//==========================================================================; // // 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) 1992 - 1998 Microsoft Corporation. All Rights Reserved. // //--------------------------------------------------------------------------; // // player.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "mfcplay.h" #include "mainfrm.h" #include "mfcdoc.h" #include "mfcvw.h" #ifdef _DEBUG #undef THIS_FILE static char BASED_CODE THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CPlayerApp BEGIN_MESSAGE_MAP(CPlayerApp, CWinApp) //{{AFX_MSG_MAP(CPlayerApp) ON_COMMAND(ID_APP_ABOUT, OnAppAbout) // NOTE - the ClassWizard will add and remove mapping macros here. // DO NOT EDIT what you see in these blocks of generated code! //}}AFX_MSG_MAP // Standard file based document commands ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew) ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen) END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CPlayerApp construction CPlayerApp::CPlayerApp() { // Place all significant initialization in InitInstance m_pPlayerDoc = NULL; } ///////////////////////////////////////////////////////////////////////////// // The one and only CPlayerApp object CPlayerApp theApp; ///////////////////////////////////////////////////////////////////////////// // CPlayerApp initialization BOOL CPlayerApp::InitInstance() { // Standard initialization // If you are not using these features and wish to reduce the size // of your final executable, you should remove from the following // the specific initialization routines you do not need. Enable3dControls(); LoadStdProfileSettings( 0 ); // Load standard INI file options (including MRU) // Initialize the quartz library CoInitialize(NULL); // Register the application's document templates. Document templates // serve as the connection between documents, frame windows and views. CSingleDocTemplate* pDocTemplate; pDocTemplate = new CSingleDocTemplate( IDR_MAINFRAME, RUNTIME_CLASS(CPlayerDoc), RUNTIME_CLASS(CMainFrame), // main SDI frame window RUNTIME_CLASS(CPlayerView)); AddDocTemplate(pDocTemplate); // Enable DDE Execute open EnableShellOpen(); RegisterShellFileTypes(); // simple command line parsing if (m_lpCmdLine[0] == '\0') { // create a new (empty) document OnFileNew(); } else { // open an existing document if(!OpenDocumentFile(m_lpCmdLine)) return FALSE; } // Enable drag/drop open m_pMainWnd->DragAcceptFiles(); return TRUE; } int CPlayerApp::ExitInstance( ) { CoUninitialize(); return CWinApp::ExitInstance(); } void CPlayerApp::OnDocumentCreated( CPlayerDoc *pPlayerDoc ) { // Single documents only // If you want to convert to an MDI you will need to hold a list // of all created documents and change CPlayerApp::Run to build // up a list of event handles to wait for. ASSERT( m_pPlayerDoc == NULL ); m_pPlayerDoc = pPlayerDoc; } void CPlayerApp::OnDocumentDestroyed( CPlayerDoc *pPlayerDoc ) { // Single documents only ASSERT( m_pPlayerDoc == pPlayerDoc ); m_pPlayerDoc = NULL; } ///////////////////////////////////////////////////////////////////////////// // CAboutDlg dialog used for App About class CAboutDlg : public CDialog { public: CAboutDlg(); // Dialog Data //{{AFX_DATA(CAboutDlg) enum { IDD = IDD_ABOUTBOX }; //}}AFX_DATA // Implementation protected: virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support //{{AFX_MSG(CAboutDlg) // No message handlers //}}AFX_MSG DECLARE_MESSAGE_MAP() }; CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD) { //{{AFX_DATA_INIT(CAboutDlg) //}}AFX_DATA_INIT } void CAboutDlg::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); //{{AFX_DATA_MAP(CAboutDlg) //}}AFX_DATA_MAP } BEGIN_MESSAGE_MAP(CAboutDlg, CDialog) //{{AFX_MSG_MAP(CAboutDlg) // No message handlers //}}AFX_MSG_MAP END_MESSAGE_MAP() // App command to run the dialog void CPlayerApp::OnAppAbout() { CAboutDlg aboutDlg; aboutDlg.DoModal(); } int CPlayerApp::Run() { // Overridden to check for Graph events as well as messages if (m_pMainWnd == NULL && AfxOleGetUserCtrl()) { // Not launched /Embedding or /Automation, but has no main window! TRACE0("Warning: m_pMainWnd is NULL in CPlayerApp::Run - quitting application.\n"); AfxPostQuitMessage(0); } BOOL bIdle = TRUE; LONG lIdleCount = 0; HANDLE ahObjects[1]; // handles that need to be waited on const int cObjects = 1; // no of objects that we are waiting on // message loop lasts until we get a WM_QUIT message // upon which we shall return from the function while (TRUE) { // If we don't have an event handle then process idle // routines until a message arrives or until the idle routines // stop (when we block until a message arrives). The graph event // handle can only be created in response to a message if( (ahObjects[ 0 ] = m_pPlayerDoc->GetGraphEventHandle()) == NULL ){ while ( bIdle && !::PeekMessage(&m_msgCur, NULL, NULL, NULL, PM_NOREMOVE)) { // call OnIdle while in bIdle state if (!OnIdle(lIdleCount++)){ bIdle = FALSE; WaitMessage(); } } } else { // wait for any message sent or posted to this queue // or for a graph notification. If there is no message or event // and we are idling then we process the idle time routines DWORD result; result = MsgWaitForMultipleObjects( cObjects , ahObjects , FALSE , (bIdle ? 0 : INFINITE) , QS_ALLINPUT ); if( result != (WAIT_OBJECT_0 + cObjects) ){ // not a message... if( result == WAIT_OBJECT_0 ) m_pPlayerDoc->OnGraphNotify(); else if( result == WAIT_TIMEOUT ) if(!OnIdle(lIdleCount++)) bIdle = FALSE; continue; } } // When here, we either have a message or no event handle // has been created yet. // read all of the messages in this next loop // removing each message as we read it do { // pump message, but quit on WM_QUIT if (!PumpMessage()) return ExitInstance(); // reset "no idle" state after pumping "normal" message if (IsIdleMessage(&m_msgCur)) { bIdle = TRUE; lIdleCount = 0; } } while (::PeekMessage(&m_msgCur, NULL, NULL, NULL, PM_NOREMOVE)); } // end of the always while-loop } ///////////////////////////////////////////////////////////////////////////// // CPlayerApp commands