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