Portability fix.
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1 <chapter id="ole">
2 <title>COM/OLE in Wine</title>
4 <sect1 id="ole-architecture">
5 <title>COM/OLE Architecture in Wine</title>
7 <para>
8 The section goes into detail about how COM/OLE2 are
9 implemented in Wine.
10 </para>
11 </sect1>
13 <sect1 id="ole-binary">
14 <title>Using Binary OLE components in Wine</title>
15 <para>
16 This section describes how to import pre-compiled COM/OLE
17 components...
18 </para>
19 </sect1>
21 <sect1 id="com-writing">
22 <title>Writing OLE Components for Wine</title>
24 <para>
25 Based on the comments in <filename>wine/include/wine/obj_base.h</filename>.
26 </para>
27 <para>
28 This section describes how to create your own natively
29 compiled COM/OLE components.
30 </para>
32 <sect2>
33 <title>Macros to define a COM interface</title>
35 <para>
36 The goal of the following set of definitions is to provide a
37 way to use the same header file definitions to provide both
38 a C interface and a C++ object oriented interface to COM
39 interfaces. The type of interface is selected automatically
40 depending on the language but it is always possible to get
41 the C interface in C++ by defining CINTERFACE.
42 </para>
43 <para>
44 It is based on the following assumptions:
45 </para>
46 <itemizedlist>
47 <listitem>
48 <para>
49 all COM interfaces derive from IUnknown, this should not
50 be a problem.
51 </para>
52 </listitem>
53 <listitem>
54 <para>
55 the header file only defines the interface, the actual
56 fields are defined separately in the C file implementing
57 the interface.
58 </para>
59 </listitem>
60 </itemizedlist>
61 <para>
62 The natural approach to this problem would be to make sure
63 we get a C++ class and virtual methods in C++ and a
64 structure with a table of pointer to functions in C.
65 Unfortunately the layout of the virtual table is compiler
66 specific, the layout of g++ virtual tables is not the same
67 as that of an egcs virtual table which is not the same as
68 that generated by Visual C+. There are workarounds to make
69 the virtual tables compatible via padding but unfortunately
70 the one which is imposed to the WINE emulator by the Windows
71 binaries, i.e. the Visual C++ one, is the most compact of
72 all.
73 </para>
74 <para>
75 So the solution I finally adopted does not use virtual
76 tables. Instead I use inline non virtual methods that
77 dereference the method pointer themselves and perform the
78 call.
79 </para>
80 <para>
81 Let's take Direct3D as an example:
82 </para>
83 <programlisting>#define ICOM_INTERFACE IDirect3D
84 #define IDirect3D_METHODS \
85 ICOM_METHOD1(HRESULT,Initialize, REFIID,) \
86 ICOM_METHOD2(HRESULT,EnumDevices, LPD3DENUMDEVICESCALLBACK,, LPVOID,) \
87 ICOM_METHOD2(HRESULT,CreateLight, LPDIRECT3DLIGHT*,, IUnknown*,) \
88 ICOM_METHOD2(HRESULT,CreateMaterial,LPDIRECT3DMATERIAL*,, IUnknown*,) \
89 ICOM_METHOD2(HRESULT,CreateViewport,LPDIRECT3DVIEWPORT*,, IUnknown*,) \
90 ICOM_METHOD2(HRESULT,FindDevice, LPD3DFINDDEVICESEARCH,, LPD3DFINDDEVICERESULT,)
91 #define IDirect3D_IMETHODS \
92 IUnknown_IMETHODS \
93 IDirect3D_METHODS
94 ICOM_DEFINE(IDirect3D,IUnknown)
95 #undef ICOM_INTERFACE
97 #ifdef ICOM_CINTERFACE
98 // *** IUnknown methods *** //
99 #define IDirect3D_QueryInterface(p,a,b) ICOM_CALL2(QueryInterface,p,a,b)
100 #define IDirect3D_AddRef(p) ICOM_CALL (AddRef,p)
101 #define IDirect3D_Release(p) ICOM_CALL (Release,p)
102 // *** IDirect3D methods *** //
103 #define IDirect3D_Initialize(p,a) ICOM_CALL1(Initialize,p,a)
104 #define IDirect3D_EnumDevices(p,a,b) ICOM_CALL2(EnumDevice,p,a,b)
105 #define IDirect3D_CreateLight(p,a,b) ICOM_CALL2(CreateLight,p,a,b)
106 #define IDirect3D_CreateMaterial(p,a,b) ICOM_CALL2(CreateMaterial,p,a,b)
107 #define IDirect3D_CreateViewport(p,a,b) ICOM_CALL2(CreateViewport,p,a,b)
108 #define IDirect3D_FindDevice(p,a,b) ICOM_CALL2(FindDevice,p,a,b)
109 #endif</programlisting>
110 <para>
111 Comments:
112 </para>
113 <para>
114 The ICOM_INTERFACE macro is used in the ICOM_METHOD macros
115 to define the type of the 'this' pointer. Defining this
116 macro here saves us the trouble of having to repeat the
117 interface name everywhere. Note however that because of the
118 way macros work, a macro like ICOM_METHOD1 cannot use
119 'ICOM_INTERFACE##_VTABLE' because this would give
120 'ICOM_INTERFACE_VTABLE' and not 'IDirect3D_VTABLE'.
121 </para>
122 <para>
123 ICOM_METHODS defines the methods specific to this
124 interface. It is then aggregated with the inherited methods
125 to form ICOM_IMETHODS.
126 </para>
127 <para>
128 ICOM_IMETHODS defines the list of methods that are
129 inheritable from this interface. It must be written manually
130 (rather than using a macro to generate the equivalent code)
131 to avoid macro recursion (which compilers don't like).
132 </para>
133 <para>
134 The ICOM_DEFINE finally declares all the structures
135 necessary for the interface. We have to explicitly use the
136 interface name for macro expansion reasons again. Inherited
137 methods are inherited in C by using the IDirect3D_METHODS
138 macro and the parent's Xxx_IMETHODS macro. In C++ we need
139 only use the IDirect3D_METHODS since method inheritance is
140 taken care of by the language.
141 </para>
142 <para>
143 In C++ the ICOM_METHOD macros generate a function prototype
144 and a call to a function pointer method. This means using
145 once 't1 p1, t2 p2, ...' and once 'p1, p2' without the
146 types. The only way I found to handle this is to have one
147 ICOM_METHOD macro per number of parameters and to have it
148 take only the type information (with const if necessary) as
149 parameters. The 'undef ICOM_INTERFACE' is here to remind
150 you that using ICOM_INTERFACE in the following macros will
151 not work. This time it's because the ICOM_CALL macro
152 expansion is done only once the 'IDirect3D_Xxx' macro is
153 expanded. And by that time ICOM_INTERFACE will be long gone
154 anyway.
155 </para>
156 <para>
157 You may have noticed the double commas after each parameter
158 type. This allows you to put the name of that parameter
159 which I think is good for documentation. It is not required
160 and since I did not know what to put there for this example
161 (I could only find doc about IDirect3D2), I left them blank.
162 </para>
163 <para>
164 Finally the set of 'IDirect3D_Xxx' macros is a standard set
165 of macros defined to ease access to the interface methods in
166 C. Unfortunately I don't see any way to avoid having to
167 duplicate the inherited method definitions there. This time
168 I could have used a trick to use only one macro whatever the
169 number of parameters but I prefered to have it work the same
170 way as above.
171 </para>
172 <para>
173 You probably have noticed that we don't define the fields we
174 need to actually implement this interface: reference count,
175 pointer to other resources and miscellaneous fields. That's
176 because these interfaces are just that: interfaces. They may
177 be implemented more than once, in different contexts and
178 sometimes not even in Wine. Thus it would not make sense to
179 impose that the interface contains some specific fields.
180 </para>
181 </sect2>
183 <sect2>
184 <title>Bindings in C</title>
186 <para>
187 In C this gives:
188 </para>
189 <programlisting>typedef struct IDirect3DVtbl IDirect3DVtbl;
190 struct IDirect3D {
191 IDirect3DVtbl* lpVtbl;
193 struct IDirect3DVtbl {
194 HRESULT (*fnQueryInterface)(IDirect3D* me, REFIID riid, LPVOID* ppvObj);
195 ULONG (*fnAddRef)(IDirect3D* me);
196 ULONG (*fnRelease)(IDirect3D* me);
197 HRESULT (*fnInitialize)(IDirect3D* me, REFIID a);
198 HRESULT (*fnEnumDevices)(IDirect3D* me, LPD3DENUMDEVICESCALLBACK a, LPVOID b);
199 HRESULT (*fnCreateLight)(IDirect3D* me, LPDIRECT3DLIGHT* a, IUnknown* b);
200 HRESULT (*fnCreateMaterial)(IDirect3D* me, LPDIRECT3DMATERIAL* a, IUnknown* b);
201 HRESULT (*fnCreateViewport)(IDirect3D* me, LPDIRECT3DVIEWPORT* a, IUnknown* b);
202 HRESULT (*fnFindDevice)(IDirect3D* me, LPD3DFINDDEVICESEARCH a, LPD3DFINDDEVICERESULT b);
205 #ifdef ICOM_CINTERFACE
206 // *** IUnknown methods *** //
207 #define IDirect3D_QueryInterface(p,a,b) (p)->lpVtbl->fnQueryInterface(p,a,b)
208 #define IDirect3D_AddRef(p) (p)->lpVtbl->fnAddRef(p)
209 #define IDirect3D_Release(p) (p)->lpVtbl->fnRelease(p)
210 // *** IDirect3D methods *** //
211 #define IDirect3D_Initialize(p,a) (p)->lpVtbl->fnInitialize(p,a)
212 #define IDirect3D_EnumDevices(p,a,b) (p)->lpVtbl->fnEnumDevice(p,a,b)
213 #define IDirect3D_CreateLight(p,a,b) (p)->lpVtbl->fnCreateLight(p,a,b)
214 #define IDirect3D_CreateMaterial(p,a,b) (p)->lpVtbl->fnCreateMaterial(p,a,b)
215 #define IDirect3D_CreateViewport(p,a,b) (p)->lpVtbl->fnCreateViewport(p,a,b)
216 #define IDirect3D_FindDevice(p,a,b) (p)->lpVtbl->fnFindDevice(p,a,b)
217 #endif</programlisting>
218 <para>
219 Comments:
220 </para>
221 <para>
222 IDirect3D only contains a pointer to the IDirect3D
223 virtual/jump table. This is the only thing the user needs to
224 know to use the interface. Of course the structure we will
225 define to implement this interface will have more fields but
226 the first one will match this pointer.
227 </para>
228 <para>
229 The code generated by ICOM_DEFINE defines both the structure
230 representing the interface and the structure for the jump
231 table. ICOM_DEFINE uses the parent's Xxx_IMETHODS macro to
232 automatically repeat the prototypes of all the inherited
233 methods and then uses IDirect3D_METHODS to define the
234 IDirect3D methods.
235 </para>
236 <para>
237 Each method is declared as a pointer to function field in
238 the jump table. The implementation will fill this jump table
239 with appropriate values, probably using a static variable,
240 and initialize the lpVtbl field to point to this variable.
241 </para>
242 <para>
243 The IDirect3D_Xxx macros then just derefence the lpVtbl
244 pointer and use the function pointer corresponding to the
245 macro name. This emulates the behavior of a virtual table
246 and should be just as fast.
247 </para>
248 <para>
249 This C code should be quite compatible with the Windows
250 headers both for code that uses COM interfaces and for code
251 implementing a COM interface.
252 </para>
253 </sect2>
255 <sect2>
256 <title>Bindings in C++</title>
257 <para>
258 And in C++ (with gcc's g++):
259 </para>
260 <programlisting>typedef struct IDirect3D: public IUnknown {
261 private: HRESULT (*fnInitialize)(IDirect3D* me, REFIID a);
262 public: inline HRESULT Initialize(REFIID a) { return ((IDirect3D*)t.lpVtbl)->fnInitialize(this,a); };
263 private: HRESULT (*fnEnumDevices)(IDirect3D* me, LPD3DENUMDEVICESCALLBACK a, LPVOID b);
264 public: inline HRESULT EnumDevices(LPD3DENUMDEVICESCALLBACK a, LPVOID b)
265 { return ((IDirect3D*)t.lpVtbl)->fnEnumDevices(this,a,b); };
266 private: HRESULT (*fnCreateLight)(IDirect3D* me, LPDIRECT3DLIGHT* a, IUnknown* b);
267 public: inline HRESULT CreateLight(LPDIRECT3DLIGHT* a, IUnknown* b)
268 { return ((IDirect3D*)t.lpVtbl)->fnCreateLight(this,a,b); };
269 private: HRESULT (*fnCreateMaterial)(IDirect3D* me, LPDIRECT3DMATERIAL* a, IUnknown* b);
270 public: inline HRESULT CreateMaterial(LPDIRECT3DMATERIAL* a, IUnknown* b)
271 { return ((IDirect3D*)t.lpVtbl)->fnCreateMaterial(this,a,b); };
272 private: HRESULT (*fnCreateViewport)(IDirect3D* me, LPDIRECT3DVIEWPORT* a, IUnknown* b);
273 public: inline HRESULT CreateViewport(LPDIRECT3DVIEWPORT* a, IUnknown* b)
274 { return ((IDirect3D*)t.lpVtbl)->fnCreateViewport(this,a,b); };
275 private: HRESULT (*fnFindDevice)(IDirect3D* me, LPD3DFINDDEVICESEARCH a, LPD3DFINDDEVICERESULT b);
276 public: inline HRESULT FindDevice(LPD3DFINDDEVICESEARCH a, LPD3DFINDDEVICERESULT b)
277 { return ((IDirect3D*)t.lpVtbl)->fnFindDevice(this,a,b); };
278 };</programlisting>
279 <para>
280 Comments:
281 </para>
282 <para>
283 In C++ IDirect3D does double duty as both the virtual/jump
284 table and as the interface definition. The reason for this
285 is to avoid having to duplicate the mehod definitions: once
286 to have the function pointers in the jump table and once to
287 have the methods in the interface class. Here one macro can
288 generate both. This means though that the first pointer,
289 t.lpVtbl defined in IUnknown, must be interpreted as the
290 jump table pointer if we interpret the structure as the
291 interface class, and as the function pointer to the
292 QueryInterface method, t.fnQueryInterface, if we interpret
293 the structure as the jump table. Fortunately this gymnastic
294 is entirely taken care of in the header of IUnknown.
295 </para>
296 <para>
297 Of course in C++ we use inheritance so that we don't have to
298 duplicate the method definitions.
299 </para>
300 <para>
301 Since IDirect3D does double duty, each ICOM_METHOD macro
302 defines both a function pointer and a non-virtual inline
303 method which dereferences it and calls it. This way this
304 method behaves just like a virtual method but does not
305 create a true C++ virtual table which would break the
306 structure layout. If you look at the implementation of these
307 methods you'll notice that they would not work for void
308 functions. We have to return something and fortunately this
309 seems to be what all the COM methods do (otherwise we would
310 need another set of macros).
311 </para>
312 <para>
313 Note how the ICOM_METHOD generates both function prototypes
314 mixing types and formal parameter names and the method
315 invocation using only the formal parameter name. This is the
316 reason why we need different macros to handle different
317 numbers of parameters.
318 </para>
319 <para>
320 Finally there is no IDirect3D_Xxx macro. These are not
321 needed in C++ unless the CINTERFACE macro is defined in
322 which case we would not be here.
323 </para>
324 <para>
325 This C++ code works well for code that just uses COM
326 interfaces. But it will not work with C++ code implement a
327 COM interface. That's because such code assumes the
328 interface methods are declared as virtual C++ methods which
329 is not the case here.
330 </para>
331 </sect2>
333 <sect2>
334 <title>Implementing a COM interface.</title>
336 <para>
337 This continues the above example. This example assumes that
338 the implementation is in C.
339 </para>
340 <programlisting>typedef struct _IDirect3D {
341 void* lpVtbl;
342 // ...
343 } _IDirect3D;
345 static ICOM_VTABLE(IDirect3D) d3dvt;
347 // implement the IDirect3D methods here
349 int IDirect3D_fnQueryInterface(IDirect3D* me)
351 ICOM_THIS(IDirect3D,me);
352 // ...
355 // ...
357 static ICOM_VTABLE(IDirect3D) d3dvt = {
358 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
359 IDirect3D_fnQueryInterface,
360 IDirect3D_fnAdd,
361 IDirect3D_fnAdd2,
362 IDirect3D_fnInitialize,
363 IDirect3D_fnSetWidth
364 };</programlisting>
365 <para>
366 Comments:
367 </para>
368 <para>
369 We first define what the interface really contains. This is
370 the _IDirect3D structure. The first field must of course be
371 the virtual table pointer. Everything else is free.
372 </para>
373 <para>
374 Then we predeclare our static virtual table variable, we
375 will need its address in some methods to initialize the
376 virtual table pointer of the returned interface objects.
377 </para>
378 <para>
379 Then we implement the interface methods. To match what has
380 been declared in the header file they must take a pointer to
381 a IDirect3D structure and we must cast it to an _IDirect3D
382 so that we can manipulate the fields. This is performed by
383 the ICOM_THIS macro.
384 </para>
385 <para>
386 Finally we initialize the virtual table.
387 </para>
388 </sect2>
389 </sect1>
390 </chapter>
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