Leaked source code of windows server 2003
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//=--------------------------------------------------------------------------=
// Unknown.H
//=--------------------------------------------------------------------------=
// Copyright 1995-1996 Microsoft Corporation. All Rights Reserved.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//=--------------------------------------------------------------------------=
//
// a class definition for an IUnknown super-class that will support
// aggregation.
//
#ifndef _UNKNOWN_H_
//=--------------------------------------------------------------------------=
// UNKNOWNOBJECTINFO
//
// if you want a simple co-creatable object, with no other guarantees about
// it, then you need to put the following entry in the global table of objects.
// other object types that are more complex, such as automation objects, and
// controls, will also use this information...
//
typedef struct {
const CLSID *rclsid; // CLSID of your object. ONLY USE IF YOU'RE CoCreatable!
LPCSTR pszObjectName; // Name of your object. ONLY USE IF YOU'RE CoCreatable!
IUnknown *(*pfnCreate)(IUnknown *); // pointer to creation fn. ONLY USE IF YOU'RE CoCreatable!
} UNKNOWNOBJECTINFO;
#define NAMEOFOBJECT(index) (((UNKNOWNOBJECTINFO *)(g_ObjectInfo[(index)]).pInfo)->pszObjectName)
#define CLSIDOFOBJECT(index) (*(((UNKNOWNOBJECTINFO *)(g_ObjectInfo[(index)]).pInfo)->rclsid))
#define CREATEFNOFOBJECT(index) (((UNKNOWNOBJECTINFO *)(g_ObjectInfo[(index)]).pInfo)->pfnCreate)
#ifndef INITOBJECTS
#define DEFINE_UNKNOWNOBJECT(name, clsid, objname, fn) \
extern UNKNOWNOBJECTINFO name##Object \
#else
#define DEFINE_UNKNOWNOBJECT(name, clsid, objname, fn) \
UNKNOWNOBJECTINFO name##Object = { clsid, objname, fn } \
#endif // INITOBJECTS
//=--------------------------------------------------------------------------=
// DECLARE_STANDARD_UNKNOWN
//
// All objects that are going to inherit from CUnknown for their IUnknown
// implementation should put this in their class declaration instead of the
// three IUnknown methods.
//
#define DECLARE_STANDARD_UNKNOWN() \
STDMETHOD(QueryInterface)(REFIID riid, void **ppvObjOut) { \
return ExternalQueryInterface(riid, ppvObjOut); \
} \
STDMETHOD_(ULONG, AddRef)(void) { \
return ExternalAddRef(); \
} \
STDMETHOD_(ULONG, Release)(void) { \
return ExternalRelease(); \
} \
// global variable where we store the current lock count on our DLL. This resides
// in InProcServer.Cpp
//
extern LONG g_cLocks;
//=--------------------------------------------------------------------------=
// this class doesn't inherit from IUnknown since people inheriting from it
// are going to do so, and just delegate their IUnknown calls to the External*
// member functions on this object. the internal private unknown object does
// need to inherit from IUnknown, since it will be used directly as an IUnknown
// object.
//
class CUnknownObject {
public:
CUnknownObject(IUnknown *pUnkOuter, void *pvInterface)
: m_pvInterface(pvInterface),
m_pUnkOuter((pUnkOuter) ? pUnkOuter : &m_UnkPrivate)
{ InterlockedIncrement(&g_cLocks); }
virtual ~CUnknownObject() { InterlockedDecrement(&g_cLocks); }
// these are all protected so that classes that inherit from this can
// at get at them.
//
protected:
// IUnknown methods. these just delegate to the controlling
// unknown.
//
HRESULT ExternalQueryInterface(REFIID riid, void **ppvObjOut) {
return m_pUnkOuter->QueryInterface(riid, ppvObjOut);
}
ULONG ExternalAddRef(void) {
return m_pUnkOuter->AddRef();
}
ULONG ExternalRelease(void) {
return m_pUnkOuter->Release();
}
// people should use this during creation to return their private
// unknown
//
inline IUnknown *PrivateUnknown (void) {
return &m_UnkPrivate;
}
virtual HRESULT InternalQueryInterface(REFIID riid, void **ppvObjOut);
IUnknown *m_pUnkOuter; // outer controlling Unknown
void *m_pvInterface; // the real interface we're working with.
private:
// the inner, private unknown implementation is for the aggregator
// to control the lifetime of this object, and for those cases where
// this object isn't aggregated.
//
class CPrivateUnknownObject : public IUnknown {
public:
STDMETHOD(QueryInterface)(REFIID riid, void **ppvObjOut);
STDMETHOD_(ULONG, AddRef)(void);
STDMETHOD_(ULONG, Release)(void);
// constructor is remarkably trivial
//
CPrivateUnknownObject() : m_cRef(1) {}
private:
CUnknownObject *m_pMainUnknown();
ULONG m_cRef;
} m_UnkPrivate;
// so they can reference themselves in CUnknownObject from pMainUnknown()
//
friend class CPrivateUnknownObject;
// by overriding this, people inheriting from this unknown can implement
// additional interfaces. declared as private here so they have to use their
// own version.
//
};
#define _UNKNOWN_H_
#endif // _UNKNOWN_H_