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UnrealEngineUWP/Engine/Source/Runtime/WebBrowser/Private/MobileJS/MobileJSScripting.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#if PLATFORM_ANDROID || PLATFORM_IOS
#include "WebJSFunction.h"
#include "WebJSScripting.h"
typedef TSharedRef<class FMobileJSScripting> FMobileJSScriptingRef;
typedef TSharedPtr<class FMobileJSScripting> FMobileJSScriptingPtr;
/**
* Implements handling of bridging UObjects client side with JavaScript renderer side.
*/
class FMobileJSScripting
: public FWebJSScripting
, public TSharedFromThis<FMobileJSScripting>
{
public:
static const FString JSMessageTag;
static const FString JSMessageHandler;
FMobileJSScripting(bool bJSBindingToLoweringEnabled);
virtual void BindUObject(const FString& Name, UObject* Object, bool bIsPermanent = true) override;
virtual void UnbindUObject(const FString& Name, UObject* Object = nullptr, bool bIsPermanent = true) override;
void BindUObject(TSharedRef<class IWebBrowserWindow> InWindow, const FString& Name, UObject* Object, bool bIsPermanent = true);
void UnbindUObject(TSharedRef<class IWebBrowserWindow> InWindow, const FString& Name, UObject* Object = nullptr, bool bIsPermanent = true);
/**
* Called when a message was received from the browser process.
*
* @param Command The command sent from the browser.
* @param Params Command-specific data.
* @return true if the message was handled, else false.
*/
bool OnJsMessageReceived(const FString& Command, const TArray<FString>& Params, const FString& Origin);
FString ConvertStruct(UStruct* TypeInfo, const void* StructPtr);
FString ConvertObject(UObject* Object);
virtual void InvokeJSFunction(FGuid FunctionId, int32 ArgCount, FWebJSParam Arguments[], bool bIsError=false) override;
virtual void InvokeJSErrorResult(FGuid FunctionId, const FString& Error) override;
void PageLoaded(TSharedRef<class IWebBrowserWindow> InWindow); // Called on page load
void SetWindow(TSharedRef<class IWebBrowserWindow> InWindow);
private:
void InitializeScript(TSharedRef<class IWebBrowserWindow> InWindow);
void InvokeJSFunctionRaw(FGuid FunctionId, const FString& JSValue, bool bIsError=false);
bool IsValid()
{
return WindowPtr.Pin().IsValid();
}
void AddPermanentBind(const FString& Name, UObject* Object);
void RemovePermanentBind(const FString& Name, UObject* Object);
/** Message handling helpers */
bool HandleExecuteUObjectMethodMessage(const TArray<FString>& Params);
/** Pointer to the Mobile Browser for this window. */
TWeakPtr<class IWebBrowserWindow> WindowPtr;
};
#endif // PLATFORM_ANDROID || PLATFORM_IOS