot);

	glUniform1i(_textureSlot, 0); printOpenGLError();
}

- (void)deleteShaders {
	glDeleteShader(_vertexShader);
	glDeleteShader(_fragmentShader);
}

- (void)setupTextures {
	glGenTextures(1, &_screenTexture); printOpenGLError();
	glGenTextures(1, &_overlayTexture); printOpenGLError();
	glGenTextures(1, &_mouseCursorTexture); printOpenGLError();

	[self setGraphicsMode];
}

- (void)deleteTextures {
	if (_screenTexture) {
		glDeleteTextures(1, &_screenTexture); printOpenGLError();
		_screenTexture = 0;
	}
	if (_overlayTexture) {
		glDeleteTextures(1, &_overlayTexture); printOpenGLError();
		_overlayTexture = 0;
	}
	if (_mouseCursorTexture) {
		glDeleteTextures(1, &_mouseCursorTexture); printOpenGLError();
		_mouseCursorTexture = 0;
	}
}

- (void)setupGestureRecognizers {
	UISwipeGestureRecognizer *swipeRight = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(twoFingersSwipeRight:)];
	swipeRight.direction = UISwipeGestureRecognizerDirectionRight;
	swipeRight.numberOfTouchesRequired = 2;
	swipeRight.delaysTouchesBegan = NO;
	swipeRight.delaysTouchesEnded = NO;

	UISwipeGestureRecognizer *swipeLeft = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(twoFingersSwipeLeft:)];
	swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
	swipeLeft.numberOfTouchesRequired = 2;
	swipeLeft.delaysTouchesBegan = NO;
	swipeLeft.delaysTouchesEnded = NO;

	UISwipeGestureRecognizer *swipeUp = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(twoFingersSwipeUp:)];
	swipeUp.direction = UISwipeGestureRecognizerDirectionUp;
	swipeUp.numberOfTouchesRequired = 2;
	swipeUp.delaysTouchesBegan = NO;
	swipeUp.delaysTouchesEnded = NO;

	UISwipeGestureRecognizer *swipeDown = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(twoFingersSwipeDown:)];
	swipeDown.direction = UISwipeGestureRecognizerDirectionDown;
	swipeDown.numberOfTouchesRequired = 2;
	swipeDown.delaysTouchesBegan = NO;
	swipeDown.delaysTouchesEnded = NO;

	UITapGestureRecognizer *doubleTapTwoFingers = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(twoFingersDoubleTap:)];
	doubleTapTwoFingers.numberOfTapsRequired = 2;
	doubleTapTwoFingers.numberOfTouchesRequired = 2;
	doubleTapTwoFingers.delaysTouchesBegan = NO;
	doubleTapTwoFingers.delaysTouchesEnded = NO;

	[self addGestureRecognizer:swipeRight];
	[self addGestureRecognizer:swipeLeft];
	[self addGestureRecognizer:swipeUp];
	[self addGestureRecognizer:swipeDown];
	[self addGestureRecognizer:doubleTapTwoFingers];

	[swipeRight release];
	[swipeLeft release];
	[swipeUp release];
	[swipeDown release];
	[doubleTapTwoFingers release];
}

- (id)initWithFrame:(struct CGRect)frame {
	self = [super initWithFrame: frame];

#if defined(USE_SCALERS) || defined(USE_HQ_SCALERS)
	InitScalers(565);
#endif

	[self setupGestureRecognizers];

	[self setContentScaleFactor:[[UIScreen mainScreen] scale]];

#ifdef ENABLE_IOS7_SCALERS
	_scalerMemorySrc = NULL;
	_scalerMemoryDst = NULL;
	_scalerMemorySrcSize = 0;
	_scalerMemoryDstSize = 0;
	_scaler = NULL;
	_scalerScale = 1;
#endif

	_keyboardView = nil;
	_screenTexture = 0;
	_overlayTexture = 0;
	_mouseCursorTexture = 0;

	_scaledShakeOffsetY = 0;

	_firstTouch = NULL;
	_secondTouch = NULL;

	_eventLock = [[NSLock alloc] init];

	memset(_gameScreenCoords, 0, sizeof(GLVertex) * 4);
	memset(_overlayCoords, 0, sizeof(GLVertex) * 4);
	memset(_mouseCoords, 0, sizeof(GLVertex) * 4);

	// Initialize the OpenGL ES context
	[self createContext];

	return self;
}

- (void)dealloc {
	[_keyboardView release];

	_videoContext.screenTexture.free();
	_videoContext.overlayTexture.free();
	_videoContext.mouseTexture.free();

#ifdef ENABLE_IOS7_SCALERS
	free(_scalerMemorySrc);
	free(_scalerMemoryDst);
#endif

	[_eventLock release];
	[super dealloc];
}

- (void)setFilterModeForTexture:(GLuint)tex {
	if (!tex)
		return;

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, tex); printOpenGLError();

	GLint filter = GL_LINEAR;

	switch (_videoContext.graphicsMode) {
	case kGraphicsModeNone:
		filter = GL_NEAREST;
		break;

	case kGraphicsModeLinear:
	case kGraphicsMode2xSaI:
	case kGraphicsModeSuper2xSaI:
	case kGraphicsModeSuperEagle:
	case kGraphicsModeAdvMame2x:
	case kGraphicsModeAdvMame3x:
	case kGraphicsModeHQ2x:
	case kGraphicsModeHQ3x:
	case kGraphicsModeTV2x:
	case kGraphicsModeDotMatrix:
		filter = GL_LINEAR;
		break;
	}

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); printOpenGLError();
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); printOpenGLError();
	// We use GL_CLAMP_TO_EDGE here to avoid artifacts when linear filtering
	// is used. If we would not use this for example the cursor in Loom would
	// have a line/border artifact on the right side of the covered rect.
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); printOpenGLError();
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); printOpenGLError();
}

#ifdef ENABLE_IOS7_SCALERS
- (void)setScaler {
	ScalerProc *scaler = NULL;
	int scalerScale = 1;

	switch (_videoContext.graphicsMode) {
	case kGraphicsModeLinear:
		break;

	case kGraphicsModeNone:
		break;
#ifdef USE_SCALERS
	case kGraphicsMode2xSaI:
		scaler = _2xSaI;
		scalerScale = 2;
		break;

	case kGraphicsModeSuper2xSaI:
		scaler = Super2xSaI;
		scalerScale = 2;
		break;

	case kGraphicsModeSuperEagle:
		scaler = SuperEagle;
		scalerScale = 2;
		break;

	case kGraphicsModeAdvMame2x:
		scaler = AdvMame2x;
		scalerScale = 2;
		break;

	case kGraphicsModeAdvMame3x:
		scaler = AdvMame3x;
		scalerScale = 3;
		break;

#ifdef USE_HQ_SCALERS
	case kGraphicsModeHQ2x:
		scaler = HQ2x;
		scalerScale = 2;
		break;

	case kGraphicsModeHQ3x:
		scaler = HQ3x;
		scalerScale = 3;
		break;
#endif

	case kGraphicsModeTV2x:
		scaler = TV2x;
		scalerScale = 2;
		break;

	case kGraphicsModeDotMatrix:
		scaler = DotMatrix;
		scalerScale = 2;
		break;
#endif

	default:
		break;
	}

	_scaler = scaler;
	_scalerScale = scalerScale;
}
#endif

- (void)setGraphicsMode {
	[self setFilterModeForTexture:_screenTexture];
	[self setFilterModeForTexture:_overlayTexture];
	[self setFilterModeForTexture:_mouseCursorTexture];
#ifdef ENABLE_IOS7_SCALERS
	[self setScaler];
#endif
}

- (void)updateSurface {
	if (!g_needsScreenUpdate) {
		return;
	}
	g_needsScreenUpdate = 0;

	glClear(GL_COLOR_BUFFER_BIT); printOpenGLError();

	[self updateMainSurface];

	if (_videoContext.overlayVisible)
		[self updateOverlaySurface];

	if (_videoContext.mouseIsVisible)
		[self updateMouseSurface];

	[_context presentRenderbuffer:GL_RENDERBUFFER];
	glFinish();
}

- (void)notifyMouseMove {
	const GLint mouseX = (GLint)(_videoContext.mouseX * _mouseScaleX) - _mouseHotspotX;
	const GLint mouseY = (GLint)(_videoContext.mouseY * _mouseScaleY) - _mouseHotspotY;

	_mouseCoords[0].x = _mouseCoords[2].x = mouseX;
	_mouseCoords[0].y = _mouseCoords[1].y = mouseY;
	_mouseCoords[1].x = _mouseCoords[3].x = mouseX + _mouseWidth;
	_mouseCoords[2].y = _mouseCoords[3].y = mouseY + _mouseHeight;
}

- (void)updateMouseCursorScaling {
	CGRect *rect;
	int maxWidth, maxHeight;

	if (!_videoContext.overlayVisible) {
		rect = &_gameScreenRect;
		maxWidth = _videoContext.screenWidth;
		maxHeight = _videoContext.screenHeight;
	} else {
		rect = &_overlayRect;
		maxWidth = _videoContext.overlayWidth;
		maxHeight = _videoContext.overlayHeight;
	}

	if (!maxWidth || !maxHeight) {
		printf("WARNING: updateMouseCursorScaling called when screen was not ready (%d)!\n", _videoContext.overlayVisible);
		return;
	}

	_mouseScaleX = CGRectGetWidth(*rect) / (GLfloat)maxWidth;
	_mouseScaleY = CGRectGetHeight(*rect) / (GLfloat)maxHeight;

	_mouseWidth = (GLint)(_videoContext.mouseWidth * _mouseScaleX);
	_mouseHeight = (GLint)(_videoContext.mouseHeight * _mouseScaleY);

	_mouseHotspotX = (GLint)(_videoContext.mouseHotspotX * _mouseScaleX);
	_mouseHotspotY = (GLint)(_videoContext.mouseHotspotY * _mouseScaleY);

	// We subtract the screen offset to the hotspot here to simplify the
	// screen offset handling in the mouse code. Note the subtraction here
	// makes sure that the offset actually gets added to the mouse position,
	// since the hotspot offset is substracted from the position.
	_mouseHotspotX -= (GLint)CGRectGetMinX(*rect);
	_mouseHotspotY -= (GLint)CGRectGetMinY(*rect);

	// FIXME: For now we also adapt the mouse position here. In reality we
	// would be better off to also adjust the event position when switching
	// from overlay to game screen or vica versa.
	[self notifyMouseMove];
}

- (void)updateMouseCursor {
	[self updateMouseCursorScaling];

	_mouseCoords[1].u = _mouseCoords[3].u = (_videoContext.mouseWidth - 1) / (GLfloat)_videoContext.mouseTexture.w;
	_mouseCoords[2].v = _mouseCoords[3].v = (_videoContext.mouseHeight - 1) / (GLfloat)_videoContext.mouseTexture.h;

	[self setFilterModeForTexture:_mouseCursorTexture];
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _videoContext.mouseTexture.w, _videoContext.mouseTexture.h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, _videoContext.mouseTexture.getPixels()); printOpenGLError();
}

- (void)updateMainSurface {
	glBufferData(GL_ARRAY_BUFFER, sizeof(GLVertex) * 4, _gameScreenCoords, GL_STATIC_DRAW);
	glVertexAttribPointer(_positionSlot, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), 0);
	glVertexAttribPointer(_textureCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), (GLvoid *) (sizeof(GLfloat) * 2));

	[self setFilterModeForTexture:_screenTexture];

	// Unfortunately we have to update the whole texture every frame, since glTexSubImage2D is actually slower in all cases
	// due to the iPhone internals having to convert the whole texture back from its internal format when used.
	// In the future we could use several tiled textures instead.
#ifdef ENABLE_IOS7_SCALERS
	if (_scaler) {
		size_t neededSrcMemorySize = (size_t) (_videoContext.screenTexture.pitch * (_videoContext.screenTexture.h + 4));
		size_t neededDstMemorySize = (size_t) (_videoContext.screenTexture.pitch * (_videoContext.screenTexture.h + 4) * _scalerScale * _scalerScale);
		if (neededSrcMemorySize != _scalerMemorySrcSize) {
			_scalerMemorySrc = (uint8_t *) realloc(_scalerMemorySrc, neededSrcMemorySize);
			_scalerMemorySrcSize = neededSrcMemorySize;
		}
		if (neededDstMemorySize != _scalerMemoryDstSize) {
			_scalerMemoryDst = (uint8_t *) realloc(_scalerMemoryDst, neededDstMemorySize);
			_scalerMemoryDstSize = neededDstMemorySize;
		}

		// Clear two lines before
		memset(_scalerMemorySrc, 0, (size_t) (_videoContext.screenTexture.pitch * 2));
		// Copy original buffer
		memcpy(_scalerMemorySrc + _videoContext.screenTexture.pitch * 2, _videoContext.screenTexture.getPixels(), _videoContext.screenTexture.pitch * _videoContext.screenTexture.h);
		// Clear two lines after
		memset(_scalerMemorySrc + _videoContext.screenTexture.pitch * (2 + _videoContext.screenTexture.h), 0, (size_t) (_videoContext.screenTexture.pitch * 2));
		// Apply scaler
		_scaler(_scalerMemorySrc + _videoContext.screenTexture.pitch * 2,
		        _videoContext.screenTexture.pitch,
		        _scalerMemoryDst,
		        (uint32) (_videoContext.screenTexture.pitch * _scalerScale),
		        _videoContext.screenTexture.w,
		        _videoContext.screenTexture.h);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _videoContext.screenTexture.w * _scalerScale, _videoContext.screenTexture.h * _scalerScale, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, _scalerMemoryDst); printOpenGLError();
	}
	else {
#endif
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _videoContext.screenTexture.w, _videoContext.screenTexture.h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, _videoContext.screenTexture.getPixels()); printOpenGLError();
#ifdef ENABLE_IOS7_SCALERS
	}
#endif

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError();
}

- (void)updateOverlaySurface {
	glBufferData(GL_ARRAY_BUFFER, sizeof(GLVertex) * 4, _overlayCoords, GL_STATIC_DRAW);
	glVertexAttribPointer(_positionSlot, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), 0);
	glVertexAttribPointer(_textureCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), (GLvoid *) (sizeof(GLfloat) * 2));

	[self setFilterModeForTexture:_overlayTexture];

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _videoContext.overlayTexture.w, _videoContext.overlayTexture.h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, _videoContext.overlayTexture.getPixels()); printOpenGLError();
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError();
}

- (void)updateMouseSurface {
	glBufferData(GL_ARRAY_BUFFER, sizeof(GLVertex) * 4, _mouseCoords, GL_STATIC_DRAW);
	glVertexAttribPointer(_positionSlot, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), 0);
	glVertexAttribPointer(_textureCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), (GLvoid *) (sizeof(GLfloat) * 2));

	glBindTexture(GL_TEXTURE_2D, _mouseCursorTexture); printOpenGLError();

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError();
}

- (void)createScreenTexture {
	const uint screenTexWidth = getSizeNextPOT(_videoContext.screenWidth);
	const uint screenTexHeight = getSizeNextPOT(_videoContext.screenHeight);

	_gameScreenCoords[1].u = _gameScreenCoords[3].u = _videoContext.screenWidth / (GLfloat)screenTexWidth;
	_gameScreenCoords[2].v = _gameScreenCoords[3].v = _videoContext.screenHeight / (GLfloat)screenTexHeight;

	_videoContext.screenTexture.create((uint16) screenTexWidth, (uint16) screenTexHeight, Graphics::createPixelFormat<565>());
}

- (void)initSurface {
	if (_context) {
		[self rebuildFrameBuffer];
	}

	BOOL isLandscape = (self.bounds.size.width > self.bounds.size.height); // UIDeviceOrientationIsLandscape([[UIDevice currentDevice] orientation]);

	int screenWidth, screenHeight;
	if (isLandscape) {
		screenWidth = MAX(_renderBufferWidth, _renderBufferHeight);
		screenHeight = MIN(_renderBufferWidth, _renderBufferHeight);
	}
	else {
		screenWidth = MIN(_renderBufferWidth, _renderBufferHeight);
		screenHeight = MAX(_renderBufferWidth, _renderBufferHeight);
	}

	glBindRenderbuffer(GL_RENDERBUFFER, _viewRenderbuffer); printOpenGLError();

	[self clearColorBuffer];

	GLfloat adjustedWidth = _videoContext.screenWidth;
	GLfloat adjustedHeight = _videoContext.screenHeight;
	if (_videoContext.asprectRatioCorrection) {
		if (_videoContext.screenWidth == 320 && _videoContext.screenHeight == 200)
			adjustedHeight = 240;
		else if (_videoContext.screenWidth == 640 && _videoContext.screenHeight == 400)
			adjustedHeight = 480;
	}

	float overlayPortraitRatio;

	if (isLandscape) {
		GLfloat gameScreenRatio = adjustedWidth / adjustedHeight;
		GLfloat screenRatio = (GLfloat)screenWidth / (GLfloat)screenHeight;

		// These are the width/height according to the portrait layout!
		int rectWidth, rectHeight;
		int xOffset, yOffset;

		if (gameScreenRatio < screenRatio) {
			// When the game screen ratio is less than the screen ratio
			// we need to scale the width, since the game screen was higher
			// compared to the width than our output screen is.
			rectWidth = (int)(screenHeight * gameScreenRatio);
			rectHeight = screenHeight;
			xOffset = (screenWidth - rectWidth) / 2;
			yOffset = 0;
		} else {
			// When the game screen ratio is bigger than the screen ratio
			// we need to scale the height, since the game screen was wider
			// compared to the height than our output screen is.
			rectWidth = screenWidth;
			rectHeight = (int)(screenWidth / gameScreenRatio);
			xOffset = 0;
			yOffset = (screenHeight - rectHeight) / 2;
		}

		[_keyboardView hideKeyboard];

		//printf("Rect: %i, %i, %i, %i\n", xOffset, yOffset, rectWidth, rectHeight);
		_gameScreenRect = CGRectMake(xOffset, yOffset, rectWidth, rectHeight);
		overlayPortraitRatio = 1.0f;
	} else {
		GLfloat ratio = adjustedHeight / adjustedWidth;
		int height = (int)(screenWidth * ratio);
		//printf("Making rect (%u, %u)\n", screenWidth, height);
		_gameScreenRect = CGRectMake(0, 0, screenWidth, height);

		CGRect keyFrame = CGRectMake(0.0f, 0.0f, 0.0f, 0.0f);
		if (_keyboardView == nil) {
			_keyboardView = [[SoftKeyboard alloc] initWithFrame:keyFrame];
			[_keyboardView setInputDelegate:self];
			[self addSubview:[_keyboardView inputView]];
			[self addSubview: _keyboardView];
		}

		[_keyboardView showKeyboard];
		overlayPortraitRatio = (_videoContext.overlayHeight * ratio) / _videoContext.overlayWidth;
	}
	_overlayRect = CGRectMake(0, 0, screenWidth, screenHeight * overlayPortraitRatio);

	_gameScreenCoords[0].x = _gameScreenCoords[2].x = CGRectGetMinX(_gameScreenRect);
	_gameScreenCoords[0].y = _gameScreenCoords[1].y = CGRectGetMinY(_gameScreenRect);
	_gameScreenCoords[1].x = _gameScreenCoords[3].x = CGRectGetMaxX(_gameScreenRect);
	_gameScreenCoords[2].y = _gameScreenCoords[3].y = CGRectGetMaxY(_gameScreenRect);

	_overlayCoords[1].x = _overlayCoords[3].x = CGRectGetMaxX(_overlayRect);
	_overlayCoords[2].y = _overlayCoords[3].y = CGRectGetMaxY(_overlayRect);

	[self setViewTransformation];
	[self updateMouseCursorScaling];
}

- (void)setViewTransformation {
	// Scale the shake offset according to the overlay size. We need this to
	// adjust the overlay mouse click coordinates when an offset is set.
	_scaledShakeOffsetY = (int)(_videoContext.shakeOffsetY / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect));

	glUniform1f(_shakeSlot, _scaledShakeOffsetY);
}

- (void)clearColorBuffer {
	// The color buffer is triple-buffered, so we clear it multiple times right away to avid doing any glClears later.
	int clearCount = 5;
	while (clearCount-- > 0) {
		glClear(GL_COLOR_BUFFER_BIT); printOpenGLError();
		[_context presentRenderbuffer:GL_RENDERBUFFER];
		glFinish();
	}
}

- (void)addEvent:(InternalEvent)event {
	[_eventLock lock];
	_events.push_back(event);
	[_eventLock unlock];
}

- (bool)fetchEvent:(InternalEvent *)event {
	[_eventLock lock];
	if (_events.empty()) {
		[_eventLock unlock];
		return false;
	}

	*event = *_events.begin();
	_events.pop_front();
	[_eventLock unlock];
	return true;
}

- (bool)getMouseCoords:(CGPoint)point eventX:(int *)x eventY:(int *)y {
	// We scale the input according to our scale factor to get actual screen
	// coordinates.
	point.x *= self.contentScaleFactor;
	point.y *= self.contentScaleFactor;

	CGRect *area;
	int width, height, offsetY;
	if (_videoContext.overlayVisible) {
		area = &_overlayRect;
		width = _videoContext.overlayWidth;
		height = _videoContext.overlayHeight;
		offsetY = _scaledShakeOffsetY;
	} else {
		area = &_gameScreenRect;
		width = _videoContext.screenWidth;
		height = _videoContext.screenHeight;
		offsetY = _videoContext.shakeOffsetY;
	}

	point.x = (point.x - CGRectGetMinX(*area)) / CGRectGetWidth(*area);
	point.y = (point.y - CGRectGetMinY(*area)) / CGRectGetHeight(*area);

	*x = (int)(point.x * width);
	// offsetY describes the translation of the screen in the upward direction,
	// thus we need to add it here.
	*y = (int)(point.y * height + offsetY);

	if (!iOS7_touchpadModeEnabled()) {
		// Clip coordinates
		if (*x < 0 || *x > width || *y < 0 || *y > height)
			return false;
	}

	return true;
}

- (void)deviceOrientationChanged:(UIDeviceOrientation)orientation {
	[self addEvent:InternalEvent(kInputOrientationChanged, orientation, 0)];
}

- (UITouch *)secondTouchOtherTouchThan:(UITouch *)touch in:(NSSet *)set {
	NSArray *all = [set allObjects];
	for (UITouch *t in all) {
		if (t != touch) {
			return t;
		}
	}
	return nil;
}

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
	int x, y;

	NSSet *allTouches = [event allTouches];
	if (allTouches.count == 1) {
		_firstTouch = [allTouches anyObject];
		CGPoint point = [_firstTouch locationInView:self];
		if (![self getMouseCoords:point eventX:&x eventY:&y])
			return;

		[self addEvent:InternalEvent(kInputMouseDown, x, y)];
	}
	else if (allTouches.count == 2) {
		_secondTouch = [self secondTouchOtherTouchThan:_firstTouch in:allTouches];
		if (_secondTouch) {
			CGPoint point = [_secondTouch locationInView:self];
			if (![self getMouseCoords:point eventX:&x eventY:&y])
				return;

			[self addEvent:InternalEvent(kInputMouseSecondDown, x, y)];
		}
	}
}

- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
	int x, y;

	NSSet *allTouches = [event allTouches];
	for (UITouch *touch in allTouches) {
		if (touch == _firstTouch) {
			CGPoint point = [touch locationInView:self];
			if (![self getMouseCoords:point eventX:&x eventY:&y])
				return;

			[self addEvent:InternalEvent(kInputMouseDragged, x, y)];
		} else if (touch == _secondTouch) {
			CGPoint point = [touch locationInView:self];
			if (![self getMouseCoords:point eventX:&x eventY:&y])
				return;
			
			[self addEvent:InternalEvent(kInputMouseSecondDragged, x, y)];
		}
	}
}

- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
	int x, y;

	NSSet *allTouches = [event allTouches];
	if (allTouches.count == 1) {
		UITouch *touch = [allTouches anyObject];
		CGPoint point = [touch locationInView:self];
		if (![self getMouseCoords:point eventX:&x eventY:&y]) {
			return;
		}

		[self addEvent:InternalEvent(kInputMouseUp, x, y)];
	}
	else if (allTouches.count == 2) {
		UITouch *touch = [[allTouches allObjects] objectAtIndex:1];
		CGPoint point = [touch locationInView:self];
		if (![self getMouseCoords:point eventX:&x eventY:&y])
			return;

		[self addEvent:InternalEvent(kInputMouseSecondUp, x, y)];
	}
	_firstTouch = nil;
	_secondTouch = nil;
}

- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
	_firstTouch = nil;
	_secondTouch = nil;
}

- (void)twoFingersSwipeRight:(UISwipeGestureRecognizer *)recognizer {
	[self addEvent:InternalEvent(kInputSwipe, kUIViewSwipeRight, 2)];
}

- (void)twoFingersSwipeLeft:(UISwipeGestureRecognizer *)recognizer {
	[self addEvent:InternalEvent(kInputSwipe, kUIViewSwipeLeft, 2)];
}

- (void)twoFingersSwipeUp:(UISwipeGestureRecognizer *)recognizer {
	[self addEvent:InternalEvent(kInputSwipe, kUIViewSwipeUp, 2)];
}

- (void)twoFingersSwipeDown:(UISwipeGestureRecognizer *)recognizer {
	[self addEvent:InternalEvent(kInputSwipe, kUIViewSwipeDown, 2)];
}

- (void)twoFingersDoubleTap:(UITapGestureRecognizer *)recognizer {
	[self addEvent:InternalEvent(kInputTap, kUIViewTapDouble, 2)];
}

- (void)handleKeyPress:(unichar)c {
	[self addEvent:InternalEvent(kInputKeyPressed, c, 0)];
}

- (void)applicationSuspend {
	[self addEvent:InternalEvent(kInputApplicationSuspended, 0, 0)];
}

- (void)applicationResume {
	[self addEvent:InternalEvent(kInputApplicationResumed, 0, 0)];
}

@end