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++ // Copyright (C) 2015 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
++ // Qt-Security score:significant reason:default
++
++
++ #include "qaxscript.h"
++ #include <QtAxBase/private/qaxutils_p.h>
++ #include <QtAxBase/private/qaxtypefunctions_p.h>
++
++ #if defined(Q_CC_GNU) && (__MINGW64_VERSION_MAJOR == 3 && __MINGW64_VERSION_MINOR > 0 || __MINGW64_VERSION_MAJOR >= 4)
++ // Workaround for mingw-w64 bug #464
++ # define _NO_SCRIPT_GUIDS
++ #endif
++
++ #include <qapplication.h>
++ #include <qfile.h>
++ #include <qhash.h>
++ #include <qmetaobject.h>
++ #include <quuid.h>
++ #include <qwidget.h>
++ #include <qlist.h>
++ #include <QtAxBase/private/qbstr_p.h>
++ #include <qt_windows.h>
++ #ifndef QT_NO_QAXSCRIPT
++ #include <initguid.h>
++ #include <activscp.h>
++ #endif
++
++ #include "../shared/qaxtypes_p.h"
++ #include <QtCore/private/qcomobject_p.h>
++ #include <QtCore/private/qcomptr_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++ struct QAxEngineDescriptor { QString name, extension, code; };
++ static QList<QAxEngineDescriptor> engines;
++
++ class QAxScriptManagerPrivate
++ {
++ public:
++ void updateScript(QAxScript*);
++ QAxScript *scriptForFunction(QString &function) const;
++
++ QHash<QString, QAxScript*> scriptDict;
++ QHash<QString, QAxBase*> objectDict;
++ };
++
++ /*
++ \class QAxScriptSite
++ \brief The QAxScriptSite class implements a Windows Scripting Host
++ \internal
++
++ The QAxScriptSite is used internally to communicate callbacks from the script
++ engine to the script manager.
++ */
++
++ #ifndef QT_NO_QAXSCRIPT
++
++ class QAxScriptSite : public QComObject<IActiveScriptSite, IActiveScriptSiteWindow>
++ {
++ Q_DISABLE_COPY_MOVE(QAxScriptSite)
++ public:
++ QAxScriptSite(QAxScript *script);
++ virtual ~QAxScriptSite() = default;
++
++ HRESULT WINAPI GetLCID(LCID *plcid) override;
++ HRESULT WINAPI GetItemInfo(LPCOLESTR pstrName, DWORD dwReturnMask,
++ IUnknown **ppiunkItem, ITypeInfo **ppti) override;
++ HRESULT WINAPI GetDocVersionString(BSTR *pbstrVersion) override;
++
++ HRESULT WINAPI OnScriptTerminate(const VARIANT *pvarResult, const EXCEPINFO *pexcepinfo) override;
++ HRESULT WINAPI OnStateChange(SCRIPTSTATE ssScriptState) override;
++ HRESULT WINAPI OnScriptError(IActiveScriptError *pscripterror) override;
++ HRESULT WINAPI OnEnterScript() override;
++ HRESULT WINAPI OnLeaveScript() override;
++
++ HRESULT WINAPI GetWindow(HWND *phwnd) override;
++ HRESULT WINAPI EnableModeless(BOOL fEnable) override;
++
++ protected:
++ QWidget *window() const;
++
++ private:
++ QAxScript *script;
++ };
++
++ /*
++ Constructs the site for the \a s.
++ */
++ QAxScriptSite::QAxScriptSite(QAxScript *s) : script(s)
++ {
++ }
++
++ /*
++ Implements IActiveScriptSite::GetLCID
++
++ This method is not implemented. Use the system-defined locale.
++ */
++ HRESULT WINAPI QAxScriptSite::GetLCID(LCID * /*plcid*/)
++ {
++ return E_NOTIMPL;
++ }
++
++ /*
++ Implements IActiveScriptSite::GetItemInfo
++
++ Tries to find the QAxBase for \a pstrName and returns the
++ relevant interfaces in \a item and \a type as requested through \a mask.
++ */
++ HRESULT WINAPI QAxScriptSite::GetItemInfo(LPCOLESTR pstrName, DWORD mask, IUnknown **item, ITypeInfo **type)
++ {
++ if (item)
++ *item = nullptr;
++ else if (mask & SCRIPTINFO_IUNKNOWN)
++ return E_POINTER;
++
++ if (type)
++ *type = nullptr;
++ else if (mask & SCRIPTINFO_ITYPEINFO)
++ return E_POINTER;
++
++ QAxBase *object = script->findObject(QString::fromWCharArray(pstrName));
++ if (!object)
++ return TYPE_E_ELEMENTNOTFOUND;
++
++ if (mask & SCRIPTINFO_IUNKNOWN)
++ object->queryInterface(IID_IUnknown, reinterpret_cast<void **>(item));
++ if (mask & SCRIPTINFO_ITYPEINFO) {
++ ComPtr<IProvideClassInfo> classInfo;
++ object->queryInterface(IID_IProvideClassInfo, &classInfo);
++ if (classInfo) {
++ classInfo->GetClassInfo(type);
++ }
++ }
++ return S_OK;
++ }
++
++ /*
++ Implements IActiveScriptSite::GetDocVersionString
++
++ This method is not implemented. The scripting engine should assume
++ that the script is in sync with the document.
++ */
++ HRESULT WINAPI QAxScriptSite::GetDocVersionString(BSTR * /*version*/)
++ {
++ return E_NOTIMPL;
++ }
++
++ /*
++ Implements IActiveScriptSite::OnScriptTerminate
++
++ This method is usually not called, but if it is it fires
++ QAxScript::finished().
++ */
++ HRESULT WINAPI QAxScriptSite::OnScriptTerminate(const VARIANT *result, const EXCEPINFO *exception)
++ {
++ emit script->finished();
++
++ if (result && result->vt != VT_EMPTY)
++ emit script->finished(VARIANTToQVariant(*result, nullptr));
++ if (exception)
++ emit script->finished(exception->wCode,
++ QString::fromWCharArray(exception->bstrSource),
++ QString::fromWCharArray(exception->bstrDescription),
++ QString::fromWCharArray(exception->bstrHelpFile)
++ );
++ return S_OK;
++ }
++
++ /*
++ Implements IActiveScriptSite::OnEnterScript
++
++ Fires QAxScript::entered() to inform the host that the
++ scripting engine has begun executing the script code.
++ */
++ HRESULT WINAPI QAxScriptSite::OnEnterScript()
++ {
++ emit script->entered();
++ return S_OK;
++ }
++
++ /*
++ Implements IActiveScriptSite::OnLeaveScript
++
++ Fires QAxScript::finished() to inform the host that the
++ scripting engine has returned from executing the script code.
++ */
++ HRESULT WINAPI QAxScriptSite::OnLeaveScript()
++ {
++ emit script->finished();
++ return S_OK;
++ }
++
++ /*
++ Implements IActiveScriptSite::OnScriptError
++
++ Fires QAxScript::error() to inform the host that an
++ that an execution error occurred while the engine was running the script.
++ */
++ HRESULT WINAPI QAxScriptSite::OnScriptError(IActiveScriptError *error)
++ {
++ EXCEPINFO exception;
++ memset(&exception, 0, sizeof(exception));
++ DWORD context;
++ ULONG lineNumber;
++ LONG charPos;
++ QBStr bstrLineText;
++ QString lineText;
++
++ error->GetExceptionInfo(&exception);
++ error->GetSourcePosition(&context, &lineNumber, &charPos);
++ HRESULT hres = error->GetSourceLineText(&bstrLineText);
++ if (hres == S_OK)
++ lineText = bstrLineText.str();
++
++ SysFreeString(exception.bstrSource);
++ SysFreeString(exception.bstrDescription);
++ SysFreeString(exception.bstrHelpFile);
++
++ emit script->error(exception.wCode, QString::fromWCharArray(exception.bstrDescription),
++ int(lineNumber), lineText);
++
++ return S_OK;
++ }
++
++ /*
++ Implements IActiveScriptSite::OnStateChange
++
++ Fires QAxScript::stateChanged() to inform the
++ the host that the scripting engine has changed states.
++ */
++ HRESULT WINAPI QAxScriptSite::OnStateChange(SCRIPTSTATE ssScriptState)
++ {
++ emit script->stateChanged(ssScriptState);
++ return S_OK;
++ }
++
++ /*
++ \internal
++ Returns the toplevel widget parent of this script, or
++ the application' active window if there is no widget parent.
++ */
++ QWidget *QAxScriptSite::window() const
++ {
++ QWidget *w = nullptr;
++ QObject *p = script->parent();
++ while (!w && p) {
++ w = qobject_cast<QWidget*>(p);
++ p = p->parent();
++ }
++
++ if (w)
++ w = w->window();
++ if (!w && qApp)
++ w = QApplication::activeWindow();
++
++ return w;
++ }
++
++ /*
++ Implements IActiveScriptSiteWindow::GetWindow
++
++ Retrieves the handle to a window that can act as the owner of a
++ pop-up window that the scripting engine must display.
++ */
++ HRESULT WINAPI QAxScriptSite::GetWindow(HWND *phwnd)
++ {
++ if (!phwnd)
++ return E_POINTER;
++
++ *phwnd = nullptr;
++ QWidget *w = window();
++ if (!w)
++ return E_FAIL;
++
++ // FIXME: 4.10.2011 Does this work with the parent's HWND?
++ *phwnd = hwndForWidget(w);
++ return S_OK;
++ }
++
++ /*
++ Implements IActiveScriptSiteWindow::EnableModeless
++
++ Causes the host to enable or disable its main window
++ as well as any modeless dialog boxes.
++ */
++ HRESULT WINAPI QAxScriptSite::EnableModeless(BOOL fEnable)
++ {
++ QWidget *w = window();
++ if (!w)
++ return E_FAIL;
++
++ // FIXME: 4.10.2011 Does this work with the parent's HWND?
++ EnableWindow(hwndForWidget(w), fEnable);
++ return S_OK;
++ }
++
++ #endif //QT_NO_QAXSCRIPT
++
++
++ /*!
++ \class QAxScriptEngine
++ \brief The QAxScriptEngine class provides a wrapper around a script engine.
++ \inmodule QAxContainer
++
++ Every instance of the QAxScriptEngine class represents an interpreter
++ for script code in a particular scripting language. The class is usually
++ not used directly. The QAxScript and QAxScriptManager classes provide
++ convenient functions to handle and call script code.
++
++ Direct access to the script engine is provided through
++ queryInterface().
++
++ \warning This class is not available with the bcc5.5 compiler.
++
++ \sa QAxScript, QAxScriptManager, QAxBase, {ActiveQt Framework}
++ */
++
++ /*!
++ \enum QAxScriptEngine::State
++
++ The State enumeration defines the different states a script
++ engine can be in.
++
++ \value Uninitialized The script has been created, but not yet initialized
++ \value Initialized The script has been initialized, but is not running
++ \value Started The script can execute code, but does not yet handle events
++ \value Connected The script can execute code and is connected so
++ that it can handle events
++ \value Disconnected The script is loaded, but is not connected to
++ event sources
++ \value Closed The script has been closed.
++ */
++
++ /*!
++ \fn QAxScriptEngine::QAxScriptEngine(const QString &language, QAxScript *script)
++
++ Constructs a QAxScriptEngine object interpreting script code in \a language
++ provided by the code in \a script. This is usually done by the QAxScript
++ class when \link QAxScript::load() loading a script\endlink.
++
++ Instances of QAxScriptEngine should always have both a language and a
++ script.
++ */
++ QAxScriptEngine::QAxScriptEngine(const QString &language, QAxScript *script)
++ : QAxObject(script), script_code(script), engine(nullptr), script_language(language)
++ {
++ #ifdef QT_CHECK_STATE
++ if (language.isEmpty())
++ qWarning("QAxScriptEngine: created without language");
++
++ if (!script_code)
++ qWarning("QAxScriptEngine: created without script");
++ #endif
++ setObjectName(QLatin1String("QAxScriptEngine_") + language);
++ disableClassInfo();
++ disableEventSink();
++ }
++
++ /*!
++ \fn QAxScriptEngine::~QAxScriptEngine()
++ Destroys the QAxScriptEngine object, releasing all allocated
++ resources.
++ */
++ QAxScriptEngine::~QAxScriptEngine()
++ {
++ #ifndef QT_NO_QAXSCRIPT
++ if (engine) {
++ engine->SetScriptState(SCRIPTSTATE_DISCONNECTED);
++ engine->Close();
++ engine->Release();
++ }
++ #endif
++ }
++
++ /*!
++ \fn QString QAxScriptEngine::scriptLanguage() const
++ Returns the scripting language, for example "VBScript",
++ or "JScript".
++ */
++
++ /*!
++ \fn bool QAxScriptEngine::initialize(IUnknown **ptr)
++ \reimp
++ */
++ bool QAxScriptEngine::initialize(IUnknown **ptr)
++ {
++ *ptr = nullptr;
++
++ #ifndef QT_NO_QAXSCRIPT
++ if (!script_code || script_language.isEmpty())
++ return false;
++
++ CLSID clsid;
++ HRESULT hres = CLSIDFromProgID(reinterpret_cast<const wchar_t *>(script_language.utf16()), &clsid);
++ if(FAILED(hres))
++ return false;
++
++ CoCreateInstance(clsid, nullptr, CLSCTX_INPROC_SERVER, IID_IActiveScript, reinterpret_cast<void **>(&engine));
++ if (!engine)
++ return false;
++
++ ComPtr<IActiveScriptParse> parser;
++ engine->QueryInterface(IID_IActiveScriptParse, &parser);
++ if (!parser) {
++ engine->Release();
++ engine = nullptr;
++ return false;
++ }
++
++ if (engine->SetScriptSite(script_code->script_site) != S_OK) {
++ engine->Release();
++ engine = nullptr;
++ return false;
++ }
++ if (parser->InitNew() != S_OK) {
++ engine->Release();
++ engine = nullptr;
++ return false;
++ }
++
++ QBStr bstrCode{ script_code->scriptCode() };
++ #ifdef Q_OS_WIN64
++ hres = parser->ParseScriptText(bstrCode.bstr(), nullptr, nullptr, nullptr, DWORDLONG(this), 0,
++ SCRIPTTEXT_ISVISIBLE, nullptr, nullptr);
++ #else
++ hres = parser->ParseScriptText(bstrCode.bstr(), 0, 0, 0, DWORD(this), 0, SCRIPTTEXT_ISVISIBLE,
++ 0, 0);
++ #endif
++
++ script_code->updateObjects();
++
++ if (engine->SetScriptState(SCRIPTSTATE_CONNECTED) != S_OK) {
++ engine = nullptr;
++ return false;
++ }
++
++ ComPtr<IDispatch> scriptDispatch;
++ engine->GetScriptDispatch(nullptr, &scriptDispatch);
++ if (scriptDispatch) {
++ scriptDispatch->QueryInterface(IID_IUnknown, reinterpret_cast<void **>(ptr));
++ }
++ #endif
++
++ return *ptr != nullptr;
++ }
++
++ /*!
++ \fn bool QAxScriptEngine::isValid() const
++
++ Returns true if the script engine has been initialized
++ correctly; otherwise returns false.
++ */
++
++ /*!
++ \fn bool QAxScriptEngine::hasIntrospection() const
++ Returns true if the script engine supports introspection;
++ otherwise returns false.
++ */
++ bool QAxScriptEngine::hasIntrospection() const
++ {
++ if (!isValid())
++ return false;
++
++ ComPtr<IDispatch> scriptDispatch;
++ QAxBase::queryInterface(IID_IDispatch, &scriptDispatch);
++ if (!scriptDispatch)
++ return false;
++
++ UINT tic = 0;
++ HRESULT hres = scriptDispatch->GetTypeInfoCount(&tic);
++ return hres == S_OK && tic > 0;
++ }
++
++ /*!
++ \fn long QAxScriptEngine::queryInterface(const QUuid &uuid, void **iface) const
++ Requests the interface \a uuid from the script engine object and
++ sets the value of \a iface to the provided interface, or to 0 if
++ the requested interface could not be provided.
++
++ Returns the result of the QueryInterface implementation of the COM
++ object.
++ */
++ long QAxScriptEngine::queryInterface(const QUuid &uuid, void **iface) const
++ {
++ *iface = nullptr;
++ if (!engine)
++ return E_NOTIMPL;
++
++ #ifndef QT_NO_QAXSCRIPT
++ return engine->QueryInterface(uuid, iface);
++ #else
++ Q_UNUSED(uuid);
++ Q_UNUSED(iface);
++ return E_NOTIMPL;
++ #endif
++ }
++
++ /*!
++ \fn QAxScriptEngine::State QAxScriptEngine::state() const
++ Returns the state of the script engine.
++ */
++ QAxScriptEngine::State QAxScriptEngine::state() const
++ {
++ if (!engine)
++ return Uninitialized;
++
++ #ifndef QT_NO_QAXSCRIPT
++ SCRIPTSTATE state;
++ engine->GetScriptState(&state);
++ return State(state);
++ #else
++ return Uninitialized;
++ #endif
++ }
++
++ /*!
++ \fn void QAxScriptEngine::setState(State st)
++ Sets the state of the script engine to \a st.
++ Calling this function is usually not necessary.
++ */
++ void QAxScriptEngine::setState(State st)
++ {
++ #ifndef QT_NO_QAXSCRIPT
++ if (!engine)
++ return;
++
++ engine->SetScriptState(SCRIPTSTATE(st));
++ #else
++ Q_UNUSED(st);
++ #endif
++ }
++
++ /*!
++ \fn void QAxScriptEngine::addItem(const QString &name)
++ Registers an item with the script engine. Script code can
++ refer to this item using \a name.
++ */
++ void QAxScriptEngine::addItem(const QString &name)
++ {
++ #ifndef QT_NO_QAXSCRIPT
++ if (!engine)
++ return;
++
++ engine->AddNamedItem(reinterpret_cast<const wchar_t *>(name.utf16()),
++ SCRIPTITEM_ISSOURCE|SCRIPTITEM_ISVISIBLE);
++ #else
++ Q_UNUSED(name);
++ #endif
++ }
++
++ /*!
++ \class QAxScript
++ \brief The QAxScript class provides a wrapper around script code.
++ \inmodule QAxContainer
++
++ Every instance of the QAxScript class represents a piece of
++ scripting code in a particular scripting language. The code is
++ loaded into the script engine using load(). Functions declared
++ in the code can be called using call().
++
++ The script provides scriptEngine() provides feedback to the
++ application through signals. The most important signal is the
++ error() signal. Direct access to the QAxScriptEngine is provided
++ through the scriptEngine() function.
++
++ \warning This class is not available with the bcc5.5 compiler.
++
++ \sa QAxScriptEngine, QAxScriptManager, QAxBase, {ActiveQt Framework}
++ */
++
++ /*!
++ \enum QAxScript::FunctionFlags
++
++ This FunctionFlags enum describes formatting for function introspection.
++
++ \value FunctionNames Only function names are returned.
++ \value FunctionSignatures Returns the functions with signatures.
++ */
++
++ /*!
++ \fn QAxScript::QAxScript(const QString &name, QAxScriptManager *manager)
++
++ Constructs a QAxScript object called \a name and registers
++ it with the QAxScriptManager \a manager. This is usually done by the
++ QAxScriptManager class when \link QAxScriptManager::load() loading a
++ script\endlink.
++
++ A script should always have a name. A manager is necessary to allow
++ the script code to reference objects in the application. The \a manager
++ takes ownership of the object.
++ */
++ QAxScript::QAxScript(const QString &name, QAxScriptManager *manager)
++ : QObject(manager), script_name(name), script_manager(manager),
++ script_engine(nullptr)
++ {
++ if (manager) {
++ manager->d->scriptDict.insert(name, this);
++
++ connect(this, &QAxScript::error, script_manager,
++ [this](int code, const QString &description, int sourcePosition, const QString &sourceText){
++ emit script_manager->error(this, code, description, sourcePosition, sourceText);
++ });
++ }
++
++ #ifndef QT_NO_QAXSCRIPT
++ script_site = new QAxScriptSite(this);
++ #else
++ script_site = 0;
++ #endif
++ }
++
++ /*!
++ \fn QAxScript::~QAxScript()
++
++ Destroys the object, releasing all allocated resources.
++ */
++ QAxScript::~QAxScript()
++ {
++ delete script_engine;
++ script_engine = nullptr;
++
++ #ifndef QT_NO_QAXSCRIPT
++ script_site->Release();
++ #endif
++ }
++
++ /*!
++ \fn bool QAxScript::load(const QString &code, const QString &language)
++
++ Loads the script source \a code written in language \a language
++ into the script engine. Returns true if \a code was successfully
++ entered into the script engine; otherwise returns false.
++
++ If \a language is empty (the default) it will be determined
++ heuristically. If \a code contains the string \c {End Sub} it will
++ be interpreted as VBScript, otherwise as JScript. Additional
++ scripting languages can be registered using
++ QAxScriptManager::registerEngine().
++
++ This function can only be called once for each QAxScript object,
++ which is done automatically when using QAxScriptManager::load().
++ */
++ bool QAxScript::load(const QString &code, const QString &language)
++ {
++ if (script_engine || code.isEmpty())
++ return false;
++
++ script_code = code;
++ QString lang = language;
++ if (lang.isEmpty()) {
++ if (code.contains(QLatin1String("End Sub"), Qt::CaseInsensitive))
++ lang = QLatin1String("VBScript");
++
++ for (const QAxEngineDescriptor &engine : std::as_const(engines)) {
++ if (!engine.code.isEmpty() && code.contains(engine.code)) {
++ lang = engine.name;
++ break;
++ }
++ }
++ }
++ if (lang.isEmpty())
++ lang = QLatin1String("JScript");
++
++ script_engine = new QAxScriptEngine(lang, this);
++ // trigger call to initialize
++ script_engine->metaObject();
++
++ return script_engine->isValid();
++ }
++
++ /*!
++ \fn QStringList QAxScript::functions(FunctionFlags flags) const
++
++ Returns a list of all the functions in this script if the respective
++ script engine supports introspection; otherwise returns an empty list.
++ The functions are either provided with full prototypes or only as
++ names, depending on the value of \a flags.
++
++ \sa QAxScriptEngine::hasIntrospection()
++ */
++ QStringList QAxScript::functions(FunctionFlags flags) const
++ {
++ QStringList functions;
++
++ const QMetaObject *mo = script_engine->metaObject();
++ for (int i = mo->methodOffset(); i < mo->methodCount(); ++i) {
++ const QMetaMethod slot(mo->method(i));
++ if (slot.methodType() != QMetaMethod::Slot || slot.access() != QMetaMethod::Public)
++ continue;
++ QString slotname = QString::fromLatin1(slot.methodSignature());
++ if (slotname.contains(QLatin1Char('_')))
++ continue;
++
++ if (flags == FunctionSignatures)
++ functions << slotname;
++ else
++ functions << slotname.left(slotname.indexOf(QLatin1Char('(')));
++ }
++
++ return functions;
++ }
++
++ /*!
++ \fn QVariant QAxScript::call(const QString &function, const QVariant &var1, const QVariant &var2, const QVariant &var3, const QVariant &var4, const QVariant &var5, const QVariant &var6, const QVariant &var7, const QVariant &var8)
++
++ Calls \a function, passing the parameters \a var1, \a var1,
++ \a var2, \a var3, \a var4, \a var5, \a var6, \a var7 and \a var8
++ as arguments and returns the value returned by the function, or an
++ invalid QVariant if the function does not return a value or when
++ the function call failed.
++
++ See QAxScriptManager::call() for more information about how to call
++ script functions.
++ */
++ QVariant QAxScript::call(const QString &function, const QVariant &var1,
++ const QVariant &var2,
++ const QVariant &var3,
++ const QVariant &var4,
++ const QVariant &var5,
++ const QVariant &var6,
++ const QVariant &var7,
++ const QVariant &var8)
++ {
++ QVariantList vars = QAxBase::argumentsToList(var1, var2, var3, var4, var5, var6, var7, var8);
++ return call(function, vars);
++ }
++
++ /*!
++ \fn QVariant QAxScript::call(const QString &function, QList<QVariant> &arguments)
++ \overload
++
++ Calls \a function passing \a arguments as parameters, and returns
++ the result. Returns when the script's execution has finished.
++
++ See QAxScriptManager::call() for more information about how to call
++ script functions.
++ */
++ QVariant QAxScript::call(const QString &function, QList<QVariant> &arguments)
++ {
++ if (!script_engine)
++ return QVariant();
++
++ return script_engine->dynamicCall(function.toLatin1(), arguments,
++ QAxBase::NoPropertyGet);
++ }
++
++ /*! \internal
++ Registers all objects in the manager with the script engine.
++ */
++ void QAxScript::updateObjects()
++ {
++ if (!script_manager)
++ return;
++
++ script_manager->d->updateScript(this);
++ }
++
++ /*! \internal
++ Returns the object \a name registered with the manager.
++ */
++ QAxBase *QAxScript::findObject(const QString &name)
++ {
++ if (!script_manager)
++ return nullptr;
++
++ return script_manager->d->objectDict.value(name);
++ }
++
++ /*! \fn QString QAxScript::scriptName() const
++ Returns the name of the script.
++ */
++
++ /*! \fn QString QAxScript::scriptCode() const
++ Returns the script's code, or the null-string if no
++ code has been loaded yet.
++
++ \sa load()
++ */
++
++ /*! \fn QAxScriptEngine* QAxScript::scriptEngine() const
++ Returns a pointer to the script engine.
++
++ You can use the object returned to connect signals to the
++ script functions, or to access the script engine directly.
++ */
++
++ /*! \fn void QAxScript::entered()
++
++ This signal is emitted when a script engine has started executing code.
++ */
++
++ /*! \fn void QAxScript::finished()
++
++ This signal is emitted when a script engine has finished executing code.
++ */
++
++ /*!
++ \fn void QAxScript::finished(const QVariant &result)
++ \overload
++
++ \a result contains the script's result. This will be an invalid
++ QVariant if the script has no return value.
++ */
++
++ /*! \fn void QAxScript::finished(int code, const QString &source,
++ const QString &description, const QString &help)
++ \overload
++
++ \a code, \a source, \a description and \a help contain exception information
++ when the script terminated.
++ */
++
++ /*! \fn void QAxScript::stateChanged(int state);
++
++ This signal is emitted when a script engine changes state.
++ \a state can be any value in the \c QAxScriptEngine::State enumeration.
++ */
++
++ /*!
++ \fn void QAxScript::error(int code, const QString &description,
++ int sourcePosition, const QString &sourceText)
++
++ This signal is emitted when an execution error occurred while
++ running a script.
++
++ \a code, \a description, \a sourcePosition and \a sourceText
++ contain information about the execution error.
++ */
++
++
++
++ /*!
++ \class QAxScriptManager
++ \brief The QAxScriptManager class provides a bridge between application objects
++ and script code.
++ \inmodule QAxContainer
++
++ The QAxScriptManager acts as a bridge between the COM objects embedded
++ in the Qt application through QAxObject or QAxWidget, and the scripting
++ languages available through the Windows Script technologies, usually JScript
++ and VBScript.
++
++ Create one QAxScriptManager for each separate document in your
++ application, and add the COM objects the scripts need to access
++ using addObject(). Then load() the script sources and invoke the
++ functions using call().
++
++ \warning This class is not available with the bcc5.5 compiler.
++
++ \sa QAxScript, QAxScriptEngine, QAxBase, {ActiveQt Framework}
++ */
++
++ /*!
++ \fn QAxScriptManager::QAxScriptManager(QObject *parent)
++
++ Creates a QAxScriptManager object. \a parent is passed on to the
++ QObject constructor.
++
++ It is usual to create one QAxScriptManager for each document in an
++ application.
++ */
++ QAxScriptManager::QAxScriptManager(QObject *parent)
++ : QObject(parent)
++ {
++ d = new QAxScriptManagerPrivate;
++ }
++
++ /*!
++ \fn QAxScriptManager::~QAxScriptManager()
++
++ Destroys the objects, releasing all allocated resources.
++ */
++ QAxScriptManager::~QAxScriptManager()
++ {
++ delete d;
++ }
++
++ /*!
++ \fn QStringList QAxScriptManager::functions(QAxScript::FunctionFlags flags) const
++
++ Returns a list with all the functions that are available.
++ Functions provided by script engines that don't support
++ introspection are not included in the list.
++ The functions are either provided with full prototypes or
++ only as names, depending on the value of \a flags.
++ */
++ QStringList QAxScriptManager::functions(QAxScript::FunctionFlags flags) const
++ {
++ QStringList functions;
++ functions.reserve(d->scriptDict.size());
++ for (auto it = d->scriptDict.cbegin(), end = d->scriptDict.cend(); it != end; ++it)
++ functions.append(it.value()->functions(flags));
++ return functions;
++ }
++
++ /*!
++ \fn QStringList QAxScriptManager::scriptNames() const
++
++ Returns a list with the names of all the scripts.
++ */
++ QStringList QAxScriptManager::scriptNames() const
++ {
++ return d->scriptDict.keys();
++ }
++
++ /*!
++ \fn QAxScript *QAxScriptManager::script(const QString &name) const
++
++ Returns the script called \a name.
++
++ You can use the returned pointer to call functions directly
++ through QAxScript::call(), to access the script engine directly, or
++ to delete and thus unload the script.
++ */
++ QAxScript *QAxScriptManager::script(const QString &name) const
++ {
++ return d->scriptDict.value(name);
++ }
++
++ /*!
++ \fn void QAxScriptManager::addObject(QAxBase *object)
++
++ Adds \a object to the manager. Scripts handled by this manager
++ can access the object in the code using the object's
++ \l{QObject::objectName}{objectName} property.
++
++ You must add all the necessary objects before loading any scripts.
++ */
++ void QAxScriptManager::addObject(QAxBase *object)
++ {
++ QObject *obj = object->qObject();
++ QString name = obj->objectName();
++ if (d->objectDict.contains(name))
++ return;
++
++ d->objectDict.insert(name, object);
++ QObject::connect(obj, &QObject::destroyed, this, [this](QObject *o){
++ d->objectDict.take(o->objectName());
++ });
++ }
++
++ /*! \fn void QAxScriptManager::addObject(QObject *object)
++ \overload
++
++ Adds a generic COM wrapper for \a object to the manager. \a object
++ must be exposed as a COM object using the functionality provided
++ by the QAxServer module. Applications
++ using this function you must link against the qaxserver library.
++ */
++
++ /*!
++ \fn QAxScript *QAxScriptManager::load(const QString &code, const QString &name, const QString &language)
++
++ Loads the script source \a code using the script engine for \a
++ language. The script can later be referred to using its \a name
++ which should not be empty.
++
++ The function returns a pointer to the script for the given
++ \a code if the \a code was loaded successfully; otherwise it
++ returns 0.
++
++ If \a language is empty it will be determined heuristically. If \a
++ code contains the string "End Sub" it will be interpreted as
++ VBScript, otherwise as JScript. Additional script engines can be
++ registered using registerEngine().
++
++ You must add all the objects necessary (using addObject()) \e
++ before loading any scripts. If \a code declares a function that is
++ already available (no matter in which language) the first function
++ is overloaded and can no longer be called via call(); but it will
++ still be available by calling its \link script() script \endlink
++ directly.
++
++ \sa addObject(), scriptNames(), functions()
++ */
++ QAxScript *QAxScriptManager::load(const QString &code, const QString &name, const QString &language)
++ {
++ QAxScript *script = new QAxScript(name, this);
++ if (script->load(code, language))
++ return script;
++
++ delete script;
++ return nullptr;
++ }
++
++ /*!
++ \fn QAxScript *QAxScriptManager::load(const QString &file, const QString &name)
++ \overload
++
++ Loads the source code from the \a file. The script can later be
++ referred to using its \a name which should not be empty.
++
++ The function returns a pointer to the script engine for the code
++ in \a file if \a file was loaded successfully; otherwise it
++ returns 0.
++
++ The script engine used is determined from the file's extension. By
++ default ".js" files are interpreted as JScript files, and ".vbs"
++ and ".dsm" files are interpreted as VBScript. Additional script
++ engines can be registered using registerEngine().
++ */
++ QAxScript *QAxScriptManager::load(const QString &file, const QString &name)
++ {
++ QFile f(file);
++ if (!f.open(QIODevice::ReadOnly))
++ return nullptr;
++ QByteArray data = f.readAll();
++ QString contents = QString::fromLocal8Bit(data, data.size());
++ f.close();
++
++ if (contents.isEmpty())
++ return nullptr;
++
++ QString language;
++ if (file.endsWith(QLatin1String(".js"))) {
++ language = QLatin1String("JScript");
++ } else {
++ for (const QAxEngineDescriptor &engine : std::as_const(engines)) {
++ if (!engine.extension.isEmpty() && file.endsWith(engine.extension)) {
++ language = engine.name;
++ break;
++ }
++ }
++ }
++
++ if (language.isEmpty())
++ language = QLatin1String("VBScript");
++
++ QAxScript *script = new QAxScript(name, this);
++ if (script->load(contents, language))
++ return script;
++
++ delete script;
++ return nullptr;
++ }
++
++ /*!
++ \fn QVariant QAxScriptManager::call(const QString &function, const QVariant &var1, const QVariant &var2, const QVariant &var3, const QVariant &var4, const QVariant &var5, const QVariant &var6, const QVariant &var7, const QVariant &var8)
++
++ Calls \a function, passing the parameters \a var1, \a var1,
++ \a var2, \a var3, \a var4, \a var5, \a var6, \a var7 and \a var8
++ as arguments and returns the value returned by the function, or an
++ invalid QVariant if the function does not return a value or when
++ the function call failed. The call returns when the script's
++ execution has finished.
++
++ In most script engines the only supported parameter type is "const
++ QVariant&", for example, to call a JavaScript function
++ \snippet src_activeqt_container_qaxscript.cpp 0
++ use
++ \snippet src_activeqt_container_qaxscript.cpp 1
++ As with \link QAxBase::dynamicCall() dynamicCall \endlink the
++ parameters can directly be embedded in the function string.
++ \snippet src_activeqt_container_qaxscript.cpp 2
++ However, this is slower.
++
++ Functions provided by script engines that don't support
++ introspection are not available and must be called directly
++ using QAxScript::call() on the respective \link script()
++ script \endlink object.
++
++ Note that calling this function can be significantely slower than
++ using call() on the respective QAxScript directly.
++ */
++ QVariant QAxScriptManager::call(const QString &function, const QVariant &var1,
++ const QVariant &var2,
++ const QVariant &var3,
++ const QVariant &var4,
++ const QVariant &var5,
++ const QVariant &var6,
++ const QVariant &var7,
++ const QVariant &var8)
++ {
++ QList<QVariant> list{var1, var2, var3, var4, var5, var6, var7, var8};
++ return call(function, list);
++ }
++
++ /*!
++ \fn QVariant QAxScriptManager::call(const QString &function, QList<QVariant> &arguments)
++ \overload
++
++ Calls \a function passing \a arguments as parameters, and returns
++ the result. Returns when the script's execution has finished.
++ */
++ QVariant QAxScriptManager::call(const QString &function, QList<QVariant> &arguments)
++ {
++ QString signature = function;
++ QAxScript *s = d->scriptForFunction(signature);
++ if (!s) {
++ #ifdef QT_CHECK_STATE
++ qWarning("QAxScriptManager::call: No script provides function %s, or this function\n"
++ "\tis provided through an engine that does not support introspection",
++ qPrintable(function));
++ #endif
++ return QVariant();
++ }
++
++ QVariantList args(arguments);
++ return s->call(signature, args);
++ }
++
++ /*!
++ \fn bool QAxScriptManager::registerEngine(const QString &name, const QString &extension, const QString &code)
++ Registers the script engine called \a name and returns true if the
++ engine was found; otherwise does nothing and returns false.
++
++ The script engine will be used when loading files with the given
++ \a extension, or when loading source code that contains the string
++ \a code.
++ */
++ bool QAxScriptManager::registerEngine(const QString &name, const QString &extension, const QString &code)
++ {
++ if (name.isEmpty())
++ return false;
++
++ CLSID clsid;
++ const HRESULT hres = CLSIDFromProgID(reinterpret_cast<const wchar_t *>(name.utf16()), &clsid);
++ if (hres != S_OK)
++ return false;
++
++ QAxEngineDescriptor engine;
++ engine.name = name;
++ engine.extension = extension;
++ engine.code = code;
++
++ engines.prepend(engine);
++ return true;
++ }
++
++ /*!
++ \fn QString QAxScriptManager::scriptFileFilter()
++
++ Returns a file filter listing all the supported script languages.
++ This filter string is convenient for use with QFileDialog.
++ */
++ QString QAxScriptManager::scriptFileFilter()
++ {
++ QString allFiles = QLatin1String("Script Files (*.js *.vbs *.dsm");
++ QString specialFiles = QLatin1String(";;VBScript Files (*.vbs *.dsm)"
++ ";;JavaScript Files (*.js)");
++
++ for (const QAxEngineDescriptor &engine : std::as_const(engines)) {
++ if (!engine.extension.isEmpty()) {
++ allFiles += QLatin1String(" *") + engine.extension;
++ specialFiles += QLatin1String(";;") + engine.name
++ + QLatin1String(" Files (*") + engine.extension + QLatin1Char(')');
++ }
++ }
++ allFiles += QLatin1Char(')');
++
++ return allFiles + specialFiles + QLatin1String(";;All Files (*.*)");
++ }
++
++ /*!
++ \fn void QAxScriptManager::error(QAxScript *script, int code, const QString &description,
++ int sourcePosition, const QString &sourceText)
++
++ This signal is emitted when an execution error occurred while
++ running \a script.
++
++ \a code, \a description, \a sourcePosition and \a sourceText
++ contain information about the execution error.
++
++ \warning Do not delete \a script in a slot connected to this signal. Use deleteLater()
++ instead.
++ */
++
++ /*!
++ \internal
++
++ Returns a pointer to the first QAxScript that knows
++ about \a function, or nullptr if this function is unknown. \a function
++ is changed to the callable signature.
++ */
++ QAxScript *QAxScriptManagerPrivate::scriptForFunction(QString &function) const
++ {
++ const auto startPrototype = function.indexOf(u'(');
++
++ for (const auto &script : scriptDict) {
++ const QMetaObject *mo = script->scriptEngine()->metaObject();
++ for (int i = mo->methodOffset(); i < mo->methodCount(); ++i) {
++ const QMetaMethod slot(mo->method(i));
++ if (slot.methodType() != QMetaMethod::Slot || slot.access() != QMetaMethod::Public)
++ continue;
++ const QString slotname = QString::fromLatin1(slot.methodSignature());
++ if (slotname.contains(u'_'))
++ continue;
++
++ // finding script for prototype
++ if (startPrototype != -1) {
++ if (slotname == function)
++ return script;
++ } else if (slotname.length() > function.length()
++ && slotname.at(function.length()) == u'('
++ && slotname.startsWith(function)) {
++ function = slotname;
++ return script;
++ }
++ }
++ }
++
++ return nullptr;
++ }
++
++ /*!
++ \internal
++ */
++ void QAxScriptManagerPrivate::updateScript(QAxScript *script)
++ {
++ if (QAxScriptEngine *engine = script->scriptEngine()) {
++ for (auto it = objectDict.constBegin(), end = objectDict.constEnd(); it != end; ++it)
++ engine->addItem(it.key());
++ }
++ }
++
++ QT_END_NAMESPACE