godot/tools/pe_bliss/pe_resources.h

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2015-11-08 22:54:41 +00:00
/*************************************************************************/
/* Copyright (c) 2015 dx, http://kaimi.ru */
/* */
/* Permission is hereby granted, free of charge, to any person */
/* obtaining a copy of this software and associated documentation */
/* files (the "Software"), to deal in the Software without */
/* restriction, including without limitation the rights to use, */
/* copy, modify, merge, publish, distribute, sublicense, and/or */
/* sell copies of the Software, and to permit persons to whom the */
/* Software is furnished to do so, subject to the following conditions: */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#pragma once
#include <vector>
#include <string>
#include <set>
#include "pe_structures.h"
#include "pe_base.h"
#include "pe_directory.h"
namespace pe_bliss
{
//Class representing resource data entry
class resource_data_entry
{
public:
//Default constructor
resource_data_entry();
//Constructor from data
resource_data_entry(const std::string& data, uint32_t codepage);
//Returns resource data codepage
uint32_t get_codepage() const;
//Returns resource data
const std::string& get_data() const;
public: //These functions do not change everything inside image, they are used by PE class
//You can also use them to rebuild resource directory
//Sets resource data codepage
void set_codepage(uint32_t codepage);
//Sets resource data
void set_data(const std::string& data);
private:
uint32_t codepage_; //Resource data codepage
std::string data_; //Resource data
};
//Forward declaration
class resource_directory;
//Class representing resource directory entry
class resource_directory_entry
{
public:
//Default constructor
resource_directory_entry();
//Copy constructor
resource_directory_entry(const resource_directory_entry& other);
//Copy assignment operator
resource_directory_entry& operator=(const resource_directory_entry& other);
//Returns entry ID
uint32_t get_id() const;
//Returns entry name
const std::wstring& get_name() const;
//Returns true, if entry has name
//Returns false, if entry has ID
bool is_named() const;
//Returns true, if entry includes resource_data_entry
//Returns false, if entry includes resource_directory
bool includes_data() const;
//Returns resource_directory if entry includes it, otherwise throws an exception
const resource_directory& get_resource_directory() const;
//Returns resource_data_entry if entry includes it, otherwise throws an exception
const resource_data_entry& get_data_entry() const;
//Destructor
~resource_directory_entry();
public: //These functions do not change everything inside image, they are used by PE class
//You can also use them to rebuild resource directory
//Sets entry name
void set_name(const std::wstring& name);
//Sets entry ID
void set_id(uint32_t id);
//Returns resource_directory if entry includes it, otherwise throws an exception
resource_directory& get_resource_directory();
//Returns resource_data_entry if entry includes it, otherwise throws an exception
resource_data_entry& get_data_entry();
//Adds resource_data_entry
void add_data_entry(const resource_data_entry& entry);
//Adds resource_directory
void add_resource_directory(const resource_directory& dir);
private:
//Destroys included data
void release();
private:
uint32_t id_;
std::wstring name_;
union includes
{
//Default constructor
includes();
//We use pointers, we're doing manual copying here
class resource_data_entry* data_;
class resource_directory* dir_; //We use pointer, because structs include each other
};
includes ptr_;
bool includes_data_, named_;
};
//Class representing resource directory
class resource_directory
{
public:
typedef std::vector<resource_directory_entry> entry_list;
public:
//Default constructor
resource_directory();
//Constructor from data
explicit resource_directory(const pe_win::image_resource_directory& dir);
//Returns characteristics of directory
uint32_t get_characteristics() const;
//Returns date and time stamp of directory
uint32_t get_timestamp() const;
//Returns number of named entries
uint32_t get_number_of_named_entries() const;
//Returns number of ID entries
uint32_t get_number_of_id_entries() const;
//Returns major version of directory
uint16_t get_major_version() const;
//Returns minor version of directory
uint16_t get_minor_version() const;
//Returns resource_directory_entry array
const entry_list& get_entry_list() const;
//Returns resource_directory_entry by ID. If not found - throws an exception
const resource_directory_entry& entry_by_id(uint32_t id) const;
//Returns resource_directory_entry by name. If not found - throws an exception
const resource_directory_entry& entry_by_name(const std::wstring& name) const;
public: //These functions do not change everything inside image, they are used by PE class
//You can also use them to rebuild resource directory
//Adds resource_directory_entry
void add_resource_directory_entry(const resource_directory_entry& entry);
//Clears resource_directory_entry array
void clear_resource_directory_entry_list();
//Sets characteristics of directory
void set_characteristics(uint32_t characteristics);
//Sets date and time stamp of directory
void set_timestamp(uint32_t timestamp);
//Sets number of named entries
void set_number_of_named_entries(uint32_t number);
//Sets number of ID entries
void set_number_of_id_entries(uint32_t number);
//Sets major version of directory
void set_major_version(uint16_t major_version);
//Sets minor version of directory
void get_minor_version(uint16_t minor_version);
//Returns resource_directory_entry array
entry_list& get_entry_list();
private:
uint32_t characteristics_;
uint32_t timestamp_;
uint16_t major_version_, minor_version_;
uint32_t number_of_named_entries_, number_of_id_entries_;
entry_list entries_;
public: //Finder helpers
//Finds resource_directory_entry by ID
struct id_entry_finder
{
public:
explicit id_entry_finder(uint32_t id);
bool operator()(const resource_directory_entry& entry) const;
private:
uint32_t id_;
};
//Finds resource_directory_entry by name
struct name_entry_finder
{
public:
explicit name_entry_finder(const std::wstring& name);
bool operator()(const resource_directory_entry& entry) const;
private:
std::wstring name_;
};
//Finds resource_directory_entry by name or ID (universal)
struct entry_finder
{
public:
explicit entry_finder(const std::wstring& name);
explicit entry_finder(uint32_t id);
bool operator()(const resource_directory_entry& entry) const;
private:
std::wstring name_;
uint32_t id_;
bool named_;
};
};
//Returns resources (root resource_directory) from PE file
const resource_directory get_resources(const pe_base& pe);
//Resources rebuilder
//resource_directory - root resource directory
//resources_section - section where resource directory will be placed (must be attached to PE image)
//resource_directory is non-constant, because it will be sorted
//offset_from_section_start - offset from resources_section raw data start
//save_to_pe_headers - if true, new resource directory information will be saved to PE image headers
//auto_strip_last_section - if true and resources are placed in the last section, it will be automatically stripped
//number_of_id_entries and number_of_named_entries for resource directories are recalculated and not used
const image_directory rebuild_resources(pe_base& pe, resource_directory& info, section& resources_section, uint32_t offset_from_section_start = 0, bool save_to_pe_header = true, bool auto_strip_last_section = true);
}