Files
UnrealEngine/Engine/Source/Runtime/WebBrowser/Private/Native/NativeJSScripting.h
2025-05-18 13:04:45 +08:00

53 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "WebJSFunction.h"
#include "WebJSScripting.h"
typedef TSharedRef<class FNativeJSScripting> FNativeJSScriptingRef;
typedef TSharedPtr<class FNativeJSScripting> FNativeJSScriptingPtr;
class FNativeWebBrowserProxy;
/**
* Implements handling of bridging UObjects client side with JavaScript renderer side.
*/
class FNativeJSScripting
: public FWebJSScripting
, public TSharedFromThis<FNativeJSScripting>
{
public:
//static const FString JSMessageTag;
FNativeJSScripting(bool bJSBindingToLoweringEnabled, TSharedRef<FNativeWebBrowserProxy> Window);
virtual void BindUObject(const FString& Name, UObject* Object, bool bIsPermanent = true) override;
virtual void UnbindUObject(const FString& Name, UObject* Object = nullptr, bool bIsPermanent = true) override;
bool OnJsMessageReceived(const FString& Message);
FString ConvertStruct(UStruct* TypeInfo, const void* StructPtr);
FString ConvertObject(UObject* Object);
virtual void InvokeJSFunction(FGuid FunctionId, int32 ArgCount, FWebJSParam Arguments[], bool bIsError=false) override;
virtual void InvokeJSErrorResult(FGuid FunctionId, const FString& Error) override;
void PageLoaded();
private:
FString GetInitializeScript();
void InvokeJSFunctionRaw(FGuid FunctionId, const FString& JSValue, bool bIsError=false);
bool IsValid()
{
return WindowPtr.Pin().IsValid();
}
/** Message handling helpers */
bool HandleExecuteUObjectMethodMessage(const TArray<FString>& Params);
void ExecuteJavascript(const FString& Javascript);
TWeakPtr<FNativeWebBrowserProxy> WindowPtr;
bool bLoaded;
};