Files
UnrealEngineUWP/Engine/Source/Programs/UnrealCEFSubProcess/Private/UnrealCEFSubProcessCallbackRegistry.cpp
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

44 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "UnrealCEFSubProcessCallbackRegistry.h"
#include "UnrealCEFSubProcess.h"
#if WITH_CEF3
FGuid FUnrealCEFSubProcessCallbackRegistry::FindOrAdd(CefRefPtr<CefV8Context> Context, CefRefPtr<CefV8Value> Object, CefRefPtr<CefV8Value> Function, CefRefPtr<CefV8Value> OnError, bool bOneShot)
{
if (! bOneShot)
{
for(auto Iter = CreateIterator(); Iter; ++Iter)
{
auto Value = Iter.Value();
if (! Value.bOneShot
&& Context->IsSame(Value.Context)
&& Function->IsSame(Value.Function)
&& ( ((Object == nullptr) && (Value.Object == nullptr)) || Object->IsSame(Value.Object))
&& ( ((OnError == nullptr) && (Value.OnError == nullptr)) || OnError->IsSame(Value.OnError)))
{
return Iter.Key();
}
}
}
// If not found or one-shot, add new entry to the map
FGuid Guid = FGuid::NewGuid();
Add(Guid, FUnrealCEFSubProcessCallbackRegistryEntry(Context, Object, Function, OnError, bOneShot));
return Guid;
}
void FUnrealCEFSubProcessCallbackRegistry::RemoveByContext(CefRefPtr<CefV8Context> Context)
{
for(auto Iter = CreateIterator(); Iter; ++Iter)
{
if (Context->IsSame(Iter.Value().Context))
{
Iter.RemoveCurrent();
}
}
}
#endif // WITH_CEF3