?? winutil.cpp
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//------------------------------------------------------------------------------
// File: WinUtil.cpp
//
// Desc: DirectShow base classes - implements generic window handler class.
//
// Copyright (c) 1992-2001 Microsoft Corporation. All rights reserved.
//------------------------------------------------------------------------------
#include <streams.h>
#include <limits.h>
#include <dvdmedia.h>
static UINT MsgDestroy;
// Constructor
CBaseWindow::CBaseWindow(BOOL bDoGetDC, bool bDoPostToDestroy) :
m_hInstance(g_hInst),
m_hwnd(NULL),
m_hdc(NULL),
m_bActivated(FALSE),
m_pClassName(NULL),
m_ClassStyles(0),
m_WindowStyles(0),
m_WindowStylesEx(0),
m_ShowStageMessage(0),
m_ShowStageTop(0),
m_MemoryDC(NULL),
m_hPalette(NULL),
m_bBackground(FALSE),
#ifdef DEBUG
m_bRealizing(FALSE),
#endif
m_bNoRealize(FALSE),
m_bDoPostToDestroy(bDoPostToDestroy)
{
m_bDoGetDC = bDoGetDC;
}
// Prepare a window by spinning off a worker thread to do the creation and
// also poll the message input queue. We leave this to be called by derived
// classes because they might want to override methods like MessageLoop and
// InitialiseWindow, if we do this during construction they'll ALWAYS call
// this base class methods. We make the worker thread create the window so
// it owns it rather than the filter graph thread which is constructing us
HRESULT CBaseWindow::PrepareWindow()
{
if (m_hwnd) return NOERROR;
ASSERT(m_hwnd == NULL);
ASSERT(m_hdc == NULL);
// Get the derived object's window and class styles
m_pClassName = GetClassWindowStyles(&m_ClassStyles,
&m_WindowStyles,
&m_WindowStylesEx);
if (m_pClassName == NULL) {
return E_FAIL;
}
// Register our special private messages
m_ShowStageMessage = RegisterWindowMessage(SHOWSTAGE);
// RegisterWindowMessage() returns 0 if an error occurs.
if (0 == m_ShowStageMessage) {
return AmGetLastErrorToHResult();
}
m_ShowStageTop = RegisterWindowMessage(SHOWSTAGETOP);
if (0 == m_ShowStageTop) {
return AmGetLastErrorToHResult();
}
m_RealizePalette = RegisterWindowMessage(REALIZEPALETTE);
if (0 == m_RealizePalette) {
return AmGetLastErrorToHResult();
}
MsgDestroy = RegisterWindowMessage(TEXT("AM_DESTROY"));
if (0 == MsgDestroy) {
return AmGetLastErrorToHResult();
}
return DoCreateWindow();
}
// Destructor just a placeholder so that we know it becomes virtual
// Derived classes MUST call DoneWithWindow in their destructors so
// that no messages arrive after the derived class constructor ends
#ifdef DEBUG
CBaseWindow::~CBaseWindow()
{
ASSERT(m_hwnd == NULL);
ASSERT(m_hdc == NULL);
}
#endif
// We use the sync worker event to have the window destroyed. All we do is
// signal the event and wait on the window thread handle. Trying to send it
// messages causes too many problems, furthermore to be on the safe side we
// just wait on the thread handle while it returns WAIT_TIMEOUT or there is
// a sent message to process on this thread. If the constructor failed to
// create the thread in the first place then the loop will get terminated
HRESULT CBaseWindow::DoneWithWindow()
{
if (!IsWindow(m_hwnd) || (GetWindowThreadProcessId(m_hwnd, NULL) != GetCurrentThreadId())) {
if (IsWindow(m_hwnd)) {
if (m_bDoPostToDestroy) {
CAMEvent m_evDone;
// We must post a message to destroy the window
// That way we can't be in the middle of processing a
// message posted to our window when we do go away
// Sending a message gives less synchronization.
PostMessage(m_hwnd, MsgDestroy, (WPARAM)(HANDLE)m_evDone, 0);
WaitDispatchingMessages(m_evDone, INFINITE);
} else {
SendMessage(m_hwnd, MsgDestroy, 0, 0);
}
}
//
// This is not a leak, the window manager automatically free's
// hdc's that were got via GetDC, which is the case here.
// We set it to NULL so that we don't get any asserts later.
//
m_hdc = NULL;
//
// We need to free this DC though because USER32 does not know
// anything about it.
//
if (m_MemoryDC)
{
EXECUTE_ASSERT(DeleteDC(m_MemoryDC));
m_MemoryDC = NULL;
}
// Reset the window variables
m_hwnd = NULL;
return NOERROR;
}
const HWND hwnd = m_hwnd;
if (hwnd == NULL) {
return NOERROR;
}
InactivateWindow();
NOTE("Inactivated");
// Reset the window styles before destruction
SetWindowLong(hwnd,GWL_STYLE,m_WindowStyles);
ASSERT(GetParent(hwnd) == NULL);
NOTE1("Reset window styles %d",m_WindowStyles);
// UnintialiseWindow sets m_hwnd to NULL so save a copy
UninitialiseWindow();
DbgLog((LOG_TRACE, 2, TEXT("Destroying 0x%8.8X"), hwnd));
if (!DestroyWindow(hwnd)) {
DbgLog((LOG_TRACE, 0, TEXT("DestroyWindow %8.8X failed code %d"),
hwnd, GetLastError()));
DbgBreak("");
}
// Reset our state so we can be prepared again
m_pClassName = NULL;
m_ClassStyles = 0;
m_WindowStyles = 0;
m_WindowStylesEx = 0;
m_ShowStageMessage = 0;
m_ShowStageTop = 0;
return NOERROR;
}
// Called at the end to put the window in an inactive state. The pending list
// will always have been cleared by this time so event if the worker thread
// gets has been signaled and gets in to render something it will find both
// the state has been changed and that there are no available sample images
// Since we wait on the window thread to complete we don't lock the object
HRESULT CBaseWindow::InactivateWindow()
{
// Has the window been activated
if (m_bActivated == FALSE) {
return S_FALSE;
}
m_bActivated = FALSE;
ShowWindow(m_hwnd,SW_HIDE);
return NOERROR;
}
HRESULT CBaseWindow::CompleteConnect()
{
m_bActivated = FALSE;
return NOERROR;
}
// This displays a normal window. We ask the base window class for default
// sizes which unless overriden will return DEFWIDTH and DEFHEIGHT. We go
// through a couple of extra hoops to get the client area the right size
// as the object specifies which accounts for the AdjustWindowRectEx calls
// We also DWORD align the left and top coordinates of the window here to
// maximise the chance of being able to use DCI/DirectDraw primary surface
HRESULT CBaseWindow::ActivateWindow()
{
// Has the window been sized and positioned already
if (m_bActivated == TRUE || GetParent(m_hwnd) != NULL) {
SetWindowPos(m_hwnd, // Our window handle
HWND_TOP, // Put it at the top
0, 0, 0, 0, // Leave in current position
SWP_NOMOVE | // Don't change it's place
SWP_NOSIZE); // Change Z-order only
m_bActivated = TRUE;
return S_FALSE;
}
// Calculate the desired client rectangle
RECT WindowRect, ClientRect = GetDefaultRect();
GetWindowRect(m_hwnd,&WindowRect);
AdjustWindowRectEx(&ClientRect,GetWindowLong(m_hwnd,GWL_STYLE),
FALSE,GetWindowLong(m_hwnd,GWL_EXSTYLE));
// Align left and top edges on DWORD boundaries
UINT WindowFlags = (SWP_NOACTIVATE | SWP_FRAMECHANGED);
WindowRect.left -= (WindowRect.left & 3);
WindowRect.top -= (WindowRect.top & 3);
SetWindowPos(m_hwnd, // Window handle
HWND_TOP, // Put it at the top
WindowRect.left, // Align left edge
WindowRect.top, // And also top place
WIDTH(&ClientRect), // Horizontal size
HEIGHT(&ClientRect), // Vertical size
WindowFlags); // Don't show window
m_bActivated = TRUE;
return NOERROR;
}
// This can be used to DWORD align the window for maximum performance
HRESULT CBaseWindow::PerformanceAlignWindow()
{
RECT ClientRect,WindowRect;
GetWindowRect(m_hwnd,&WindowRect);
ASSERT(m_bActivated == TRUE);
// Don't do this if we're owned
if (GetParent(m_hwnd)) {
return NOERROR;
}
// Align left and top edges on DWORD boundaries
GetClientRect(m_hwnd, &ClientRect);
MapWindowPoints(m_hwnd, HWND_DESKTOP, (LPPOINT) &ClientRect, 2);
WindowRect.left -= (ClientRect.left & 3);
WindowRect.top -= (ClientRect.top & 3);
UINT WindowFlags = (SWP_NOACTIVATE | SWP_NOSIZE);
SetWindowPos(m_hwnd, // Window handle
HWND_TOP, // Put it at the top
WindowRect.left, // Align left edge
WindowRect.top, // And also top place
(int) 0,(int) 0, // Ignore these sizes
WindowFlags); // Don't show window
return NOERROR;
}
// Install a palette into the base window - we may be called by a different
// thread to the one that owns the window. We have to be careful how we do
// the palette realisation as we could be a different thread to the window
// which would cause an inter thread send message. Therefore we realise the
// palette by sending it a special message but without the window locked
HRESULT CBaseWindow::SetPalette(HPALETTE hPalette)
{
// We must own the window lock during the change
{
CAutoLock cWindowLock(&m_WindowLock);
CAutoLock cPaletteLock(&m_PaletteLock);
ASSERT(hPalette);
m_hPalette = hPalette;
}
return SetPalette();
}
HRESULT CBaseWindow::SetPalette()
{
if (!m_bNoRealize) {
SendMessage(m_hwnd, m_RealizePalette, 0, 0);
return S_OK;
} else {
// Just select the palette
ASSERT(m_hdc);
ASSERT(m_MemoryDC);
CAutoLock cPaletteLock(&m_PaletteLock);
SelectPalette(m_hdc,m_hPalette,m_bBackground);
SelectPalette(m_MemoryDC,m_hPalette,m_bBackground);
return S_OK;
}
}
void CBaseWindow::UnsetPalette()
{
CAutoLock cWindowLock(&m_WindowLock);
CAutoLock cPaletteLock(&m_PaletteLock);
// Get a standard VGA colour palette
HPALETTE hPalette = (HPALETTE) GetStockObject(DEFAULT_PALETTE);
ASSERT(hPalette);
SelectPalette(GetWindowHDC(), hPalette, TRUE);
SelectPalette(GetMemoryHDC(), hPalette, TRUE);
m_hPalette = NULL;
}
void CBaseWindow::LockPaletteLock()
{
m_PaletteLock.Lock();
}
void CBaseWindow::UnlockPaletteLock()
{
m_PaletteLock.Unlock();
}
// Realise our palettes in the window and device contexts
HRESULT CBaseWindow::DoRealisePalette(BOOL bForceBackground)
{
{
CAutoLock cPaletteLock(&m_PaletteLock);
if (m_hPalette == NULL) {
return NOERROR;
}
// Realize the palette on the window thread
ASSERT(m_hdc);
ASSERT(m_MemoryDC);
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