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- //-----------------------------------------------------------------------------
- // 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)
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