Torque3D/Templates/Full/web/source/activex/IEWebGameCtrl.h
2012-09-19 11:54:25 -04:00

178 lines
6.4 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.
//-----------------------------------------------------------------------------
// Torque 3D web deployment for Internet Explorer (ActiveX)
#pragma once
#include "resource.h" // main symbols
#include <atlctl.h>
#include "IEWebGamePlugin_i.h"
#include "IEWebGameWindow.h"
#if defined(_WIN32_WCE) && !defined(_CE_DCOM) && !defined(_CE_ALLOW_SINGLE_THREADED_OBJECTS_IN_MTA)
#error "Single-threaded COM objects are not properly supported on Windows CE platform, such as the Windows Mobile platforms that do not include full DCOM support. Define _CE_ALLOW_SINGLE_THREADED_OBJECTS_IN_MTA to force ATL to support creating single-thread COM object's and allow use of it's single-threaded COM object implementations. The threading model in your rgs file was set to 'Free' as that is the only threading model supported in non DCOM Windows CE platforms."
#endif
// The heavy lifting is done by our game control (which inherits from WebGameWindow)
// CIEWebGameCtrl
class ATL_NO_VTABLE CIEWebGameCtrl :
public CComObjectRootEx<CComSingleThreadModel>,
public CStockPropImpl<CIEWebGameCtrl, IIEWebGameCtrl>,
public IPersistStreamInitImpl<CIEWebGameCtrl>,
public IOleControlImpl<CIEWebGameCtrl>,
public IOleObjectImpl<CIEWebGameCtrl>,
public IOleInPlaceActiveObjectImpl<CIEWebGameCtrl>,
public IViewObjectExImpl<CIEWebGameCtrl>,
public IOleInPlaceObjectWindowlessImpl<CIEWebGameCtrl>,
public IObjectSafetyImpl<CIEWebGameCtrl, INTERFACESAFE_FOR_UNTRUSTED_CALLER>,
public CComCoClass<CIEWebGameCtrl, &CLSID_IEWebGameCtrl>,
public CComControl<CIEWebGameCtrl, WebGameWindow>
{
public:
DECLARE_OLEMISC_STATUS(OLEMISC_RECOMPOSEONRESIZE |
OLEMISC_CANTLINKINSIDE |
OLEMISC_INSIDEOUT |
OLEMISC_ACTIVATEWHENVISIBLE |
OLEMISC_SETCLIENTSITEFIRST
)
DECLARE_REGISTRY_RESOURCEID(IDR_IEWEBGAMECTRL)
BEGIN_COM_MAP(CIEWebGameCtrl)
COM_INTERFACE_ENTRY(IIEWebGameCtrl)
COM_INTERFACE_ENTRY(IDispatch)
COM_INTERFACE_ENTRY(IViewObjectEx)
COM_INTERFACE_ENTRY(IViewObject2)
COM_INTERFACE_ENTRY(IViewObject)
COM_INTERFACE_ENTRY(IOleInPlaceObjectWindowless)
COM_INTERFACE_ENTRY(IOleInPlaceObject)
COM_INTERFACE_ENTRY2(IOleWindow, IOleInPlaceObjectWindowless)
COM_INTERFACE_ENTRY(IOleInPlaceActiveObject)
COM_INTERFACE_ENTRY(IOleControl)
COM_INTERFACE_ENTRY(IOleObject)
COM_INTERFACE_ENTRY(IPersistStreamInit)
COM_INTERFACE_ENTRY2(IPersist, IPersistStreamInit)
COM_INTERFACE_ENTRY_IID(IID_IObjectSafety, IObjectSafety)
END_COM_MAP()
BEGIN_PROP_MAP(CIEWebGameCtrl)
PROP_DATA_ENTRY("_cx", m_sizeExtent.cx, VT_UI4)
PROP_DATA_ENTRY("_cy", m_sizeExtent.cy, VT_UI4)
// Example entries
// PROP_ENTRY_TYPE("Property Name", dispid, clsid, vtType)
// PROP_PAGE(CLSID_StockColorPage)
END_PROP_MAP()
BEGIN_MSG_MAP(WebGameWindow)
CHAIN_MSG_MAP(WebGameWindow)
DEFAULT_REFLECTION_HANDLER()
END_MSG_MAP()
// Handler prototypes:
// LRESULT MessageHandler(UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled);
// LRESULT CommandHandler(WORD wNotifyCode, WORD wID, HWND hWndCtl, BOOL& bHandled);
// LRESULT NotifyHandler(int idCtrl, LPNMHDR pnmh, BOOL& bHandled);
// IViewObjectEx
DECLARE_VIEW_STATUS(0)
// IIEWebGameCtrl
public:
static CIEWebGameCtrl* sInstance;
CIEWebGameCtrl()
{
m_bWindowOnly = TRUE;
sInstance = this;
mInitialized = false;
}
DECLARE_PROTECT_FINAL_CONSTRUCT()
HRESULT FinalConstruct()
{
return S_OK;
}
void FinalRelease()
{
}
// the javascript accessible methods which can be called our on plugin object
// plugin.getVariable("$MyVariable"); - get a Torque 3D console variable
STDMETHOD(getVariable)(BSTR name, BSTR* value);
// plugin.setVariable("$MyVariable", 42); - set a Torque 3D console variable
STDMETHOD(setVariable)(BSTR name, BSTR value);
// var result = plugin.callScript("mySecureFunction('one', 'two', 'three');"); - call a TorqueScript function marked as secure in webConfig.h with supplied arguments
STDMETHOD(callScript)(BSTR code, BSTR* retValue);
// plugin.exportFunction("MyJavascriptFunction",3); - export a Javascript function to the Torque 3D console system via its name and argument count
STDMETHOD(exportFunction)(BSTR name, LONG numArguments);
// plugin.startup(); - called once web page is fully loaded and plugin (including Torque 3D) is initialized
STDMETHOD(startup)();
// TorqueScript -> Javascript call handling
const char* callFunction(const char* name, LONG numArguments, const char* argv[]);
// our plugin requires no signing as it is installer based
STDMETHOD(GetInterfaceSafetyOptions)(REFIID riid, DWORD *pdwSupportedOptions, DWORD *pdwEnabledOptions);
STDMETHOD(SetInterfaceSafetyOptions)(REFIID riid, DWORD dwOptionSetMask, DWORD dwEnabledOptions);
protected:
// these can be added on the page before we're initialized, so we cache them at startup
typedef struct JavasScriptExport
{
std::string jsCallback; //javascript function name
UINT numArguments; //the number of arguments it takes
};
std::vector<JavasScriptExport> mJavaScriptExports;
// actually handle the export (once Torque 3D is fully initialized)
void internalExportFunction(const JavasScriptExport& jsexport);
BOOL mInitialized;
// checks a given domain against the allowed domains in webConfig.h
bool checkDomain();
};
OBJECT_ENTRY_AUTO(__uuidof(IEWebGameCtrl), CIEWebGameCtrl)