📄 winutil.cpp
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//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
//
// Use of this source code is subject to the terms of your Microsoft Windows CE
// Source Alliance Program license form. If you did not accept the terms of
// such a license, you are not authorized to use this source code.
//
//==========================================================================;
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY
// KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR
// PURPOSE.
//
//
//--------------------------------------------------------------------------;
// Generic window handler base class, December 1995
#include <streams.h>
#include <limits.h>
#include <dvdmedia.h>
#ifdef HEADLESSDSHOW
#define WINUTIL_STUB 1
#endif
#define STUBNORET \
RETAILMSG(1, (TEXT("Unexpected stub call in DirectShow base class.\r\n"))); \
DebugBreak()
#define STUBRET(hr) \
STUBNORET; \
return hr
#define STUBFAIL STUBRET(E_FAIL)
static UINT MsgDestroy;
// Constructor
CBaseWindow::CBaseWindow(BOOL bDoGetDC) :
m_hInstance(g_hInst),
m_hwnd(NULL),
m_bActivated(FALSE),
m_pClassName(NULL),
m_ClassStyles(0),
m_WindowStyles(0),
m_WindowStylesEx(0),
m_hdc(NULL),
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_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
#ifndef WINUTIL_STUB
// headless configs don't expose RegisterWindowMessage
m_ShowStageMessage = RegisterWindowMessage(SHOWSTAGE);
m_ShowStageTop = RegisterWindowMessage(SHOWSTAGETOP);
m_RealizePalette = RegisterWindowMessage(REALIZEPALETTE);
#endif
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 (GetWindowThreadProcessId(m_hwnd, NULL) != GetCurrentThreadId()) {
#ifdef WINUTIL_STUB
// headless configs don't expose RegisterWindowMessage
// but we still need to send a "destroy" message to the owner thread.
MsgDestroy = 0x7000;
#else
MsgDestroy = RegisterWindowMessage(TEXT("AM_DESTROY"));
#endif // WINUTIL_STUB
SendMessage(m_hwnd, MsgDestroy, 0, 0);
return NOERROR;
}
const HWND hwnd = m_hwnd;
if (hwnd == NULL) {
return NOERROR;
}
InactivateWindow();
NOTE("Inactivated");
#ifndef WINUTIL_STUB // SetWindowLong with GWL_STYLE will eventually cause an OnSize hit, which is no good in HLBASE
// Reset the window styles before destruction
SetWindowLong(hwnd,GWL_STYLE,m_WindowStyles);
ASSERT(GetParent(hwnd) == NULL);
NOTE1("Reset window styles %d",m_WindowStyles);
#endif
// 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()
{
#ifdef WINUTIL_STUB
STUBFAIL;
#else
m_bActivated = FALSE;
return NOERROR;
#endif // WINUTIL_STUB
}
// 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()
{
#ifdef WINUTIL_STUB
STUBFAIL;
#else
// 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
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;
#endif // WINUTIL_STUB
}
// This can be used to DWORD align the window for maximum performance
HRESULT CBaseWindow::PerformanceAlignWindow()
{
#ifdef WINUTIL_STUB
STUBFAIL;
#else
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;
#endif // WINUTIL_STUB
}
// 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)
{
#ifdef WINUTIL_STUB
STUBFAIL;
#else
// We must own the window lock during the change
{
CAutoLock cWindowLock(&m_WindowLock);
ASSERT(hPalette);
m_hPalette = hPalette;
}
return SetPalette();
#endif WINUTIL_STUB
}
HRESULT CBaseWindow::SetPalette()
{
#ifdef WINUTIL_STUB
STUBFAIL;
#else
if (!m_bNoRealize) {
SendMessage(m_hwnd, m_RealizePalette, 0, 0);
// Make sure the device's palette is flushed
#ifndef UNDER_CE
return (GdiFlush() == FALSE ? S_FALSE : S_OK);
#else
return S_OK;
#endif // UNDER_CE
} else {
// Just select the palette
ASSERT(m_hdc);
ASSERT(m_MemoryDC);
SelectPalette(m_hdc,m_hPalette,m_bBackground);
SelectPalette(m_MemoryDC,m_hPalette,m_bBackground);
return S_OK;
}
#endif // WINUTIL_STUB
}
// Realise our palettes in the window and device contexts
HRESULT CBaseWindow::DoRealisePalette(BOOL bForceBackground)
{
#ifdef WINUTIL_STUB
STUBFAIL;
#else
// If we grab a critical section here we can deadlock
// with the window thread because one of the side effects
// of RealizePalette is to send a WM_PALETTECHANGED message
// to every window in the system. In our handling
// of WM_PALETTECHANGED we used to grab this CS too.
// The really bad case is when our renderer calls DoRealisePalette()
// while we're in the middle of processing a palette change
// for another window.
// So don't hold the critical section while actually realising
// the palette. In any case USER is meant to manage palette
// handling - we shouldn't have to serialize everything as well
if (m_hPalette == NULL) {
return NOERROR;
}
// Realize the palette on the window thread
ASSERT(m_hdc);
ASSERT(m_MemoryDC);
SelectPalette(m_hdc,m_hPalette,m_bBackground || bForceBackground);
SelectPalette(m_MemoryDC,m_hPalette,m_bBackground);
#ifndef UNDER_CE
EXECUTE_ASSERT(RealizePalette(m_hdc) != GDI_ERROR);
EXECUTE_ASSERT(RealizePalette(m_MemoryDC) != GDI_ERROR);
return (GdiFlush() == FALSE ? S_FALSE : S_OK);
#else
// RealizePalette will fail on CE if our window/thread was not created by
// the current foreground window's process. (i.e., we've been backgrounded)
RealizePalette(m_hdc);
RealizePalette(m_MemoryDC);
return S_OK;
#endif
#endif // WINUTIL_STUB
}
// This is the global window procedure
LRESULT CALLBACK WndProc(HWND hwnd, // Window handle
UINT uMsg, // Message ID
WPARAM wParam, // First parameter
LPARAM lParam) // Other parameter
{
// Get the window long that holds our window object pointer
// If it is NULL then we are initialising the window in which
// case the object pointer has been passed in the window creation
// structure. IF we get any messages before WM_NCCREATE we will
// pass them to DefWindowProc.
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