//------------------------------------------------------------------------------ // File: MsgThrd.h // // Desc: DirectShow base classes - provides support for a worker thread // class to which one can asynchronously post messages. // // Copyright (c) 1992-2001 Microsoft Corporation. All rights reserved. //------------------------------------------------------------------------------ // Message class - really just a structure. // class CMsg { public: UINT uMsg; DWORD dwFlags; LPVOID lpParam; CAMEvent *pEvent; CMsg(UINT u, DWORD dw, LPVOID lp, CAMEvent *pEvnt) : uMsg(u), dwFlags(dw), lpParam(lp), pEvent(pEvnt) {} CMsg() : uMsg(0), dwFlags(0L), lpParam(NULL), pEvent(NULL) {} }; // This is the actual thread class. It exports all the usual thread control // functions. The created thread is different from a normal WIN32 thread in // that it is prompted to perform particaular tasks by responding to messages // posted to its message queue. // class AM_NOVTABLE CMsgThread { private: static DWORD WINAPI DefaultThreadProc(LPVOID lpParam); DWORD m_ThreadId; HANDLE m_hThread; protected: // if you want to override GetThreadMsg to block on other things // as well as this queue, you need access to this CGenericList m_ThreadQueue; CCritSec m_Lock; HANDLE m_hSem; LONG m_lWaiting; public: CMsgThread() : m_ThreadId(0), m_hThread(NULL), m_lWaiting(0), m_hSem(NULL), // make a list with a cache of 5 items m_ThreadQueue(NAME("MsgThread list"), 5) { } ~CMsgThread(); // override this if you want to block on other things as well // as the message loop void virtual GetThreadMsg(CMsg *msg); // override this if you want to do something on thread startup virtual void OnThreadInit() { }; BOOL CreateThread(); BOOL WaitForThreadExit(LPDWORD lpdwExitCode) { if (m_hThread != NULL) { WaitForSingleObject(m_hThread, INFINITE); return GetExitCodeThread(m_hThread, lpdwExitCode); } return FALSE; } DWORD ResumeThread() { return ::ResumeThread(m_hThread); } DWORD SuspendThread() { return ::SuspendThread(m_hThread); } int GetThreadPriority() { return ::GetThreadPriority(m_hThread); } BOOL SetThreadPriority(int nPriority) { return ::SetThreadPriority(m_hThread, nPriority); } HANDLE GetThreadHandle() { return m_hThread; } DWORD GetThreadId() { return m_ThreadId; } void PutThreadMsg(UINT uMsg, DWORD dwMsgFlags, LPVOID lpMsgParam, CAMEvent *pEvent = NULL) { CAutoLock lck(&m_Lock); CMsg* pMsg = new CMsg(uMsg, dwMsgFlags, lpMsgParam, pEvent); m_ThreadQueue.AddTail(pMsg); if (m_lWaiting != 0) { ReleaseSemaphore(m_hSem, m_lWaiting, 0); m_lWaiting = 0; } } // This is the function prototype of the function that the client // supplies. It is always called on the created thread, never on // the creator thread. // virtual LRESULT ThreadMessageProc( UINT uMsg, DWORD dwFlags, LPVOID lpParam, CAMEvent *pEvent) = 0; };