Author COM components with C++/WinRT

C++/WinRT can help you to author classic Component Object Model (COM) components (or coclasses), just as it helps you to author Windows Runtime classes. This topic shows you how.

How C++/WinRT behaves, by default, with respect to COM interfaces

C++/WinRT's winrt::implements template is the base from which your runtime classes and activation factories directly or indirectly derive.

By default, winrt::implements silently ignores classic COM interfaces. Any QueryInterface (QI) calls for classic COM interfaces will consequently fail with E_NOINTERFACE. By default, winrt::implements supports only C++/WinRT interfaces.

  • winrt::IUnknown is a C++/WinRT interface, so winrt::implements supports winrt::IUnknown-based interfaces.
  • winrt::implements doesn't support ::IUnknown itself, by default.

In a moment you'll see how to overcome the cases that aren't supported by default. But first here's a code example to illustrate what happens by default.

// Sample.idl
namespace MyProject 
{
    runtimeclass Sample
    {
        Sample();
        void DoWork();
    }
}

// Sample.h
#include "pch.h"
#include <shobjidl.h> // Needed only for this file.

namespace winrt::MyProject::implementation
{
    struct Sample : implements<Sample, IInitializeWithWindow>
    {
        IFACEMETHOD(Initialize)(HWND hwnd);
        void DoWork();
    }
}

And here's client code to consume the Sample class.

// Client.cpp
Sample sample; // Construct a Sample object via its projection.

// This next line doesn't compile yet.
sample.as<IInitializeWithWindow>()->Initialize(hwnd); 

Enabling classic COM support

The good news is that all it takes to cause winrt::implements to support classic COM interfaces is to include the unknwn.h header file before you include any C++/WinRT headers.

You could do that explicitly, or indirectly by including some other header file such as ole2.h. One recommended method is to include the wil\cppwinrt.h header file, which is part of the Windows Implementation Libraries (WIL). The wil\cppwinrt.h header file not only makes sure that unknwn.h is included before winrt/base.h, it also sets things up so that C++/WinRT and WIL understand each other's exceptions and error codes.

You can then as<> for classic COM interfaces, and the code in the example above will compile.

Note

In the example above, even after enabling classic COM support in the client (the code consuming the class), if you haven't also enabled classic COM support in the server (the code implementing the class), then the call to as<> in the client will crash because the QI for IInitializeWithWindow will fail.

A local (non-projected) class

A local class is one that is both implemented and consumed in the same compilation unit (app, or other binary); and so there is no projection for it.

Here's an example of a local class that implements only classic COM interfaces.

struct LocalObject :
    winrt::implements<LocalObject, IInitializeWithWindow>
{
    ...
};

If you implement that example, but you don't enable classic COM support, then the following code fails.

winrt::make<LocalObject>(); // error: ‘first_interface’: is not a member of ‘winrt::impl::interface_list<>’

Again, IInitializeWithWindow isn't recognized as a COM interface, so C++/WinRT ignores it. In the case of the LocalObject example, the result of ignoring COM interfaces means that LocalObject has no interfaces at all. But every COM class must implement at least one interface.

A simple example of a COM component

Here's a simple example of a COM component written using C++/WinRT. This is a full listing of a mini-application, so you can try the code out if you paste it into the pch.h and main.cpp of a new Windows Console Application (C++/WinRT) project.

// pch.h
#pragma once
#include <unknwn.h>
#include <winrt/Windows.Foundation.h>

// main.cpp : Defines the entry point for the console application.
#include "pch.h"

struct __declspec(uuid("ddc36e02-18ac-47c4-ae17-d420eece2281")) IMyComInterface : ::IUnknown
{
    virtual HRESULT __stdcall Call() = 0;
};

using namespace winrt;
using namespace Windows::Foundation;

int main()
{
    winrt::init_apartment();

    struct MyCoclass : winrt::implements<MyCoclass, IPersist, IStringable, IMyComInterface>
    {
        HRESULT __stdcall Call() noexcept override
        {
            return S_OK;
        }

        HRESULT __stdcall GetClassID(CLSID* id) noexcept override
        {
            *id = IID_IPersist; // Doesn't matter what we return, for this example.
            return S_OK;
        }

        winrt::hstring ToString()
        {
            return L"MyCoclass as a string";
        }
    };

    auto mycoclass_instance{ winrt::make<MyCoclass>() };
    CLSID id{};
    winrt::check_hresult(mycoclass_instance->GetClassID(&id));
    winrt::check_hresult(mycoclass_instance.as<IMyComInterface>()->Call());
}

Also see Consume COM components with C++/WinRT.

A more realistic and interesting example

The remainder of this topic walks through creating a minimal console application project that uses C++/WinRT to implement a basic coclass (COM component, or COM class) and class factory. The example application shows how to deliver a toast notification with a callback button on it, and the coclass (which implements the INotificationActivationCallback COM interface) allows the application to be launched and called back when the user clicks that button on the toast.

More background about the toast notification feature area can be found at Send a local toast notification. None of the code examples in that section of the documentation use C++/WinRT, though, so we recommend that you prefer the code shown in this topic.

Create a Windows Console Application project (ToastAndCallback)

Begin by creating a new project in Microsoft Visual Studio. Create a Windows Console Application (C++/WinRT) project, and name it ToastAndCallback.

Open pch.h, and add #include <unknwn.h> before the includes for any C++/WinRT headers. Here's the result; you can replace the contents of your pch.h with this listing.

// pch.h
#pragma once
#include <unknwn.h>
#include <winrt/Windows.Foundation.h>

Open main.cpp, and remove the using-directives that the project template generates. In their place, insert the following code (which gives us the libs, headers, and type names that we need). Here's the result; you can replace the contents of your main.cpp with this listing (we've also removed the code from main in the listing below, because we'll be replacing that function later).

// main.cpp : Defines the entry point for the console application.

#include "pch.h"

#pragma comment(lib, "advapi32")
#pragma comment(lib, "ole32")
#pragma comment(lib, "shell32")

#include <iomanip>
#include <iostream>
#include <notificationactivationcallback.h>
#include <propkey.h>
#include <propvarutil.h>
#include <shlobj.h>
#include <winrt/Windows.UI.Notifications.h>
#include <winrt/Windows.Data.Xml.Dom.h>

using namespace winrt;
using namespace Windows::Data::Xml::Dom;
using namespace Windows::UI::Notifications;

int main() { }

The project won't build yet; after we've finished adding code, you'll be prompted to build and run.

Implement the coclass and class factory

In C++/WinRT, you implement coclasses, and class factories, by deriving from the winrt::implements base struct. Immediately after the three using-directives shown above (and before main), paste this code to implement your toast notification COM activator component.

static constexpr GUID callback_guid // BAF2FA85-E121-4CC9-A942-CE335B6F917F
{
    0xBAF2FA85, 0xE121, 0x4CC9, {0xA9, 0x42, 0xCE, 0x33, 0x5B, 0x6F, 0x91, 0x7F}
};

std::wstring const this_app_name{ L"ToastAndCallback" };

struct callback : winrt::implements<callback, INotificationActivationCallback>
{
    HRESULT __stdcall Activate(
        LPCWSTR app,
        LPCWSTR args,
        [[maybe_unused]] NOTIFICATION_USER_INPUT_DATA const* data,
        [[maybe_unused]] ULONG count) noexcept final
    {
        try
        {
            std::wcout << this_app_name << L" has been called back from a notification." << std::endl;
            std::wcout << L"Value of the 'app' parameter is '" << app << L"'." << std::endl;
            std::wcout << L"Value of the 'args' parameter is '" << args << L"'." << std::endl;
            return S_OK;
        }
        catch (...)
        {
            return winrt::to_hresult();
        }
    }
};

struct callback_factory : implements<callback_factory, IClassFactory>
{
    HRESULT __stdcall CreateInstance(
        IUnknown* outer,
        GUID const& iid,
        void** result) noexcept final
    {
        *result = nullptr;

        if (outer)
        {
            return CLASS_E_NOAGGREGATION;
        }

        return make<callback>()->QueryInterface(iid, result);
    }

    HRESULT __stdcall LockServer(BOOL) noexcept final
    {
        return S_OK;
    }
};

The implementation of the coclass above follows the same pattern that's demonstrated in Author APIs with C++/WinRT. So, you can use the same technique to implement COM interfaces as well as Windows Runtime interfaces. COM components and Windows Runtime classes expose their features via interfaces. Every COM interface ultimately derives from the IUnknown interface interface. The Windows Runtime is based on COM—one distinction being that Windows Runtime interfaces ultimately derive from the IInspectable interface (and IInspectable derives from IUnknown).

In the coclass in the code above, we implement the INotificationActivationCallback::Activate method, which is the function that's called when the user clicks the callback button on a toast notification. But before that function can be called, an instance of the coclass needs to be created, and that's the job of the IClassFactory::CreateInstance function.

The coclass that we just implemented is known as the COM activator for notifications, and it has its class id (CLSID) in the form of the callback_guid identifier (of type GUID) that you see above. We'll be using that identifier later, in the form of a Start menu shortcut and a Windows Registry entry. The COM activator CLSID, and the path to its associated COM server (which is the path to the executable that we're building here) is the mechanism by which a toast notification knows what class to create an instance of when its callback button is clicked (whether the notification is clicked in Action Center or not).

Best practices for implementing COM methods

Techniques for error handling and for resource management can go hand-in-hand. It's more convenient and practical to use exceptions than error codes. And if you employ the resource-acquisition-is-initialization (RAII) idiom, then you can avoid explicitly checking for error codes and then explicitly releasing resources. Such explicit checks make your code more convoluted than necessary, and it gives bugs plenty of places to hide. Instead, use RAII, and throw/catch exceptions. That way, your resource allocations are exception-safe, and your code is simple.

However, you mustn't allow exceptions to escape your COM method implementations. You can ensure that by using the noexcept specifier on your COM methods. It's ok for exceptions to be thrown anywhere in the call graph of your method, as long as you handle them before your method exits. If you use noexcept, but you then allow an exception to escape your method, then your application will terminate.

Add helper types and functions

In this step, we'll add some helper types and functions that the rest of the code makes use of. So, immediately before main, add the following.

struct prop_variant : PROPVARIANT
{
    prop_variant() noexcept : PROPVARIANT{}
    {
    }

    ~prop_variant() noexcept
    {
        clear();
    }

    void clear() noexcept
    {
        WINRT_VERIFY_(S_OK, ::PropVariantClear(this));
    }
};

struct registry_traits
{
    using type = HKEY;

    static void close(type value) noexcept
    {
        WINRT_VERIFY_(ERROR_SUCCESS, ::RegCloseKey(value));
    }

    static constexpr type invalid() noexcept
    {
        return nullptr;
    }
};

using registry_key = winrt::handle_type<registry_traits>;

std::wstring get_module_path()
{
    std::wstring path(100, L'?');
    uint32_t path_size{};
    DWORD actual_size{};

    do
    {
        path_size = static_cast<uint32_t>(path.size());
        actual_size = ::GetModuleFileName(nullptr, path.data(), path_size);

        if (actual_size + 1 > path_size)
        {
            path.resize(path_size * 2, L'?');
        }
    } while (actual_size + 1 > path_size);

    path.resize(actual_size);
    return path;
}

std::wstring get_shortcut_path()
{
    std::wstring format{ LR"(%ProgramData%\Microsoft\Windows\Start Menu\Programs\)" };
    format += (this_app_name + L".lnk");

    auto required{ ::ExpandEnvironmentStrings(format.c_str(), nullptr, 0) };
    std::wstring path(required - 1, L'?');
    ::ExpandEnvironmentStrings(format.c_str(), path.data(), required);
    return path;
}

Implement the remaining functions, and the wmain entry point function

Delete your main function, and in its place paste this code listing, which includes code to register your coclass, and then to deliver a toast capable of calling back your application.

void register_callback()
{
    DWORD registration{};

    winrt::check_hresult(::CoRegisterClassObject(
        callback_guid,
        make<callback_factory>().get(),
        CLSCTX_LOCAL_SERVER,
        REGCLS_SINGLEUSE,
        &registration));
}

void create_shortcut()
{
    auto link{ winrt::create_instance<IShellLink>(CLSID_ShellLink) };
    std::wstring module_path{ get_module_path() };
    winrt::check_hresult(link->SetPath(module_path.c_str()));

    auto store = link.as<IPropertyStore>();
    prop_variant value;
    winrt::check_hresult(::InitPropVariantFromString(this_app_name.c_str(), &value));
    winrt::check_hresult(store->SetValue(PKEY_AppUserModel_ID, value));
    value.clear();
    winrt::check_hresult(::InitPropVariantFromCLSID(callback_guid, &value));
    winrt::check_hresult(store->SetValue(PKEY_AppUserModel_ToastActivatorCLSID, value));

    auto file{ store.as<IPersistFile>() };
    std::wstring shortcut_path{ get_shortcut_path() };
    winrt::check_hresult(file->Save(shortcut_path.c_str(), TRUE));

    std::wcout << L"In " << shortcut_path << L", created a shortcut to " << module_path << std::endl;
}

void update_registry()
{
    std::wstring key_path{ LR"(SOFTWARE\Classes\CLSID\{????????-????-????-????-????????????})" };
    ::StringFromGUID2(callback_guid, key_path.data() + 23, 39);
    key_path += LR"(\LocalServer32)";
    registry_key key;

    winrt::check_win32(::RegCreateKeyEx(
        HKEY_CURRENT_USER,
        key_path.c_str(),
        0,
        nullptr,
        0,
        KEY_WRITE,
        nullptr,
        key.put(),
        nullptr));
    ::RegDeleteValue(key.get(), nullptr);

    std::wstring path{ get_module_path() };

    winrt::check_win32(::RegSetValueEx(
        key.get(),
        nullptr,
        0,
        REG_SZ,
        reinterpret_cast<BYTE const*>(path.c_str()),
        static_cast<uint32_t>((path.size() + 1) * sizeof(wchar_t))));

    std::wcout << L"In " << key_path << L", registered local server at " << path << std::endl;
}

void create_toast()
{
    XmlDocument xml;

    std::wstring toastPayload
    {
        LR"(
<toast>
  <visual>
    <binding template='ToastGeneric'>
      <text>)"
    };
    toastPayload += this_app_name;
    toastPayload += LR"(
      </text>
    </binding>
  </visual>
  <actions>
    <action content='Call back )";
    toastPayload += this_app_name;
    toastPayload += LR"(
' arguments='the_args' activationKind='Foreground' />
  </actions>
</toast>)";
    xml.LoadXml(toastPayload);

    ToastNotification toast{ xml };
    ToastNotifier notifier{ ToastNotificationManager::CreateToastNotifier(this_app_name) };
    notifier.Show(toast);
    ::Sleep(50); // Give the callback chance to display.
}

void LaunchedNormally(HANDLE, INPUT_RECORD &, DWORD &);
void LaunchedFromNotification(HANDLE, INPUT_RECORD &, DWORD &);

int wmain(int argc, wchar_t * argv[], wchar_t * /* envp */[])
{
    winrt::init_apartment();

    register_callback();

    HANDLE consoleHandle{ ::GetStdHandle(STD_INPUT_HANDLE) };
    INPUT_RECORD buffer{};
    DWORD events{};
    ::FlushConsoleInputBuffer(consoleHandle);

    if (argc == 1)
    {
        LaunchedNormally(consoleHandle, buffer, events);
    }
    else if (argc == 2 && wcscmp(argv[1], L"-Embedding") == 0)
    {
        LaunchedFromNotification(consoleHandle, buffer, events);
    }
}

void LaunchedNormally(HANDLE consoleHandle, INPUT_RECORD & buffer, DWORD & events)
{
    try
    {
        bool runningAsAdmin{ ::IsUserAnAdmin() == TRUE };
        std::wcout << this_app_name << L" is running" << (runningAsAdmin ? L" (administrator)." : L" (NOT as administrator).") << std::endl;

        if (runningAsAdmin)
        {
            create_shortcut();
            update_registry();
        }

        std::wcout << std::endl << L"Press 'T' to display a toast notification (press any other key to exit)." << std::endl;

        ::ReadConsoleInput(consoleHandle, &buffer, 1, &events);
        if (towupper(buffer.Event.KeyEvent.uChar.UnicodeChar) == L'T')
        {
            create_toast();
        }
    }
    catch (winrt::hresult_error const& e)
    {
        std::wcout << L"Error: " << e.message().c_str() << L" (" << std::hex << std::showbase << std::setw(8) << static_cast<uint32_t>(e.code()) << L")" << std::endl;
    }
}

void LaunchedFromNotification(HANDLE consoleHandle, INPUT_RECORD & buffer, DWORD & events)
{
    ::Sleep(50); // Give the callback chance to display its message.
    std::wcout << std::endl << L"Press any key to exit." << std::endl;
    ::ReadConsoleInput(consoleHandle, &buffer, 1, &events);
}

How to test the example application

Build the application, and then run it at least once as an administrator to cause the registration, and other setup, code to run. One way to do that is to run Visual Studio as an administrator, and then run the app from Visual Studio. Right-click Visual Studio in the taskbar to display the jump list, right-click Visual Studio on the jump list, and then click Run as administrator. Agree to the prompt, and then open the project. When you run the application, a message is displayed indicating whether or not the application is running as an administrator. If it isn't, then the registration and other setup won't run. That registration and other setup has to run at least once in order for the application to work correctly.

Whether or not you're running the application as an administrator, press 'T' to cause a toast to be displayed. You can then click the Call back ToastAndCallback button either directly from the toast notification that pops up, or from the Action Center, and your application will be launched, the coclass instantiated, and the INotificationActivationCallback::Activate method executed.

In-process COM server

The ToastAndCallback example app above functions as a local (or out-of-process) COM server. This is indicated by the LocalServer32 Windows Registry key that you use to register the CLSID of its coclass. A local COM server hosts its coclass(es) inside an executable binary (an .exe).

Alternatively (and arguably more likely), you can choose to host your coclass(es) inside a dynamic-link library (a .dll). A COM server in the form of a DLL is known as an in-process COM server, and it's indicated by CLSIDs being registered by using the InprocServer32 Windows Registry key.

You can begin the task of creating an in-process COM server by creating a new project in Microsoft Visual Studio. Create a Visual C++ > Windows Desktop > Dynamic-Link Library (DLL) project.

To add C++/WinRT support to the new project, follow the steps described in Modify a Windows Desktop application project to add C++/WinRT support.

Implement the coclass, class factory, and in-proc server exports

Open dllmain.cpp, and add to it the code listing shown below.

If you already have a DLL that implements C++/WinRT Windows Runtime classes, then you'll already have the DllCanUnloadNow function shown below. If you want to add coclasses to that DLL, then you can add the DllGetClassObject function.

If don't have existing Windows Runtime C++ Template Library (WRL) code that you want to stay compatible with, then you can remove the WRL parts from the code shown.

// dllmain.cpp

struct MyCoclass : winrt::implements<MyCoclass, IPersist>
{
    HRESULT STDMETHODCALLTYPE GetClassID(CLSID* id) noexcept override
    {
        *id = IID_IPersist; // Doesn't matter what we return, for this example.
        return S_OK;
    }
};

struct __declspec(uuid("85d6672d-0606-4389-a50a-356ce7bded09"))
    MyCoclassFactory : winrt::implements<MyCoclassFactory, IClassFactory>
{
    HRESULT STDMETHODCALLTYPE CreateInstance(IUnknown *pUnkOuter, REFIID riid, void **ppvObject) noexcept override
    {
        try
        {
            return winrt::make<MyCoclass>()->QueryInterface(riid, ppvObject);
        }
        catch (...)
        {
            return winrt::to_hresult();
        }
    }

    HRESULT STDMETHODCALLTYPE LockServer(BOOL fLock) noexcept override
    {
        // ...
        return S_OK;
    }

    // ...
};

HRESULT __stdcall DllCanUnloadNow()
{
#ifdef _WRL_MODULE_H_
    if (!::Microsoft::WRL::Module<::Microsoft::WRL::InProc>::GetModule().Terminate())
    {
        return S_FALSE;
    }
#endif

    if (winrt::get_module_lock())
    {
        return S_FALSE;
    }

    winrt::clear_factory_cache();
    return S_OK;
}

HRESULT __stdcall DllGetClassObject(GUID const& clsid, GUID const& iid, void** result)
{
    try
    {
        *result = nullptr;

        if (clsid == __uuidof(MyCoclassFactory))
        {
            return winrt::make<MyCoclassFactory>()->QueryInterface(iid, result);
        }

#ifdef _WRL_MODULE_H_
        return ::Microsoft::WRL::Module<::Microsoft::WRL::InProc>::GetModule().GetClassObject(clsid, iid, result);
#else
        return winrt::hresult_class_not_available().to_abi();
#endif
    }
    catch (...)
    {
        return winrt::to_hresult();
    }
}

Support for weak references

Also see Weak references in C++/WinRT.

C++/WinRT (specifically, the winrt::implements base struct template) implements IWeakReferenceSource for you if your type implements IInspectable (or any interface that derives from IInspectable).

This is because IWeakReferenceSource and IWeakReference are designed for Windows Runtime types. So, you can turn on weak reference support for your coclass simply by adding winrt::Windows::Foundation::IInspectable (or an interface that derives from IInspectable) to your implementation.

struct MyCoclass : winrt::implements<MyCoclass, IMyComInterface, winrt::Windows::Foundation::IInspectable>
{
    //  ...
};

Implement a COM interface that derives from another

Interface derivation is a feature of classic COM (and it happens to be absent, intentionally, from the Windows Runtime). Here's an example of what interface derivation looks like.

IFileSystemBindData2 : public IFileSystemBindData { /* ... */  };

If you're writing a class that needs to implement, for example, both IFileSystemBindData and IFileSystemBindData2, then the first step in expressing that is to declare that you implement only the derived interface, like this.

// pch.h
#pragma once
#include <Shobjidl.h>
...

// main.cpp
...
struct MyFileSystemBindData :
    implements<MyFileSystemBindData,
    IFileSystemBindData2>
{
    // IFileSystemBindData
    IFACEMETHOD(SetFindData)(const WIN32_FIND_DATAW* pfd) override { /* ... */ return S_OK; };
    IFACEMETHOD(GetFindData)(WIN32_FIND_DATAW* pfd) override { /* ... */ return S_OK; };

    // IFileSystemBindData2
    IFACEMETHOD(SetFileID)(LARGE_INTEGER liFileID) override { /* ... */ return S_OK; };
    IFACEMETHOD(GetFileID)(LARGE_INTEGER* pliFileID) override { /* ... */ return S_OK; };
    IFACEMETHOD(SetJunctionCLSID)(REFCLSID clsid) override { /* ... */ return S_OK; };
    IFACEMETHOD(GetJunctionCLSID)(CLSID* pclsid) override { /* ... */ return S_OK; };
};
...
int main()
...

The next step is to ensure that Query­Interface succeeds when it's called (directly or indirectly) for IID_IFileSystemBindData (the base interface) against an instance of MyFileSystemBindData. You do that by providing a specialization for the winrt::is_guid_of function template.

winrt::is_guid_of is variadic, and so you can provide it a list of interfaces. Here's how you'd provide a specialization so that a check for IFileSystemBindData2 also includes a test for IFileSystemBindData.

// pch.h
...
namespace winrt
{
    template<>
    inline bool is_guid_of<IFileSystemBindData2>(guid const& id) noexcept
    {
        return is_guid_of<IFileSystemBindData2, IFileSystemBindData>(id);
    }
}

// main.cpp
...
int main()
{
    ...
    auto mfsbd{ winrt::make<MyFileSystemBindData>() };
    auto a{ mfsbd.as<IFileSystemBindData2>() }; // Would succeed even without the **is_guid_of** specialization.
    auto b{ mfsbd.as<IFileSystemBindData>() }; // Needs the **is_guid_of** specialization in order to succeed.
}

The specialization of winrt::is_guid_of must be identical across all files in the project, and visible at the point the interface is used by the winrt::implements or winrt::delegate template. Typically you'd put it in a common header file.

Important APIs