PlugInHost.c

/*
    File:    PlugInHost.c
    
    Description: Basic CFPlugIn sample code shell, Carbon API
 
    Copyright:   © Copyright 2001 Apple Computer, Inc. All rights reserved.
 
    Disclaimer:  IMPORTANT:  This Apple software is supplied to you by Apple Computer, Inc.
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*/
 
#ifdef __APPLE_CC__
#include <Carbon/Carbon.h>
#else
#include <Carbon.h>
#endif
 
#include <stdio.h>
 
//  PlugInInterface.h defines our plug-in's interface.
 
#include "PlugInInterface.h"
 
//  Constants
 
#define kPlugInName     "PlugIn.bundle"
 
//  Globals
 
static DrawBallInterfaceStruct **gDrawBallInterface = NULL;
 
//  Function prototypes
 
static CFPlugInRef MyLoadPlugIn( void );
static void Initialize( void );
static pascal OSStatus MyCloseHandler( EventHandlerCallRef inHandlerRef, EventRef inEvent,
                                       void *inUserData );
static pascal void MyTimerHandler( EventLoopTimerRef inTimer, void *inUserData );
 
/************************************************************************************************
*
*  MyLoadPlugIn
*
*  Load the plug-in specified by kPlugInName that is contained in our "PlugIns" directory.
*  If the plug-in is successfully loaded, return a reference to it. 
*
*       Out     CFPlugInRef             A reference to the plug-in or NULL if the load failed.
*
************************************************************************************************/
 
static CFPlugInRef MyLoadPlugIn( void )
{
    CFPlugInRef     newPlugIn;
    CFURLRef        bundleURL;
    CFURLRef        plugInURL;
    Boolean         foundInterface  = false;
 
    //  Obtain a URL to the PlugIns directory inside our application.
    bundleURL   = CFBundleCopyBuiltInPlugInsURL( CFBundleGetMainBundle() );
 
    //  We just want to load our test plug-in, so append its name to the URL.
    plugInURL   = CFURLCreateCopyAppendingPathComponent( NULL, bundleURL, CFSTR( kPlugInName ), FALSE );
 
    //  Create a CFPlugin using the URL. This step causes the plug-in's types and factories to
    //  be registered with the system. Note that the plug-in's code is not actually loaded at
    //  this stage unless the plug-in is using dynamic registration.
 
    newPlugIn   = CFPlugInCreate( NULL, plugInURL );
 
    CFRelease( bundleURL );
    CFRelease( plugInURL );
 
    //  The plug-in was located. Now locate the interface.
    if( newPlugIn )
    {
        CFArrayRef  factories;
        
        //  See if this plug-in implements the Test type.
        factories   = CFPlugInFindFactoriesForPlugInTypeInPlugIn( kTestTypeID, newPlugIn );
 
        //  If there are factories for the Test type, attempt to get the IUnknown interface.
        if ( factories != NULL )
        {
            CFIndex factoryCount;
            CFIndex index;
 
            factoryCount    = CFArrayGetCount( factories );
            if ( factoryCount > 0 )
            {
                for ( index = 0 ; (index < factoryCount) && (foundInterface == false) ; index++ )
                {
                    CFUUIDRef   factoryID;
 
                    //  Get the factory ID for the first location in the array of IDs.
                    factoryID = (CFUUIDRef) CFArrayGetValueAtIndex( factories, index );
                    if ( factoryID )
                    {
                        IUnknownVTbl **iunknown;
                        
                        //  Use the factory ID to get an IUnknown interface. Here the plug-in code is loaded.
                        iunknown    = (IUnknownVTbl **) CFPlugInInstanceCreate( NULL, factoryID, kTestTypeID );
                        
                        if ( iunknown )
                        {
                            //  If this is an IUnknown interface, query for the test interface.
                            (*iunknown)->QueryInterface( iunknown, CFUUIDGetUUIDBytes( kTestInterfaceID ), (LPVOID *)( &gDrawBallInterface ) );
 
                            // Now we are done with IUnknown
                            (*iunknown)->Release( iunknown );
                            
                            if ( gDrawBallInterface )
                            {
                                //  We found the interface we need
                                foundInterface  = true;
                            }
                        }
                    }
                }
            }
        }
        
        CFRelease( factories );
    }
 
    if ( foundInterface == false )
    {
        CFRelease( newPlugIn );
        newPlugIn   = NULL;
    }
 
    return( newPlugIn );
}
 
/************************************************************************************************
*
*  main
*
*  The application entry point. Here we load our test plug-in, create a window, and start the
*  main application event loop. 
*
************************************************************************************************/
 
int main( void )
{
    CFPlugInRef         plugIn;
    
    //  Load our plugin.
    
    plugIn = MyLoadPlugIn();
    if( plugIn ) {
    
        //  Initialize the application -- create the main window, set up its event handlers
        //  and install a event loop timer to periodically draw balls.
    
        Initialize();
        
        //  Start the main event loop. RunApplicationEventLoop will not complete until
        //  QuitApplicationEventLoop is called.
        
        RunApplicationEventLoop();
        
        //  We're done with the drawBall interface now, so call its release function to let
        //  it do any cleanup.
 
        (*gDrawBallInterface)->Release( gDrawBallInterface );
 
        //  Finally, release the CFPlugInRef itself.
 
        CFRelease( plugIn );
    }
    return 0;
}
 
/************************************************************************************************
*
*  Initialize
*
*  Initialize basic stuff. Create a new window, install event handlers, and install an event loop
*  timer where we periodically call our plug-in. 
*
************************************************************************************************/
 
static void Initialize( void )
{
    EventLoopTimerRef   timerRef;
    EventTypeSpec       eventTypeSpec = { kEventClassWindow, kEventWindowClose };
    Rect                bounds;
    WindowRef           window;
 
    InitCursor();
 
    //  Create a window and install an event handler to handle the close button.
 
    SetRect( &bounds, 50, 50, 600, 200 );
    CreateNewWindow( kDocumentWindowClass,
                     kWindowCloseBoxAttribute + kWindowStandardHandlerAttribute,
                     &bounds,
                     &window );
    SetWTitle( window, "\pPlugIn Host -- Close Window To Quit" );
    InstallWindowEventHandler( window, NewEventHandlerUPP( MyCloseHandler ), 1, &eventTypeSpec,
                               NULL, NULL );
                               
    //  Create a timer to handle ball-drawing in the window.
    
    InstallEventLoopTimer( GetCurrentEventLoop(), kEventDurationSecond, kEventDurationSecond,
                           NewEventLoopTimerUPP( MyTimerHandler ), window, &timerRef );
 
    ShowWindow( window );
}
 
/************************************************************************************************
*
*  MyCloseHandler
*
*  This routine is called in response to close events for our main window. In this sample, we
*  call QuitApplicationEventLoop to terminate our main event loop and exit the application.
*
*       In      inHandlerRef            Unused here.
*               inEvent                 Unused here.
*               inUserData              Unused here.
*
*   Out OSStatus        A toolbox error code.
*
************************************************************************************************/
 
static pascal OSStatus MyCloseHandler( EventHandlerCallRef inHandlerRef, EventRef inEvent,
                                       void *inUserData )
{
    QuitApplicationEventLoop();
    return noErr;
}
 
/************************************************************************************************
*
*  MyTimerHandler
*
*  This routine is called when our event loop timer fires. In this sample, we call the plug-in
*  function "drawBall" which is defined in the plug-in interface.
*
*       In      inTimer                 Unused here.
*               inUserData              Unused here.
*
************************************************************************************************/
 
static pascal void MyTimerHandler( EventLoopTimerRef inTimer, void *inUserData )
{
    CGrafPtr            currentPort;
    Rect                currentPortRect;
    RgnHandle           flushRegion;
 
    SetPortWindowPort( (WindowRef) inUserData );
 
    //  Call the plug-in function "drawBall" which is defined in the plug-in interface.
 
    (*gDrawBallInterface)->drawBall( gDrawBallInterface );
 
    //  We are not drawing in response to an update or draw event, so if the window is buffered
    //  (i.e. on Mac OS X) we need to flush the content to be drawn in the window.
 
    GetPort( &currentPort );
    if( QDIsPortBuffered( currentPort ) ) {
        GetPortBounds( currentPort, &currentPortRect );
        flushRegion = NewRgn();
        RectRgn( flushRegion, &currentPortRect );
        QDFlushPortBuffer( currentPort, flushRegion );
        DisposeRgn( flushRegion );
    }
}