Files
firestorm/build-env/DXMedia/classes/base/strmctl.h
T
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
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.
2026-06-24 21:28:16 -05:00

160 lines
6.2 KiB
C++

//==========================================================================;
//
// 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.
//
// Copyright (c) 1996 - 1998 Microsoft Corporation. All Rights Reserved.
//
//--------------------------------------------------------------------------;
#ifndef __strmctl_h__
#define __strmctl_h__
class CBaseStreamControl : public IAMStreamControl
{
public:
// Used by the implementation
enum StreamControlState
{ STREAM_FLOWING = 0x1000,
STREAM_DISCARDING
};
private:
enum StreamControlState m_StreamState; // Current stream state
enum StreamControlState m_StreamStateOnStop; // State after next stop
// (i.e.Blocking or Discarding)
REFERENCE_TIME m_tStartTime; // MAX_TIME implies none
REFERENCE_TIME m_tStopTime; // MAX_TIME implies none
DWORD m_dwStartCookie; // Cookie for notification to app
DWORD m_dwStopCookie; // Cookie for notification to app
volatile BOOL m_bIsFlushing; // No optimization pls!
volatile BOOL m_bStopSendExtra; // bSendExtra was set
volatile BOOL m_bStopExtraSent; // the extra one was sent
CCritSec m_CritSec; // CritSec to guard above attributes
// Event to fire when we can come
// out of blocking, or to come out of waiting
// to discard if we change our minds.
//
CAMEvent m_StreamEvent;
// All of these methods execute immediately. Helpers for others.
//
void ExecuteStop();
void ExecuteStart();
void CancelStop();
void CancelStart();
// Some things we need to be told by our owning filter
// Your pin must also expose IAMStreamControl when QI'd for it!
//
IReferenceClock * m_pRefClock; // Need it to set advises
// Filter must tell us via
// SetSyncSource
IMediaEventSink * m_pSink; // Event sink
// Filter must tell us after it
// creates it in JoinFilterGraph()
FILTER_STATE m_FilterState; // Just need it!
// Filter must tell us via
// NotifyFilterState
REFERENCE_TIME m_tRunStart; // Per the Run call to the filter
// This guy will return one of the three StreamControlState's. Here's what
// the caller should do for each one:
//
// STREAM_FLOWING: Proceed as usual (render or pass the sample on)
// STREAM_DISCARDING: Calculate the time 'til *pSampleStop and wait
// that long for the event handle
// (GetStreamEventHandle()). If the wait
// expires, throw the sample away. If the event
// fires, call me back - I've changed my mind.
//
enum StreamControlState CheckSampleTimes( const REFERENCE_TIME * pSampleStart,
const REFERENCE_TIME * pSampleStop );
public:
// You don't have to tell us much when we're created, but there are other
// obligations that must be met. See SetSyncSource & NotifyFilterState
// below.
//
CBaseStreamControl();
~CBaseStreamControl();
// If you want this class to work properly, there are thing you need to
// (keep) telling it. Filters with pins that use this class
// should ensure that they pass through to this method any calls they
// receive on their SetSyncSource.
// We need a clock to see what time it is. This is for the
// "discard in a timely fashion" logic. If we discard everything as
// quick as possible, a whole 60 minute file could get discarded in the
// first 10 seconds, and if somebody wants to turn streaming on at 30
// minutes into the file, and they make the call more than a few seconds
// after the graph is run, it may be too late! That would be silly.
// So we hold every sample until it's time has gone, then we discard it.
// The filter should call this when it gets a SetSyncSource
//
void SetSyncSource( IReferenceClock * pRefClock )
{
CAutoLock lck(&m_CritSec);
if (m_pRefClock) m_pRefClock->Release();
m_pRefClock = pRefClock;
if (m_pRefClock) m_pRefClock->AddRef();
}
// Set event sink for notifications
// The filter should call this in its JoinFilterGraph after it creates the
// IMediaEventSink
//
void SetFilterGraph( IMediaEventSink *pSink ) {
m_pSink = pSink;
}
// Since we schedule in stream time, we need the tStart and must track the
// state of our owning filter.
// The app should call this ever state change
//
void NotifyFilterState( FILTER_STATE new_state, REFERENCE_TIME tStart = 0 );
// Filter should call Flushing(TRUE) in BeginFlush,
// and Flushing(FALSE) in EndFlush.
//
void Flushing( BOOL bInProgress );
// The two main methods of IAMStreamControl
// Class adds default values suitable for immediate
// muting and unmuting of the stream.
STDMETHODIMP StopAt( const REFERENCE_TIME * ptStop = NULL,
BOOL bSendExtra = FALSE,
DWORD dwCookie = 0 );
STDMETHODIMP StartAt( const REFERENCE_TIME * ptStart = NULL,
DWORD dwCookie = 0 );
STDMETHODIMP GetInfo( AM_STREAM_INFO *pInfo);
// Helper function for pin's receive method. Call this with
// the sample and we'll tell you what to do with it. We'll do a
// WaitForSingleObject within this call if one is required. This is
// a "What should I do with this sample?" kind of call. We'll tell the
// caller to either flow it or discard it.
// If pSample is NULL we evaluate based on the current state
// settings
enum StreamControlState CheckStreamState( IMediaSample * pSample );
private:
// These don't require locking, but we are relying on the fact that
// m_StreamState can be retrieved with integrity, and is a snap shot that
// may have just been, or may be just about to be, changed.
HANDLE GetStreamEventHandle() const { return m_StreamEvent; }
enum StreamControlState GetStreamState() const { return m_StreamState; }
BOOL IsStreaming() const { return m_StreamState == STREAM_FLOWING; }
};
#endif