Files
UnrealEngineUWP/Engine/Source/Programs/UnrealCEFSubProcess/Private/UnrealCEFSubProcessCallbackRegistry.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

46 lines
1.4 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Guid.h"
#include "UnrealCEFSubProcess.h"
#if WITH_CEF3
/** Represents information about a JS function that can be called from the browser process.
*/
struct FUnrealCEFSubProcessCallbackRegistryEntry
{
FUnrealCEFSubProcessCallbackRegistryEntry(CefRefPtr<CefV8Context> InContext, CefRefPtr<CefV8Value> InObject, CefRefPtr<CefV8Value> InFunction, CefRefPtr<CefV8Value> InOnError, bool bInOneShot)
: Context(InContext)
, Object(InObject)
, Function(InFunction)
, OnError(InOnError)
, bOneShot(bInOneShot)
{}
CefRefPtr<CefV8Context> Context;
CefRefPtr<CefV8Value> Object;
CefRefPtr<CefV8Value> Function;
CefRefPtr<CefV8Value> OnError;
bool bOneShot;
};
class FUnrealCEFSubProcessCallbackRegistry : public TMap<FGuid, FUnrealCEFSubProcessCallbackRegistryEntry>
{
public:
/**
* Looks for a matching entry in the registry or adds a new one, returning its Id.
* A matching entry must have the same Context, Object, Function and OnError object. One-shot callbacks will always result in a new entry , even if there is an exact match.
*/
FGuid FindOrAdd(CefRefPtr<CefV8Context> Context, CefRefPtr<CefV8Value> Object, CefRefPtr<CefV8Value> Function, CefRefPtr<CefV8Value> OnError=nullptr, bool bOneShot=false);
/**
* Deletes all entries that have a matching context.
*/
void RemoveByContext(CefRefPtr<CefV8Context> Context);
};
#endif