398 lines
17 KiB
Plaintext
398 lines
17 KiB
Plaintext
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<chapter id="ole">
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<title>COM/OLE in Wine</title>
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<sect1 id="ole-architecture">
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<title>COM/OLE Architecture in Wine</title>
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<para>
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The section goes into detail about how COM/OLE2 are
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implemented in Wine.
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</para>
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</sect1>
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<sect1 id="ole-binary">
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<title>Using Binary OLE components in Wine</title>
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<para>
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This section describes how to import pre-compiled COM/OLE
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components...
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</para>
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</sect1>
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<sect1 id="com-writing">
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<title>Writing OLE Components for Wine</title>
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<para>
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Based on the comments in <filename>wine/include/wine/obj_base.h</filename>.
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</para>
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<para>
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This section describes how to create your own natively
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compiled COM/OLE components.
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</para>
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<sect2>
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<title>Macros to define a COM interface</title>
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<para>
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The goal of the following set of definitions is to provide a
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way to use the same header file definitions to provide both
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a C interface and a C++ object oriented interface to COM
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interfaces. The type of interface is selected automatically
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depending on the language but it is always possible to get
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the C interface in C++ by defining CINTERFACE.
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</para>
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<para>
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It is based on the following assumptions:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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all COM interfaces derive from IUnknown, this should not
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be a problem.
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</para>
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</listitem>
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<listitem>
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<para>
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the header file only defines the interface, the actual
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fields are defined separately in the C file implementing
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the interface.
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</para>
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</listitem>
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</itemizedlist>
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<para>
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The natural approach to this problem would be to make sure
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we get a C++ class and virtual methods in C++ and a
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structure with a table of pointer to functions in C.
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Unfortunately the layout of the virtual table is compiler
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specific, the layout of g++ virtual tables is not the same
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as that of an egcs virtual table which is not the same as
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that generated by Visual C+. There are workarounds to make
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the virtual tables compatible via padding but unfortunately
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the one which is imposed to the WINE emulator by the Windows
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binaries, i.e. the Visual C++ one, is the most compact of
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all.
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</para>
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<para>
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So the solution I finally adopted does not use virtual
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tables. Instead I use inline non virtual methods that
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dereference the method pointer themselves and perform the
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call.
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</para>
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<para>
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Let's take Direct3D as an example:
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</para>
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<programlisting>#define ICOM_INTERFACE IDirect3D
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#define IDirect3D_METHODS \
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ICOM_METHOD1(HRESULT,Initialize, REFIID,) \
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ICOM_METHOD2(HRESULT,EnumDevices, LPD3DENUMDEVICESCALLBACK,, LPVOID,) \
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ICOM_METHOD2(HRESULT,CreateLight, LPDIRECT3DLIGHT*,, IUnknown*,) \
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ICOM_METHOD2(HRESULT,CreateMaterial,LPDIRECT3DMATERIAL*,, IUnknown*,) \
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ICOM_METHOD2(HRESULT,CreateViewport,LPDIRECT3DVIEWPORT*,, IUnknown*,) \
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ICOM_METHOD2(HRESULT,FindDevice, LPD3DFINDDEVICESEARCH,, LPD3DFINDDEVICERESULT,)
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#define IDirect3D_IMETHODS \
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IUnknown_IMETHODS \
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IDirect3D_METHODS
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ICOM_DEFINE(IDirect3D,IUnknown)
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#undef ICOM_INTERFACE
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#ifdef ICOM_CINTERFACE
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// *** IUnknown methods *** //
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#define IDirect3D_QueryInterface(p,a,b) ICOM_CALL2(QueryInterface,p,a,b)
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#define IDirect3D_AddRef(p) ICOM_CALL (AddRef,p)
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#define IDirect3D_Release(p) ICOM_CALL (Release,p)
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// *** IDirect3D methods *** //
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#define IDirect3D_Initialize(p,a) ICOM_CALL1(Initialize,p,a)
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#define IDirect3D_EnumDevices(p,a,b) ICOM_CALL2(EnumDevice,p,a,b)
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#define IDirect3D_CreateLight(p,a,b) ICOM_CALL2(CreateLight,p,a,b)
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#define IDirect3D_CreateMaterial(p,a,b) ICOM_CALL2(CreateMaterial,p,a,b)
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#define IDirect3D_CreateViewport(p,a,b) ICOM_CALL2(CreateViewport,p,a,b)
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#define IDirect3D_FindDevice(p,a,b) ICOM_CALL2(FindDevice,p,a,b)
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#endif</programlisting>
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<para>
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Comments:
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</para>
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<para>
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The ICOM_INTERFACE macro is used in the ICOM_METHOD macros
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to define the type of the 'this' pointer. Defining this
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macro here saves us the trouble of having to repeat the
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interface name everywhere. Note however that because of the
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way macros work, a macro like ICOM_METHOD1 cannot use
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'ICOM_INTERFACE##_VTABLE' because this would give
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'ICOM_INTERFACE_VTABLE' and not 'IDirect3D_VTABLE'.
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</para>
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<para>
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ICOM_METHODS defines the methods specific to this
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interface. It is then aggregated with the inherited methods
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to form ICOM_IMETHODS.
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</para>
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<para>
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ICOM_IMETHODS defines the list of methods that are
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inheritable from this interface. It must be written manually
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(rather than using a macro to generate the equivalent code)
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to avoid macro recursion (which compilers don't like).
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</para>
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<para>
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The ICOM_DEFINE finally declares all the structures
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necessary for the interface. We have to explicitly use the
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interface name for macro expansion reasons again. Inherited
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methods are inherited in C by using the IDirect3D_METHODS
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macro and the parent's Xxx_IMETHODS macro. In C++ we need
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only use the IDirect3D_METHODS since method inheritance is
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taken care of by the language.
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</para>
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<para>
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In C++ the ICOM_METHOD macros generate a function prototype
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and a call to a function pointer method. This means using
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once 't1 p1, t2 p2, ...' and once 'p1, p2' without the
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types. The only way I found to handle this is to have one
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ICOM_METHOD macro per number of parameters and to have it
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take only the type information (with const if necessary) as
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parameters. The 'undef ICOM_INTERFACE' is here to remind
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you that using ICOM_INTERFACE in the following macros will
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not work. This time it's because the ICOM_CALL macro
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expansion is done only once the 'IDirect3D_Xxx' macro is
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expanded. And by that time ICOM_INTERFACE will be long gone
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anyway.
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</para>
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<para>
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You may have noticed the double commas after each parameter
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type. This allows you to put the name of that parameter
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which I think is good for documentation. It is not required
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and since I did not know what to put there for this example
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(I could only find doc about IDirect3D2), I left them blank.
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</para>
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<para>
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Finally the set of 'IDirect3D_Xxx' macros is a standard set
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of macros defined to ease access to the interface methods in
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C. Unfortunately I don't see any way to avoid having to
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duplicate the inherited method definitions there. This time
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I could have used a trick to use only one macro whatever the
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number of parameters but I prefered to have it work the same
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way as above.
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</para>
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<para>
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You probably have noticed that we don't define the fields we
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need to actually implement this interface: reference count,
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pointer to other resources and miscellaneous fields. That's
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because these interfaces are just that: interfaces. They may
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be implemented more than once, in different contexts and
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sometimes not even in Wine. Thus it would not make sense to
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impose that the interface contains some specific fields.
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</para>
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</sect2>
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<sect2>
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<title>Bindings in C</title>
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<para>
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In C this gives:
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</para>
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<programlisting>typedef struct IDirect3DVtbl IDirect3DVtbl;
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struct IDirect3D {
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IDirect3DVtbl* lpVtbl;
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};
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struct IDirect3DVtbl {
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HRESULT (*fnQueryInterface)(IDirect3D* me, REFIID riid, LPVOID* ppvObj);
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ULONG (*fnAddRef)(IDirect3D* me);
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ULONG (*fnRelease)(IDirect3D* me);
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HRESULT (*fnInitialize)(IDirect3D* me, REFIID a);
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HRESULT (*fnEnumDevices)(IDirect3D* me, LPD3DENUMDEVICESCALLBACK a, LPVOID b);
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HRESULT (*fnCreateLight)(IDirect3D* me, LPDIRECT3DLIGHT* a, IUnknown* b);
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HRESULT (*fnCreateMaterial)(IDirect3D* me, LPDIRECT3DMATERIAL* a, IUnknown* b);
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HRESULT (*fnCreateViewport)(IDirect3D* me, LPDIRECT3DVIEWPORT* a, IUnknown* b);
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HRESULT (*fnFindDevice)(IDirect3D* me, LPD3DFINDDEVICESEARCH a, LPD3DFINDDEVICERESULT b);
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};
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#ifdef ICOM_CINTERFACE
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// *** IUnknown methods *** //
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#define IDirect3D_QueryInterface(p,a,b) (p)->lpVtbl->fnQueryInterface(p,a,b)
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#define IDirect3D_AddRef(p) (p)->lpVtbl->fnAddRef(p)
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#define IDirect3D_Release(p) (p)->lpVtbl->fnRelease(p)
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// *** IDirect3D methods *** //
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#define IDirect3D_Initialize(p,a) (p)->lpVtbl->fnInitialize(p,a)
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#define IDirect3D_EnumDevices(p,a,b) (p)->lpVtbl->fnEnumDevice(p,a,b)
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#define IDirect3D_CreateLight(p,a,b) (p)->lpVtbl->fnCreateLight(p,a,b)
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#define IDirect3D_CreateMaterial(p,a,b) (p)->lpVtbl->fnCreateMaterial(p,a,b)
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#define IDirect3D_CreateViewport(p,a,b) (p)->lpVtbl->fnCreateViewport(p,a,b)
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#define IDirect3D_FindDevice(p,a,b) (p)->lpVtbl->fnFindDevice(p,a,b)
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#endif</programlisting>
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<para>
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Comments:
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</para>
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<para>
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IDirect3D only contains a pointer to the IDirect3D
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virtual/jump table. This is the only thing the user needs to
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know to use the interface. Of course the structure we will
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define to implement this interface will have more fields but
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the first one will match this pointer.
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</para>
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<para>
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The code generated by ICOM_DEFINE defines both the structure
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representing the interface and the structure for the jump
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table. ICOM_DEFINE uses the parent's Xxx_IMETHODS macro to
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automatically repeat the prototypes of all the inherited
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methods and then uses IDirect3D_METHODS to define the
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IDirect3D methods.
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</para>
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<para>
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Each method is declared as a pointer to function field in
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the jump table. The implementation will fill this jump table
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with appropriate values, probably using a static variable,
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and initialize the lpVtbl field to point to this variable.
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</para>
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<para>
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The IDirect3D_Xxx macros then just derefence the lpVtbl
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pointer and use the function pointer corresponding to the
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macro name. This emulates the behavior of a virtual table
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and should be just as fast.
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</para>
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<para>
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This C code should be quite compatible with the Windows
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headers both for code that uses COM interfaces and for code
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implementing a COM interface.
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</para>
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</sect2>
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<sect2>
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<title>Bindings in C++</title>
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<para>
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And in C++ (with gcc's g++):
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</para>
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<programlisting>typedef struct IDirect3D: public IUnknown {
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private: HRESULT (*fnInitialize)(IDirect3D* me, REFIID a);
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public: inline HRESULT Initialize(REFIID a) { return ((IDirect3D*)t.lpVtbl)->fnInitialize(this,a); };
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private: HRESULT (*fnEnumDevices)(IDirect3D* me, LPD3DENUMDEVICESCALLBACK a, LPVOID b);
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public: inline HRESULT EnumDevices(LPD3DENUMDEVICESCALLBACK a, LPVOID b)
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{ return ((IDirect3D*)t.lpVtbl)->fnEnumDevices(this,a,b); };
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private: HRESULT (*fnCreateLight)(IDirect3D* me, LPDIRECT3DLIGHT* a, IUnknown* b);
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public: inline HRESULT CreateLight(LPDIRECT3DLIGHT* a, IUnknown* b)
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{ return ((IDirect3D*)t.lpVtbl)->fnCreateLight(this,a,b); };
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private: HRESULT (*fnCreateMaterial)(IDirect3D* me, LPDIRECT3DMATERIAL* a, IUnknown* b);
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public: inline HRESULT CreateMaterial(LPDIRECT3DMATERIAL* a, IUnknown* b)
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{ return ((IDirect3D*)t.lpVtbl)->fnCreateMaterial(this,a,b); };
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private: HRESULT (*fnCreateViewport)(IDirect3D* me, LPDIRECT3DVIEWPORT* a, IUnknown* b);
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public: inline HRESULT CreateViewport(LPDIRECT3DVIEWPORT* a, IUnknown* b)
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{ return ((IDirect3D*)t.lpVtbl)->fnCreateViewport(this,a,b); };
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private: HRESULT (*fnFindDevice)(IDirect3D* me, LPD3DFINDDEVICESEARCH a, LPD3DFINDDEVICERESULT b);
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public: inline HRESULT FindDevice(LPD3DFINDDEVICESEARCH a, LPD3DFINDDEVICERESULT b)
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{ return ((IDirect3D*)t.lpVtbl)->fnFindDevice(this,a,b); };
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};</programlisting>
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<para>
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Comments:
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</para>
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<para>
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In C++ IDirect3D does double duty as both the virtual/jump
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table and as the interface definition. The reason for this
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is to avoid having to duplicate the mehod definitions: once
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to have the function pointers in the jump table and once to
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have the methods in the interface class. Here one macro can
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generate both. This means though that the first pointer,
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t.lpVtbl defined in IUnknown, must be interpreted as the
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jump table pointer if we interpret the structure as the
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interface class, and as the function pointer to the
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QueryInterface method, t.fnQueryInterface, if we interpret
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the structure as the jump table. Fortunately this gymnastic
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is entirely taken care of in the header of IUnknown.
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</para>
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<para>
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Of course in C++ we use inheritance so that we don't have to
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duplicate the method definitions.
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</para>
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<para>
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Since IDirect3D does double duty, each ICOM_METHOD macro
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defines both a function pointer and a non-virtual inline
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method which dereferences it and calls it. This way this
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method behaves just like a virtual method but does not
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create a true C++ virtual table which would break the
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structure layout. If you look at the implementation of these
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methods you'll notice that they would not work for void
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functions. We have to return something and fortunately this
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seems to be what all the COM methods do (otherwise we would
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need another set of macros).
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</para>
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<para>
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Note how the ICOM_METHOD generates both function prototypes
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mixing types and formal parameter names and the method
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invocation using only the formal parameter name. This is the
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reason why we need different macros to handle different
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numbers of parameters.
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</para>
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<para>
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Finally there is no IDirect3D_Xxx macro. These are not
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needed in C++ unless the CINTERFACE macro is defined in
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which case we would not be here.
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</para>
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<para>
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This C++ code works well for code that just uses COM
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interfaces. But it will not work with C++ code implement a
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COM interface. That's because such code assumes the
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interface methods are declared as virtual C++ methods which
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is not the case here.
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</para>
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</sect2>
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<sect2>
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<title>Implementing a COM interface.</title>
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<para>
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This continues the above example. This example assumes that
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the implementation is in C.
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</para>
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<programlisting>typedef struct _IDirect3D {
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void* lpVtbl;
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// ...
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} _IDirect3D;
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static ICOM_VTABLE(IDirect3D) d3dvt;
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// implement the IDirect3D methods here
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int IDirect3D_fnQueryInterface(IDirect3D* me)
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{
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ICOM_THIS(IDirect3D,me);
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// ...
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}
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// ...
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static ICOM_VTABLE(IDirect3D) d3dvt = {
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ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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IDirect3D_fnQueryInterface,
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IDirect3D_fnAdd,
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IDirect3D_fnAdd2,
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IDirect3D_fnInitialize,
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IDirect3D_fnSetWidth
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};</programlisting>
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<para>
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Comments:
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</para>
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<para>
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We first define what the interface really contains. This is
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the _IDirect3D structure. The first field must of course be
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the virtual table pointer. Everything else is free.
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</para>
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<para>
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Then we predeclare our static virtual table variable, we
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will need its address in some methods to initialize the
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virtual table pointer of the returned interface objects.
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</para>
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<para>
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Then we implement the interface methods. To match what has
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been declared in the header file they must take a pointer to
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a IDirect3D structure and we must cast it to an _IDirect3D
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|
so that we can manipulate the fields. This is performed by
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|
the ICOM_THIS macro.
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||
|
</para>
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|
<para>
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|
Finally we initialize the virtual table.
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||
|
</para>
|
||
|
</sect2>
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|
</sect1>
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||
|
</chapter>
|
||
|
|
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|
<!-- Keep this comment at the end of the file
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Local variables:
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mode: sgml
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sgml-parent-document:("wine-doc.sgml" "set" "book" "part" "chapter" "")
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End:
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-->
|