Torque3D/Templates/Empty/web/source/activex/IEWebGameWindow.cpp
2012-09-19 11:29:55 -04:00

183 lines
5.3 KiB
C++

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