mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
183 lines
5.3 KiB
C++
183 lines
5.3 KiB
C++
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "StdAfx.h"
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#include <shlobj.h>
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#include "IEWebGameWindow.h"
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#include "../common/webCommon.h"
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// We hook the keyboard at application level so we TAB, Backspace, other accelerator combos
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// are captured and don't cause us grief
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static HHOOK hHook = NULL;
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// Hook procedure for WH_GETMESSAGE hook type.
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LRESULT CALLBACK GetMessageProc(int nCode, WPARAM wParam, LPARAM lParam)
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{
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// If this is a keystrokes message, translate it in controls'
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LPMSG lpMsg = (LPMSG) lParam;
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if( (nCode >= 0) &&
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PM_REMOVE == wParam &&
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(lpMsg->message >= WM_KEYFIRST && lpMsg->message <= WM_KEYLAST) )
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{
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if (torque_directmessage)
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{
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// call directly into the Torque 3D message queue, bypassing the windows event queue
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// as we're hooking into the application level processing, this would cause a hang
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torque_directmessage(lpMsg->message, lpMsg->wParam, lpMsg->lParam);
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// The value returned from this hookproc is ignored, and it cannot
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// be used to tell Windows the message has been handled. To avoid
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// further processing, convert the message to WM_NULL before
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// returning.
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lpMsg->message = WM_NULL;
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lpMsg->lParam = 0L;
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lpMsg->wParam = 0;
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}
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}
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// Passes the hook information to the next hook procedure in
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// the current hook chain.
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return ::CallNextHookEx(hHook, nCode, wParam, lParam);
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}
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WebGameWindow::WebGameWindow(void)
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{
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mTimer = false;
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mInitialized = false;
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}
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WebGameWindow::~WebGameWindow(void)
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{
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//handling threads in event callbacks (onDestroy for instance) seems to cause loads of problems (deadlocks, etc)
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if (mInitialized)
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WebCommon::ShutdownTorque3D();
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}
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// we use a timer to update the Torque 3D game loop (tick) and handle rendering
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VOID CALLBACK MyTimerProc(
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HWND hwnd, // handle to window for timer messages
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UINT message, // WM_TIMER message
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UINT idTimer, // timer identifier
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DWORD dwTime) // current system time
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{
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static bool reentrant = false;
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if (!reentrant)
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{
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reentrant = true;
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torque_enginetick();
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reentrant = false;
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}
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}
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LRESULT
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WebGameWindow::OnCreate(UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled)
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{
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bHandled = TRUE;
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// check that the domain we're loading the plugin from is allowed
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if (!checkDomain())
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{
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return -1;
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}
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// load up the Torque 3D shared library and initialize it
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if (!WebCommon::InitTorque3D(this->m_hWnd))
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{
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return -1;
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}
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mTimer = true;
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mInitialized = true;
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// fire up timer for ticking Torque 3D update
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SetTimer( 1, // timer identifier
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1, // 1 millisecond
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(TIMERPROC) MyTimerProc); // timer callback
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hHook = ::SetWindowsHookEx(
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WH_GETMESSAGE,
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GetMessageProc,
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WebCommon::gPluginModule,
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GetCurrentThreadId());
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return 0;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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LRESULT
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WebGameWindow::OnDestroy(UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled)
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{
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// let the default handler run
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bHandled = FALSE;
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// kill update timer
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if (mTimer)
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KillTimer( 1);
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mTimer = false;
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if (hHook)
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::UnhookWindowsHookEx (hHook);
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hHook = NULL;
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return 0;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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LRESULT
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WebGameWindow::OnSize(UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled)
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{
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// let the default handler run
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bHandled = FALSE;
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// resize the Torque 3D child window depending on our browser's parent window
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if (mInitialized && torque_resizewindow)
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{
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int width = (int) LOWORD( lParam );
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int height = (int) HIWORD( lParam );
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torque_resizewindow(width,height);
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}
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return 0;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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LRESULT
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WebGameWindow::OnMouseActivate(UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled)
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{
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return MA_ACTIVATE;
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}
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