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