Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
//==========================================================================;
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY
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// KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR
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// PURPOSE.
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//
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// Copyright (c) 1992 - 1998 Microsoft Corporation. All Rights Reserved.
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//
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//--------------------------------------------------------------------------;
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#ifndef __AMEXTRA__
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#define __AMEXTRA__
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// Simple rendered input pin
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//
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// NOTE if your filter queues stuff before rendering then it may not be
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// appropriate to use this class
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//
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// In that case queue the end of stream condition until the last sample
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// is actually rendered and flush the condition appropriately
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class CRenderedInputPin : public CBaseInputPin
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{
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public:
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CRenderedInputPin(TCHAR *pObjectName,
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CBaseFilter *pFilter,
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CCritSec *pLock,
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HRESULT *phr,
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LPCWSTR pName);
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// Override methods to track end of stream state
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STDMETHODIMP EndOfStream();
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STDMETHODIMP EndFlush();
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HRESULT Active();
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HRESULT Run(REFERENCE_TIME tStart);
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protected:
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// Member variables to track state
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BOOL m_bAtEndOfStream; // Set by EndOfStream
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BOOL m_bCompleteNotified; // Set when we notify for EC_COMPLETE
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private:
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void DoCompleteHandling();
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};
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#endif // __AMEXTRA__
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