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include: hush-src-multi-BaseClasses-winutil.h /home/ae/media

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// File: WinUtil.h
// Desc: DirectShow base classes - defines generic handler classes.
// Copyright (c) Microsoft Corporation.  All rights reserved.

// Make sure that you call PrepareWindow to initialise the window after
// the object has been constructed. It is a separate method so that
// derived classes can override useful methods like MessageLoop. Also
// any derived class must call DoneWithWindow in its destructor. If it
// doesn't a message may be retrieved and call a derived class member
// function while a thread is executing the base class destructor code

ifndef __WINUTIL__
define __WINUTIL__

const int DEFWIDTH = 320;                    // Initial window width
const int DEFHEIGHT = 240;                   // Initial window height
const int CAPTION = 256;                     // Maximum length of caption
const int TIMELENGTH = 50;                   // Maximum length of times
const int PROFILESTR = 128;                  // Normal profile string
const WORD PALVERSION = 0x300;               // GDI palette version
const LONG PALETTE_VERSION = (LONG) 1;       // Initial palette version
const COLORREF VIDEO_COLOUR = 0;             // Defaults to black background
const HANDLE hMEMORY = (HANDLE) (-1);        // Says to open as memory file

define WIDTH(x) ((*(x)).right - (*(x)).left)
define HEIGHT(x) ((*(x)).bottom - (*(x)).top)

<h4 align=right text=red> AM_NOVTABLE</h4><hr>
  class AM_NOVTABLE CBaseWindow

    HINSTANCE m_hInstance;          // Global module instance handle
    HWND m_hwnd;                    // Handle for our window
    HDC m_hdc;                      // Device context for the window
    LONG m_Width;                   // Client window width
    LONG m_Height;                  // Client window height
    BOOL m_bActivated;              // Has the window been activated
    LPTSTR m_pClassName;            // Static string holding class name
    DWORD m_ClassStyles;            // Passed in to our constructor
    DWORD m_WindowStyles;           // Likewise the initial window styles
    DWORD m_WindowStylesEx;         // And the extended window styles
    UINT m_ShowStageMessage;        // Have the window shown with focus
    UINT m_ShowStageTop;            // Makes the window WS_EX_TOPMOST
    UINT m_RealizePalette;          // Makes us realize our new palette
    HDC m_MemoryDC;                 // Used for fast BitBlt operations
    HPALETTE m_hPalette;            // Handle to any palette we may have
    BYTE m_bNoRealize;              // Don't realize palette now
    BYTE m_bBackground;             // Should we realise in background
    BYTE m_bRealizing;              // already realizing the palette
    CCritSec m_WindowLock;          // Serialise window object access
    BOOL m_bDoGetDC;                // Should this window get a DC
    bool m_bDoPostToDestroy;        // Use PostMessage to destroy
    CCritSec m_PaletteLock;         // This lock protects m_hPalette.
                                    // It should be held anytime the
                                    // program use the value of m_hPalette.

    // Maps windows message procedure into C++ methods
    friend LRESULT CALLBACK WndProc(HWND hwnd,      // Window handle
                                    UINT uMsg,      // Message ID
                                    WPARAM wParam,  // First parameter
                                    LPARAM lParam); // Other parameter

    virtual LRESULT OnPaletteChange(HWND hwnd, UINT Message);


    CBaseWindow(BOOL bDoGetDC = TRUE, bool bPostToDestroy = false);

ifdef DEBUG
    virtual ~CBaseWindow();

    virtual HRESULT DoneWithWindow();
    virtual HRESULT PrepareWindow();
    virtual HRESULT InactivateWindow();
    virtual HRESULT ActivateWindow();
    virtual BOOL OnSize(LONG Width, LONG Height);
    virtual BOOL OnClose();
    virtual RECT GetDefaultRect();
    virtual HRESULT UninitialiseWindow();
    virtual HRESULT InitialiseWindow(HWND hwnd);

    HRESULT CompleteConnect();
    HRESULT DoCreateWindow();

    HRESULT PerformanceAlignWindow();
    HRESULT DoShowWindow(LONG ShowCmd);
    void PaintWindow(BOOL bErase);
    void DoSetWindowForeground(BOOL bFocus);
    virtual HRESULT SetPalette(HPALETTE hPalette);
    void SetRealize(BOOL bRealize)
        m_bNoRealize = !bRealize;

    //  Jump over to the window thread to set the current palette
    HRESULT SetPalette();
    void UnsetPalette(void);
    virtual HRESULT DoRealisePalette(BOOL bForceBackground = FALSE);

    void LockPaletteLock();
    void UnlockPaletteLock();

    virtual BOOL PossiblyEatMessage(UINT uMsg, WPARAM wParam, LPARAM lParam)
            { return FALSE; };

    // Access our window information

    bool WindowExists();
    LONG GetWindowWidth();
    LONG GetWindowHeight();
    HWND GetWindowHWND();
    HDC GetMemoryHDC();
    HDC GetWindowHDC();

    #ifdef DEBUG
    HPALETTE GetPalette();
    #endif // DEBUG

    // This is the window procedure the derived object should override

    virtual LRESULT OnReceiveMessage(HWND hwnd,          // Window handle
                                     UINT uMsg,          // Message ID
                                     WPARAM wParam,      // First parameter
                                     LPARAM lParam);     // Other parameter

    // Must be overriden to return class and window styles

    virtual LPTSTR GetClassWindowStyles(
                            DWORD *pClassStyles,          // Class styles
                            DWORD *pWindowStyles,         // Window styles
                            DWORD *pWindowStylesEx) PURE; // Extended styles

// This helper class is entirely subservient to the owning CBaseWindow object
// All this object does is to split out the actual drawing operation from the
// main object (because it was becoming too large). We have a number of entry
// points to set things like the draw device contexts, to implement the actual
// drawing and to set the destination rectangle in the client window. We have
// no critical section locking in this class because we are used exclusively
// by the owning window object which looks after serialising calls into us

// If you want to use this class make sure you call NotifyAllocator once the
// allocate has been agreed, also call NotifyMediaType with a pointer to a
// NON stack based CMediaType once that has been set (we keep a pointer to
// the original rather than taking a copy). When the palette changes call
// IncrementPaletteVersion (easiest thing to do is to also call this method
// in the SetMediaType method most filters implement). Finally before you
// start rendering anything call SetDrawContext so that we can get the HDCs
// for drawing from the CBaseWindow object we are given during construction


  class CDrawImage
      CBaseWindow *m_pBaseWindow;     // Owning video window object
      CRefTime m_StartSample;         // Start time for the current sample
      CRefTime m_EndSample;           // And likewise it's end sample time
      HDC m_hdc;                      // Main window device context
      HDC m_MemoryDC;                 // Offscreen draw device context
      RECT m_TargetRect;              // Target destination rectangle
      RECT m_SourceRect;              // Source image rectangle
      BOOL m_bStretch;                // Do we have to stretch the images
      BOOL m_bUsingImageAllocator;    // Are the samples shared DIBSECTIONs
      CMediaType *m_pMediaType;       // Pointer to the current format
      int m_perfidRenderTime;         // Time taken to render an image
      LONG m_PaletteVersion;          // Current palette version cookie
      // Draw the video images in the window
      void SlowRender(IMediaSample *pMediaSample);
      void FastRender(IMediaSample *pMediaSample);
      void DisplaySampleTimes(IMediaSample *pSample);
      void UpdateColourTable(HDC hdc,BITMAPINFOHEADER *pbmi);
      void SetStretchMode();
      // Used to control the image drawing
      CDrawImage(CBaseWindow *pBaseWindow);
      BOOL DrawImage(IMediaSample *pMediaSample);
      BOOL DrawVideoImageHere(HDC hdc, IMediaSample *pMediaSample,
                              LPRECT lprcSrc, LPRECT lprcDst);
      void SetDrawContext();
      void SetTargetRect(RECT *pTargetRect);
      void SetSourceRect(RECT *pSourceRect);
      void GetTargetRect(RECT *pTargetRect);
      void GetSourceRect(RECT *pSourceRect);
      virtual RECT ScaleSourceRect(const RECT *pSource);
      // Handle updating palettes as they change
      LONG GetPaletteVersion();
      void ResetPaletteVersion();
      void IncrementPaletteVersion();
      // Tell us media types and allocator assignments
      void NotifyAllocator(BOOL bUsingImageAllocator);
      void NotifyMediaType(CMediaType *pMediaType);
      BOOL UsingImageAllocator();
      // Called when we are about to draw an image
      void NotifyStartDraw() {

      // Called when we complete an image rendering
      void NotifyEndDraw() {


  // This is the structure used to keep information about each GDI DIB. All the
  // samples we create from our allocator will have a DIBSECTION allocated to
  // them. When we receive the sample we know we can BitBlt straight to an HDC
  typedef struct tagDIBDATA {
      LONG        PaletteVersion;     // Current palette version in use
      DIBSECTION  DibSection;         // Details of DIB section allocated
      HBITMAP     hBitmap;            // Handle to bitmap for drawing
      HANDLE      hMapping;           // Handle to shared memory block
      BYTE        *pBase;             // Pointer to base memory address
  // This class inherits from CMediaSample and uses all of it's methods but it
  // overrides the constructor to initialise itself with the DIBDATA structure
  // When we come to render an IMediaSample we will know if we are using our own
  // allocator, and if we are, we can cast the IMediaSample to a pointer to one
  // of these are retrieve the DIB section information and hence the HBITMAP

  class CImageSample : public CMediaSample
      DIBDATA m_DibData;      // Information about the DIBSECTION
      BOOL m_bInit;           // Is the DIB information setup
      // Constructor
      CImageSample(CBaseAllocator *pAllocator,
                   TCHAR *pName,
                   HRESULT *phr,
                   LPBYTE pBuffer,
                   LONG length);
      // Maintain the DIB/DirectDraw state
      void SetDIBData(DIBDATA *pDibData);
      DIBDATA *GetDIBData();

  // This is an allocator based on the abstract CBaseAllocator base class that
  // allocates sample buffers in shared memory. The number and size of these
  // are determined when the output pin calls Prepare on us. The shared memory
  // blocks are used in subsequent calls to GDI CreateDIBSection, once that
  // has been done the output pin can fill the buffers with data which will
  // then be handed to GDI through BitBlt calls and thereby remove one copy

  class CImageAllocator : public CBaseAllocator
      CBaseFilter *m_pFilter;   // Delegate reference counts to
      CMediaType *m_pMediaType;           // Pointer to the current format
      // Used to create and delete samples
      HRESULT Alloc();
      void Free();
      // Manage the shared DIBSECTION and DCI/DirectDraw buffers
      HRESULT CreateDIB(LONG InSize,DIBDATA &DibData);
      virtual CImageSample *CreateImageSample(LPBYTE pData,LONG Length);
      // Constructor and destructor
      CImageAllocator(CBaseFilter *pFilter,TCHAR *pName,HRESULT *phr);
  ifdef DEBUG
      STDMETHODIMP_(ULONG) NonDelegatingAddRef();
      STDMETHODIMP_(ULONG) NonDelegatingRelease();
      void NotifyMediaType(CMediaType *pMediaType);
      // Agree the number of buffers to be used and their size
      STDMETHODIMP SetProperties(
          ALLOCATOR_PROPERTIES *pRequest,
          ALLOCATOR_PROPERTIES *pActual);

  // This class is a fairly specialised helper class for image renderers that
  // have to create and manage palettes. The CBaseWindow class looks after
  // realising palettes once they have been installed. This class can be used
  // to create the palette handles from a media format (which must contain a
  // VIDEOINFO structure in the format block). We try to make the palette an
  // identity palette to maximise performance and also only change palettes
  // if actually required to (we compare palette colours before updating).
  // All the methods are virtual so that they can be overriden if so required

  class CImagePalette
      CBaseWindow *m_pBaseWindow;             // Window to realise palette in
      CBaseFilter *m_pFilter;                 // Media filter to send events
      CDrawImage *m_pDrawImage;               // Object who will be drawing
      HPALETTE m_hPalette;                    // The palette handle we own
      CImagePalette(CBaseFilter *pBaseFilter,
                    CBaseWindow *pBaseWindow,
                    CDrawImage *pDrawImage);
  ifdef DEBUG
      virtual ~CImagePalette();
      static HPALETTE MakePalette(const VIDEOINFOHEADER *pVideoInfo, LPSTR szDevice);
      HRESULT RemovePalette();
      static HRESULT MakeIdentityPalette(PALETTEENTRY *pEntry,INT iColours, LPSTR szDevice);
      HRESULT CopyPalette(const CMediaType *pSrc,CMediaType *pDest);
      BOOL ShouldUpdate(const VIDEOINFOHEADER *pNewInfo,const VIDEOINFOHEADER *pOldInfo);
      HRESULT PreparePalette(const CMediaType *pmtNew,const CMediaType *pmtOld,LPSTR szDevice);
      BOOL DrawVideoImageHere(HDC hdc, IMediaSample *pMediaSample, LPRECT lprcSrc, LPRECT lprcDst)
          return m_pDrawImage->DrawVideoImageHere(hdc, pMediaSample, lprcSrc,lprcDst);

  // Another helper class really for video based renderers. Most such renderers
  // need to know what the display format is to some degree or another. This
  // class initialises itself with the display format. The format can be asked
  // for through GetDisplayFormat and various other accessor functions. If a
  // filter detects a display format change (perhaps it gets a WM_DEVMODECHANGE
  // message then it can call RefreshDisplayType to reset that format). Also
  // many video renderers will want to check formats as they are proposed by
  // source filters. This class provides methods to check formats and only
  // accept those video formats that can be efficiently drawn using GDI calls

  class CImageDisplay : public CCritSec
      // This holds the display format; biSize should not be too big, so we can
      // safely use the VIDEOINFO structure
      VIDEOINFO m_Display;
      static DWORD CountSetBits(const DWORD Field);
      static DWORD CountPrefixBits(const DWORD Field);
      static BOOL CheckBitFields(const VIDEOINFO *pInput);
      // Constructor and destructor
      // Used to manage BITMAPINFOHEADERs and the display format
      const VIDEOINFO *GetDisplayFormat();
      HRESULT RefreshDisplayType(LPSTR szDeviceName);
      static BOOL CheckHeaderValidity(const VIDEOINFO *pInput);
      static BOOL CheckPaletteHeader(const VIDEOINFO *pInput);
      BOOL IsPalettised();
      WORD GetDisplayDepth();
      // Provide simple video format type checking
      HRESULT CheckMediaType(const CMediaType *pmtIn);
      HRESULT CheckVideoType(const VIDEOINFO *pInput);
      HRESULT UpdateFormat(VIDEOINFO *pVideoInfo);
      const DWORD *GetBitMasks(const VIDEOINFO *pVideoInfo);
      BOOL GetColourMask(DWORD *pMaskRed,
                         DWORD *pMaskGreen,
                         DWORD *pMaskBlue);

  //  Convert a FORMAT_VideoInfo to FORMAT_VideoInfo2
  STDAPI ConvertVideoInfoToVideoInfo2(AM_MEDIA_TYPE *pmt);
  endif // __WINUTIL__

(C) Æliens 20/2/2008

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