//=--------------------------------------------------------------------------= // Unknown.H //=--------------------------------------------------------------------------= // Copyright 1995-1996 Microsoft Corporation. All Rights Reserved. // // THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. //=--------------------------------------------------------------------------= // // a class definition for an IUnknown super-class that will support // aggregation. // #ifndef _UNKNOWN_H_ //=--------------------------------------------------------------------------= // UNKNOWNOBJECTINFO // // if you want a simple co-creatable object, with no other guarantees about // it, then you need to put the following entry in the global table of objects. // other object types that are more complex, such as automation objects, and // controls, will also use this information... // typedef struct { const CLSID *rclsid; // CLSID of your object. ONLY USE IF YOU'RE CoCreatable! LPCSTR pszObjectName; // Name of your object. ONLY USE IF YOU'RE CoCreatable! IUnknown *(*pfnCreate)(IUnknown *); // pointer to creation fn. ONLY USE IF YOU'RE CoCreatable! } UNKNOWNOBJECTINFO; #define NAMEOFOBJECT(index) (((UNKNOWNOBJECTINFO *)(g_ObjectInfo[(index)]).pInfo)->pszObjectName) #define CLSIDOFOBJECT(index) (*(((UNKNOWNOBJECTINFO *)(g_ObjectInfo[(index)]).pInfo)->rclsid)) #define CREATEFNOFOBJECT(index) (((UNKNOWNOBJECTINFO *)(g_ObjectInfo[(index)]).pInfo)->pfnCreate) #ifndef INITOBJECTS #define DEFINE_UNKNOWNOBJECT(name, clsid, objname, fn) \ extern UNKNOWNOBJECTINFO name##Object \ #else #define DEFINE_UNKNOWNOBJECT(name, clsid, objname, fn) \ UNKNOWNOBJECTINFO name##Object = { clsid, objname, fn } \ #endif // INITOBJECTS //=--------------------------------------------------------------------------= // DECLARE_STANDARD_UNKNOWN // // All objects that are going to inherit from CUnknown for their IUnknown // implementation should put this in their class declaration instead of the // three IUnknown methods. // #define DECLARE_STANDARD_UNKNOWN() \ STDMETHOD(QueryInterface)(REFIID riid, void **ppvObjOut) { \ return ExternalQueryInterface(riid, ppvObjOut); \ } \ STDMETHOD_(ULONG, AddRef)(void) { \ return ExternalAddRef(); \ } \ STDMETHOD_(ULONG, Release)(void) { \ return ExternalRelease(); \ } \ // global variable where we store the current lock count on our DLL. This resides // in InProcServer.Cpp // extern LONG g_cLocks; //=--------------------------------------------------------------------------= // this class doesn't inherit from IUnknown since people inheriting from it // are going to do so, and just delegate their IUnknown calls to the External* // member functions on this object. the internal private unknown object does // need to inherit from IUnknown, since it will be used directly as an IUnknown // object. // class CUnknownObject { public: CUnknownObject(IUnknown *pUnkOuter, void *pvInterface) : m_pvInterface(pvInterface), m_pUnkOuter((pUnkOuter) ? pUnkOuter : &m_UnkPrivate) { InterlockedIncrement(&g_cLocks); } virtual ~CUnknownObject() { InterlockedDecrement(&g_cLocks); } // these are all protected so that classes that inherit from this can // at get at them. // protected: // IUnknown methods. these just delegate to the controlling // unknown. // HRESULT ExternalQueryInterface(REFIID riid, void **ppvObjOut) { return m_pUnkOuter->QueryInterface(riid, ppvObjOut); } ULONG ExternalAddRef(void) { return m_pUnkOuter->AddRef(); } ULONG ExternalRelease(void) { return m_pUnkOuter->Release(); } // people should use this during creation to return their private // unknown // inline IUnknown *PrivateUnknown (void) { return &m_UnkPrivate; } virtual HRESULT InternalQueryInterface(REFIID riid, void **ppvObjOut); IUnknown *m_pUnkOuter; // outer controlling Unknown void *m_pvInterface; // the real interface we're working with. private: // the inner, private unknown implementation is for the aggregator // to control the lifetime of this object, and for those cases where // this object isn't aggregated. // class CPrivateUnknownObject : public IUnknown { public: STDMETHOD(QueryInterface)(REFIID riid, void **ppvObjOut); STDMETHOD_(ULONG, AddRef)(void); STDMETHOD_(ULONG, Release)(void); // constructor is remarkably trivial // CPrivateUnknownObject() : m_cRef(1) {} private: CUnknownObject *m_pMainUnknown(); ULONG m_cRef; } m_UnkPrivate; // so they can reference themselves in CUnknownObject from pMainUnknown() // friend class CPrivateUnknownObject; // by overriding this, people inheriting from this unknown can implement // additional interfaces. declared as private here so they have to use their // own version. // }; #define _UNKNOWN_H_ #endif // _UNKNOWN_H_