/**
* Handle Stereo Drawing.
***/
void* StereoPresenter::Provoke(void* pThis, int eD3D, int eD3DInterface, int eD3DMethod, DWORD dwNumberConnected, int& nProvokerIndex)
{
#ifdef _DEBUG_STP
	{ wchar_t buf[128]; wsprintf(buf, L"[STP] ifc %u mtd %u", eD3DInterface, eD3DMethod); OutputDebugString(buf); }
#endif

	// update our global time
	static float fGlobalTime = 0.0f;
	static DWORD dwTimeStart = 0;
	DWORD dwTimeCur = GetTickCount();
	if (dwTimeStart == 0)
		dwTimeStart = dwTimeCur;
	fGlobalTime = (dwTimeCur - dwTimeStart) / 1000.0f;

	// only present accepted
	bool bValid = false;
	if (((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT)) ||
		((eD3DInterface == INTERFACE_IDIRECT3DDEVICE9) && (eD3DMethod == METHOD_IDIRECT3DDEVICE9_PRESENT))) bValid = true;
	if (!bValid) return nullptr;

	// clear all previous menu events
	ZeroMemory(&m_abMenuEvents[0], sizeof(VireioMenuEvent)* (int)VireioMenuEvent::NumberOfEvents);

	// main menu update ?
	if ((m_sMainMenu.bOnChanged) && (!m_sMenuControl.eSelectionMovement))
	{
		m_sMainMenu.bOnChanged = false;

		// loop through entries
		for (size_t nIx = 0; nIx < m_sMainMenu.asEntries.size(); nIx++)
		{
			// entry index changed ?
			if (m_sMainMenu.asEntries[nIx].bOnChanged)
			{
				m_sMainMenu.asEntries[nIx].bOnChanged = false;

				// set new menu index.. selection to zero
				m_sMenuControl.nMenuIx = (INT)nIx;
				m_sMenuControl.unSelectionFormer = m_sMenuControl.unSelection = 0;
			}
		}
	}

	// sub menu update ?
	if ((m_sSubMenu.bOnChanged) && (!m_sMenuControl.eSelectionMovement))
	{
		m_sSubMenu.bOnChanged = false;

		// exit ?
		if (m_sSubMenu.bOnExit)
			m_sMenuControl.nMenuIx = -1;

		// loop through entries
		for (size_t nIx = 0; nIx < m_sSubMenu.asEntries.size(); nIx++)
		{
			// entry index changed ?
			if (m_sSubMenu.asEntries[nIx].bOnChanged)
			{
				m_sSubMenu.asEntries[nIx].bOnChanged = false;

				// font ?
				if (nIx == ENTRY_FONT)
				{
					// get device and context
					ID3D11Device* pcDevice = nullptr;
					ID3D11DeviceContext* pcContext = nullptr;
					HRESULT nHr = S_OK;
					if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
						nHr = GetDeviceAndContext((IDXGISwapChain*)pThis, &pcDevice, &pcContext);
					else
					{
						if (m_ppcTexView11[0])
						{
							if (*(m_ppcTexView11[0]))
								(*(m_ppcTexView11[0]))->GetDevice(&pcDevice);
							if (pcDevice)
								pcDevice->GetImmediateContext(&pcContext);
							else nHr = E_FAIL;
							if (!pcContext) nHr = E_FAIL;
						}
						else
							nHr = E_FAIL;
					}
					if (SUCCEEDED(nHr))
					{
						HRESULT nHr;
						// get base directory
						std::string strVireioPath = GetBaseDir();

						// add file path
						strVireioPath += "font//";
						strVireioPath += m_sSubMenu.asEntries[nIx].astrValueEnumeration[m_sSubMenu.asEntries[nIx].unValue];
						strVireioPath += ".spritefont";
						OutputDebugStringA(strVireioPath.c_str());

						// create font, make backup
						VireioFont* pcOldFont = m_pcFontSegeo128;
						m_pcFontSegeo128 = new VireioFont(pcDevice, pcContext, strVireioPath.c_str(), 128.0f, 1.0f, nHr, 1);
						if (FAILED(nHr))
						{
							delete m_pcFontSegeo128; m_pcFontSegeo128 = pcOldFont;
						}
						else
						{
							// set new font name
							m_strFontName = m_sSubMenu.asEntries[nIx].astrValueEnumeration[m_sSubMenu.asEntries[nIx].unValue];

							// write to ini file
							char szFilePathINI[1024];
							GetCurrentDirectoryA(1024, szFilePathINI);
							strcat_s(szFilePathINI, "\\VireioPerception.ini");
							WritePrivateProfileStringA("Stereo Presenter", "strFontName", m_strFontName.c_str(), szFilePathINI);
						}
					}
					SAFE_RELEASE(pcDevice);
					SAFE_RELEASE(pcContext);
				}

			}
		}
	}

	// get xbox controller input
	XINPUT_STATE sControllerState;
	bool bControllerAttached = false;
	ZeroMemory(&sControllerState, sizeof(XINPUT_STATE));
	if (XInputGetState(0, &sControllerState) == ERROR_SUCCESS)
	{
		bControllerAttached = true;
	}

	if (true)
	{
#pragma region menu hotkeys
		static bool bReleased = true;
		static bool s_bOnMenu = false;

		// keyboard menu on/off event + get hand poses
		UINT uIxHandPoses = 0, uIxPoseRequest = 0;
		s_bOnMenu = GetAsyncKeyState(VK_LCONTROL) && GetAsyncKeyState(0x51);
		for (UINT unIx = 0; unIx < 32; unIx++)
		{
			// set menu bool event
			if (m_apsSubMenues[unIx])
			{
				if (m_apsSubMenues[unIx]->bOnBack)
				{
					// main menu ? exit
					if ((m_sMenuControl.nMenuIx == -1) && (!m_sMenuControl.eSelectionMovement))
						s_bOnMenu = true;
					else
						m_abMenuEvents[VireioMenuEvent::OnExit] = TRUE;

					m_apsSubMenues[unIx]->bOnBack = false;
				}

				// hand poses ?
				if (m_apsSubMenues[unIx]->bHandPosesPresent)
					uIxHandPoses = unIx;
				if (m_apsSubMenues[unIx]->bHandPosesRequest)
					uIxPoseRequest = unIx;
			}
		}
		if ((m_apsSubMenues[uIxHandPoses]) && (m_apsSubMenues[uIxPoseRequest]))
		{
			// copy the hand pose data to the request node
			m_apsSubMenues[uIxPoseRequest]->sPoseMatrix[0] = m_apsSubMenues[uIxHandPoses]->sPoseMatrix[0];
			m_apsSubMenues[uIxPoseRequest]->sPoseMatrix[1] = m_apsSubMenues[uIxHandPoses]->sPoseMatrix[1];
			m_apsSubMenues[uIxPoseRequest]->sPosition[0] = m_apsSubMenues[uIxHandPoses]->sPosition[0];
			m_apsSubMenues[uIxPoseRequest]->sPosition[1] = m_apsSubMenues[uIxHandPoses]->sPosition[1];
		}

		// static hotkeys :  LCTRL+Q - toggle vireio menu
		//                   F12 - toggle stereo output
		if (GetAsyncKeyState(VK_F12))
		{
			m_bHotkeySwitch = true;
		}
		else
		if (s_bOnMenu)
		{
			m_bMenuHotkeySwitch = true;
		}
		else
		if (m_bMenuHotkeySwitch)
		{
			m_bMenuHotkeySwitch = false;
			m_bMenu = !m_bMenu;
			for (UINT unIx = 0; unIx < 32; unIx++)
			{
				// set sub menu active if menu is active
				if (m_apsSubMenues[unIx])
					m_apsSubMenues[unIx]->bIsActive = m_bMenu;
			}
		}
		else
		if (m_bHotkeySwitch)
		{
			if (m_eStereoMode) m_eStereoMode = VireioMonitorStereoModes::Vireio_Mono; else m_eStereoMode = VireioMonitorStereoModes::Vireio_SideBySide;
			m_bHotkeySwitch = false;
		}
		else
			bReleased = true;
#pragma endregion
#pragma region menu events
		// menu is shown ?
		if (m_bMenu)
		{
			// handle controller
			if (bControllerAttached)
			{
				if (sControllerState.Gamepad.wButtons & XINPUT_GAMEPAD_BACK)
				{
					m_abMenuEvents[VireioMenuEvent::OnExit] = TRUE;
				}
				if (sControllerState.Gamepad.wButtons & XINPUT_GAMEPAD_A)
				{
					m_abMenuEvents[VireioMenuEvent::OnAccept] = TRUE;
				}
				if (sControllerState.Gamepad.sThumbLY > 28000)
					m_abMenuEvents[VireioMenuEvent::OnUp] = TRUE;
				if (sControllerState.Gamepad.sThumbLY < -28000)
					m_abMenuEvents[VireioMenuEvent::OnDown] = TRUE;
				if (sControllerState.Gamepad.sThumbLX > 28000)
					m_abMenuEvents[VireioMenuEvent::OnRight] = TRUE;
				if (sControllerState.Gamepad.sThumbLX < -28000)
					m_abMenuEvents[VireioMenuEvent::OnLeft] = TRUE;
			}

			// loop through sub menues
			for (UINT unIx = 0; unIx < 32; unIx++)
			{
				// set bool events
				if (m_apsSubMenues[unIx])
				{
					if (m_apsSubMenues[unIx]->bOnUp) m_abMenuEvents[VireioMenuEvent::OnUp] = TRUE;
					if (m_apsSubMenues[unIx]->bOnDown) m_abMenuEvents[VireioMenuEvent::OnDown] = TRUE;
					if (m_apsSubMenues[unIx]->bOnLeft) m_abMenuEvents[VireioMenuEvent::OnLeft] = TRUE;
					if (m_apsSubMenues[unIx]->bOnRight) m_abMenuEvents[VireioMenuEvent::OnRight] = TRUE;
					if (m_apsSubMenues[unIx]->bOnAccept) m_abMenuEvents[VireioMenuEvent::OnAccept] = TRUE;

					// clear events
					m_apsSubMenues[unIx]->bOnUp = false;
					m_apsSubMenues[unIx]->bOnDown = false;
					m_apsSubMenues[unIx]->bOnLeft = false;
					m_apsSubMenues[unIx]->bOnRight = false;
					m_apsSubMenues[unIx]->bOnAccept = false;
					m_apsSubMenues[unIx]->bOnBack = false;
				}
			}
#pragma endregion
#pragma region menu update/render

			// update
			UpdateMenu(fGlobalTime);

			// get device and context
			ID3D11Device* pcDevice = nullptr;
			ID3D11DeviceContext* pcContext = nullptr;
			HRESULT nHr = S_OK;
			if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
				nHr = GetDeviceAndContext((IDXGISwapChain*)pThis, &pcDevice, &pcContext);
			else
			{
				if (m_ppcTexView11[0])
				{
					if (*(m_ppcTexView11[0]))
						(*(m_ppcTexView11[0]))->GetDevice(&pcDevice);
					if (pcDevice)
						pcDevice->GetImmediateContext(&pcContext);
					else nHr = E_FAIL;
					if (!pcContext) nHr = E_FAIL;
				}
				else
					nHr = E_FAIL;
			}
			if (FAILED(nHr))
			{
				// release frame texture+view
				if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
				if (pcContext) { pcContext->Release(); pcContext = nullptr; }
				return nullptr;
			}
			// create the depth stencil... if D3D11
			if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT) && (!m_pcDSGeometry11))
			{
				ID3D11Texture2D* pcBackBuffer = nullptr;
				((IDXGISwapChain*)pThis)->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pcBackBuffer);

				if (pcBackBuffer)
				{
					D3D11_TEXTURE2D_DESC sDesc;
					pcBackBuffer->GetDesc(&sDesc);
					pcBackBuffer->Release();

					// Create depth stencil texture
					D3D11_TEXTURE2D_DESC descDepth;
					ZeroMemory(&descDepth, sizeof(descDepth));
					descDepth.Width = sDesc.Width;
					descDepth.Height = sDesc.Height;
					descDepth.MipLevels = 1;
					descDepth.ArraySize = 1;
					descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
					descDepth.SampleDesc.Count = 1;
					descDepth.SampleDesc.Quality = 0;
					descDepth.Usage = D3D11_USAGE_DEFAULT;
					descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
					descDepth.CPUAccessFlags = 0;
					descDepth.MiscFlags = 0;
					if (FAILED(pcDevice->CreateTexture2D(&descDepth, NULL, &m_pcDSGeometry11)))
						OutputDebugString(L"[STP] Failed to create depth stencil.");

					// Create the depth stencil view
					D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
					ZeroMemory(&descDSV, sizeof(descDSV));
					descDSV.Format = descDepth.Format;
					descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
					descDSV.Texture2D.MipSlice = 0;
					if (FAILED(pcDevice->CreateDepthStencilView(m_pcDSGeometry11, &descDSV, &m_pcDSVGeometry11)))
						OutputDebugString(L"[STP] Failed to create depth stencil view.");
				}
			}

			// get the viewport
			UINT dwNumViewports = 1;
			D3D11_VIEWPORT psViewport[16];
			pcContext->RSGetViewports(&dwNumViewports, psViewport);

			// backup all states
			D3DX11_STATE_BLOCK sStateBlock;
			CreateStateblock(pcContext, &sStateBlock);

			// clear all states, set targets
			ClearContextState(pcContext);

			// set the menu texture (if present)
			if (m_ppcTexViewMenu)
			{
				if (*m_ppcTexViewMenu)
				{
					// set render target
					ID3D11RenderTargetView* pcRTView = *m_ppcTexViewMenu;
					pcContext->OMSetRenderTargets(1, &pcRTView, NULL);

					// set viewport
					D3D11_VIEWPORT sViewport = {};
					sViewport.TopLeftX = 0;
					sViewport.TopLeftY = 0;
					sViewport.Width = 1024;
					sViewport.Height = 1024;
					sViewport.MinDepth = 0.0f;
					sViewport.MaxDepth = 1.0f;
					pcContext->RSSetViewports(1, &sViewport);

					// clear render target...zero alpha
					FLOAT afColorRgba[4] = { 0.5f, 0.4f, 0.2f, 0.4f };
					pcContext->ClearRenderTargetView(*m_ppcTexViewMenu, afColorRgba);
				}
			}
			else
			if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
			{
				// set first active render target - the stored back buffer - get the stored private data view
				ID3D11Texture2D* pcBackBuffer = nullptr;
				((IDXGISwapChain*)pThis)->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pcBackBuffer);
				ID3D11RenderTargetView* pcView = nullptr;
				UINT dwSize = sizeof(pcView);
				pcBackBuffer->GetPrivateData(PDIID_ID3D11TextureXD_RenderTargetView, &dwSize, (void*)&pcView);
				if (dwSize)
				{
					pcContext->OMSetRenderTargets(1, (ID3D11RenderTargetView**)&pcView, m_pcDSVGeometry11);
					pcView->Release();
				}
				else
				{
					// create render target view for the back buffer
					ID3D11RenderTargetView* pcRTV = nullptr;
					pcDevice->CreateRenderTargetView(pcBackBuffer, NULL, &pcRTV);
					if (pcRTV)
					{
						pcBackBuffer->SetPrivateDataInterface(PDIID_ID3D11TextureXD_RenderTargetView, pcRTV);
						pcRTV->Release();
					}
				}
				pcContext->RSSetViewports(dwNumViewports, psViewport);
				pcBackBuffer->Release();

				// clear the depth stencil
				pcContext->ClearDepthStencilView(m_pcDSVGeometry11, D3D11_CLEAR_DEPTH, 1.0f, 0);
			}

			// create the font class if not present 
			nHr = S_OK;
			if (!m_pcFontSegeo128)
			{
				// get base directory
				std::string strVireioPath = GetBaseDir();

				// add file path
				strVireioPath += "font//";
				strVireioPath += m_strFontName;
				strVireioPath += ".spritefont";
				OutputDebugStringA(strVireioPath.c_str());

				// create font
				m_pcFontSegeo128 = new VireioFont(pcDevice, pcContext, strVireioPath.c_str(), 128.0f, 1.0f, nHr, 1);
			}
			if (FAILED(nHr)) { delete m_pcFontSegeo128; m_pcFontSegeo128 = nullptr; }

			// render text (if font present)
			if (m_pcFontSegeo128)
			{
				m_pcFontSegeo128->SetTextAttributes(0.0f, 0.2f, 0.0001f);

				// set additional tremble for "accepted" event
				float fDepthTremble = 0.0f;
				if (m_sMenuControl.eSelectionMovement == MenuControl::SelectionMovement::Accepted)
				{
					float fActionTimeElapsed = (fGlobalTime - m_sMenuControl.fActionStartTime) / m_sMenuControl.fActionTime;
					fDepthTremble = sin(fActionTimeElapsed*PI_F) * -3.0f;
				}

				m_pcFontSegeo128->ToRender(pcContext, fGlobalTime, m_sMenuControl.fYOrigin, 30.0f, fDepthTremble);
				RenderMenu(pcDevice, pcContext);
			}
			else OutputDebugString(L"Failed to create font!");

			// set back device
			ApplyStateblock(pcContext, &sStateBlock);

			if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
			if (pcContext) { pcContext->Release(); pcContext = nullptr; }
		}
#pragma endregion
#pragma region draw stereo (optionally)

		// draw stereo target to screen (optionally)
		if ((m_eStereoMode) && (eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
		{
			// DX 11
			if ((m_ppcTexView11[0]) && (m_ppcTexView11[1]))
			{
				// get device and context
				ID3D11Device* pcDevice = nullptr;
				ID3D11DeviceContext* pcContext = nullptr;
				if (FAILED(GetDeviceAndContext((IDXGISwapChain*)pThis, &pcDevice, &pcContext)))
				{
					// release frame texture+view
					if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
					if (pcContext) { pcContext->Release(); pcContext = nullptr; }
					return nullptr;
				}

				// get the viewport
				UINT dwNumViewports = 1;
				D3D11_VIEWPORT psViewport[16];
				pcContext->RSGetViewports(&dwNumViewports, psViewport);

				// backup all states
				D3DX11_STATE_BLOCK sStateBlock;
				CreateStateblock(pcContext, &sStateBlock);

				// clear all states, set targets
				ClearContextState(pcContext);

				// set first active render target - the stored back buffer - get the stored private data view
				ID3D11Texture2D* pcBackBuffer = nullptr;
				((IDXGISwapChain*)pThis)->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pcBackBuffer);
				ID3D11RenderTargetView* pcView = nullptr;
				UINT dwSize = sizeof(pcView);
				pcBackBuffer->GetPrivateData(PDIID_ID3D11TextureXD_RenderTargetView, &dwSize, (void*)&pcView);
				if (dwSize)
				{
					pcContext->OMSetRenderTargets(1, (ID3D11RenderTargetView**)&pcView, m_pcDSVGeometry11);
					pcView->Release();
				}
				else
				{
					// create render target view for the back buffer
					ID3D11RenderTargetView* pcRTV = nullptr;
					pcDevice->CreateRenderTargetView(pcBackBuffer, NULL, &pcRTV);
					if (pcRTV)
					{
						pcBackBuffer->SetPrivateDataInterface(PDIID_ID3D11TextureXD_RenderTargetView, pcRTV);
						pcRTV->Release();
					}
				}
				pcContext->RSSetViewports(dwNumViewports, psViewport);
				pcBackBuffer->Release();

				// clear the depth stencil
				pcContext->ClearDepthStencilView(m_pcDSVGeometry11, D3D11_CLEAR_DEPTH, 1.0f, 0);

				// create all bool
				bool bAllCreated = true;

				// create vertex shader
				if (!m_pcVertexShader11)
				{
					if (FAILED(CreateVertexShaderTechnique(pcDevice, &m_pcVertexShader11, &m_pcVertexLayout11, VertexShaderTechnique::PosUV2D)))
						bAllCreated = false;
				}
				// create pixel shader... TODO !! add option to switch output
				if (!m_pcPixelShader11)
				{
					if (FAILED(CreatePixelShaderEffect(pcDevice, &m_pcPixelShader11, PixelShaderTechnique::FullscreenSimple)))
						bAllCreated = false;
				}
				// Create vertex buffer
				if (!m_pcVertexBuffer11)
				{
					if (FAILED(CreateFullScreenVertexBuffer(pcDevice, &m_pcVertexBuffer11)))
						bAllCreated = false;
				}
				// create constant buffer
				if (!m_pcConstantBufferDirect11)
				{
					if (FAILED(CreateGeometryConstantBuffer(pcDevice, &m_pcConstantBufferDirect11, (UINT)sizeof(GeometryConstantBuffer))))
						bAllCreated = false;
				}

				if (bAllCreated)
				{
					// left/right eye
					for (int nEye = 0; nEye < 2; nEye++)
					{
						// Set the input layout
						pcContext->IASetInputLayout(m_pcVertexLayout11);

						// Set vertex buffer
						UINT stride = sizeof(TexturedVertex);
						UINT offset = 0;
						pcContext->IASetVertexBuffers(0, 1, &m_pcVertexBuffer11, &stride, &offset);

						// Set constant buffer, first update it... scale and translate the left and right image
						D3DXMATRIX sScale;
						D3DXMatrixScaling(&sScale, 0.5f, 1.0f, 1.0f);
						D3DXMATRIX sTrans;
						if (nEye == 0)
							D3DXMatrixTranslation(&sTrans, -0.5f, 0.0f, 0.0f);
						else
							D3DXMatrixTranslation(&sTrans, 0.5f, 0.0f, 0.0f);
						D3DXMatrixTranspose(&sTrans, &sTrans);
						D3DXMATRIX sProj;
						D3DXMatrixMultiply(&sProj, &sTrans, &sScale);
						pcContext->UpdateSubresource((ID3D11Resource*)m_pcConstantBufferDirect11, 0, NULL, &sProj, 0, 0);
						pcContext->VSSetConstantBuffers(0, 1, &m_pcConstantBufferDirect11);

						// Set primitive topology
						pcContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

						// set texture
						pcContext->PSSetShaderResources(0, 1, m_ppcTexView11[nEye]);

						// set shaders
						pcContext->VSSetShader(m_pcVertexShader11, 0, 0);
						pcContext->PSSetShader(m_pcPixelShader11, 0, 0);

						// Render a triangle
						pcContext->Draw(6, 0);
					}
				}

				// set back device
				ApplyStateblock(pcContext, &sStateBlock);

				if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
				if (pcContext) { pcContext->Release(); pcContext = nullptr; }
			}
		}
#pragma endregion
	}

	return nullptr;
}