// Copyright (c) 2020 Katy Coe - https://www.djkaty.com - https://github.com/djkaty
// All rights reserved
using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Win32;
using Il2CppInspector;
using Il2CppInspector.GUI;
using Il2CppInspector.Outputs;
using Il2CppInspector.Reflection;
using Ookii.Dialogs.Wpf;
using Path = System.IO.Path;
namespace Il2CppInspectorGUI
{
///
/// Interaction logic for MainWindow.xaml
///
public partial class MainWindow : Window
{
public MainWindow() {
InitializeComponent();
// Subscribe to status update events
((App) Application.Current).OnStatusUpdate += OnStatusUpdate;
// Find Unity paths
var programFiles = Environment.GetFolderPath(Environment.SpecialFolder.ProgramFiles);
txtUnityPath.Text = Utils.FindPath($@"{programFiles}\Unity\Hub\Editor\*") ?? "";
txtUnityScriptPath.Text = Utils.FindPath($@"{programFiles}\Unity\Hub\Editor\*\Editor\Data\Resources\PackageManager\ProjectTemplates\libcache\com.unity.template.3d-*\ScriptAssemblies") ?? "";
}
///
/// Update the busy indicator message
///
private void OnStatusUpdate(object sender, string e) => txtBusyStatus.Dispatcher.Invoke(() => txtBusyStatus.Text = e + "...");
///
/// User clicked on a link
///
private void Hyperlink_OnRequestNavigate(object sender, RequestNavigateEventArgs e) {
Process.Start(new ProcessStartInfo {FileName = e.Uri.ToString(), UseShellExecute = true});
}
///
/// Select global metadata file
///
private async void BtnSelectMetadataFile_OnClick(object sender, RoutedEventArgs e) {
var app = (App) Application.Current;
var openFileDialog = new OpenFileDialog {
Filter = "IL2CPP global metadata file|global-metadata.dat|All files (*.*)|*.*",
CheckFileExists = true
};
if (openFileDialog.ShowDialog() == true) {
txtBusyStatus.Text = "Processing metadata...";
areaBusyIndicator.Visibility = Visibility.Visible;
btnSelectMetadataFile.Visibility = Visibility.Hidden;
// Load the metadata file
if (await app.LoadMetadataAsync(openFileDialog.FileName)) {
// Metadata loaded successfully
btnSelectBinaryFile.Visibility = Visibility.Visible;
areaBusyIndicator.Visibility = Visibility.Hidden;
}
else {
areaBusyIndicator.Visibility = Visibility.Hidden;
btnSelectMetadataFile.Visibility = Visibility.Visible;
MessageBox.Show(this, app.LastException.Message, "Error", MessageBoxButton.OK, MessageBoxImage.Error);
}
}
}
///
/// Select binary file
///
private async void BtnSelectBinaryFile_OnClick(object sender, RoutedEventArgs e) {
var app = (App) Application.Current;
var openFileDialog = new OpenFileDialog {
Filter = "Binary executable file (*.exe;*.dll;*.so)|*.exe;*.dll;*.so|All files (*.*)|*.*",
CheckFileExists = true
};
if (openFileDialog.ShowDialog() == true) {
txtBusyStatus.Text = "Processing binary...";
areaBusyIndicator.Visibility = Visibility.Visible;
btnSelectBinaryFile.Visibility = Visibility.Hidden;
// Load the binary file
if (await app.LoadBinaryAsync(openFileDialog.FileName)) {
// Binary loaded successfully
areaBusyIndicator.Visibility = Visibility.Hidden;
lstImages.ItemsSource = app.Il2CppModels;
lstImages.SelectedIndex = 0;
}
else {
areaBusyIndicator.Visibility = Visibility.Hidden;
btnSelectBinaryFile.Visibility = Visibility.Visible;
MessageBox.Show(this, "Something went wrong! " + app.LastException.Message, "Error", MessageBoxButton.OK, MessageBoxImage.Error);
}
}
}
///
/// Reset binary and metadata files and start again
///
private void BtnBack_OnClick(object sender, RoutedEventArgs e) {
lstImages.ItemsSource = null;
btnSelectBinaryFile.Visibility = Visibility.Hidden;
btnSelectMetadataFile.Visibility = Visibility.Visible;
}
///
/// User has selected an image
///
private void LstImages_OnSelectionChanged(object sender, SelectionChangedEventArgs e) {
// Selection has been removed?
if (((ListBox) sender).SelectedItem == null) {
trvNamespaces.ItemsSource = null;
return;
}
// Get selected image
var model = (Il2CppModel) ((ListBox) sender).SelectedItem;
// Get namespaces
var namespaces = model.Assemblies.SelectMany(x => x.DefinedTypes).GroupBy(t => t.Namespace).Select(n => n.Key);
// Break namespaces down into a tree
var namespaceTree = deconstructNamespaces(namespaces);
// Uncheck the default exclusions
foreach (var exclusion in Constants.DefaultExcludedNamespaces) {
var parts = exclusion.Split('.');
CheckboxNode node = null;
foreach (var part in parts) {
node = (node?.Children ?? namespaceTree).FirstOrDefault(c => c.Name == part);
if (node == null)
break;
}
if (node != null)
node.IsChecked = false;
}
// Populate TreeView with namespace hierarchy
trvNamespaces.ItemsSource = namespaceTree;
}
private IEnumerable deconstructNamespaces(IEnumerable input) {
if (!input.Any())
return null;
var rootAndChildren = input.Select(s => string.IsNullOrEmpty(s)? "" : s)
.GroupBy(n => n.IndexOf(".") != -1 ? n.Substring(0, n.IndexOf(".")) : n).OrderBy(g => g.Key);
return rootAndChildren.Select(i => new CheckboxNode {Name = i.Key, IsChecked = true, Children = deconstructNamespaces(
i.Where(s => s.IndexOf(".") != -1).Select(s => s.Substring(s.IndexOf(".") + 1))
)}).ToList();
}
///
/// Select Unity editor path
///
private void BtnUnityPath_OnClick(object sender, RoutedEventArgs e) {
var openFolderDialog = new VistaFolderBrowserDialog();
if (txtUnityPath.Text != "")
openFolderDialog.SelectedPath = txtUnityPath.Text;
else {
openFolderDialog.SelectedPath = Environment.GetFolderPath(Environment.SpecialFolder.ProgramFiles);
}
openFolderDialog.Description = "Select Unity editor path";
openFolderDialog.UseDescriptionForTitle = true;
while (openFolderDialog.ShowDialog() == true) {
if (ValidateUnityPath(openFolderDialog.SelectedPath)) {
txtUnityPath.Text = openFolderDialog.SelectedPath;
break;
}
}
}
///
/// Select Unity script assemblies path
///
private void BtnUnityScriptPath_OnClick(object sender, RoutedEventArgs e) {
var openFolderDialog = new VistaFolderBrowserDialog();
if (txtUnityScriptPath.Text != "")
openFolderDialog.SelectedPath = txtUnityScriptPath.Text;
openFolderDialog.Description = "Select Unity script assemblies path";
openFolderDialog.UseDescriptionForTitle = true;
while (openFolderDialog.ShowDialog() == true) {
if (ValidateUnityAssembliesPath(openFolderDialog.SelectedPath)) {
txtUnityScriptPath.Text = openFolderDialog.SelectedPath;
break;
}
}
}
private bool ValidateUnityPath(string path) {
if (File.Exists(path + @"\Editor\Data\Managed\UnityEditor.dll"))
return true;
MessageBox.Show(this, "Could not find Unity installation in this folder. Ensure the 'Editor' folder is a child of the selected folder and try again.", "Unity installation not found", MessageBoxButton.OK, MessageBoxImage.Error);
return false;
}
private bool ValidateUnityAssembliesPath(string path) {
if (File.Exists(path + @"\UnityEngine.UI.dll"))
return true;
MessageBox.Show(this, "Could not find Unity assemblies in this folder. Ensure the selected folder contains UnityEngine.UI.dll and try again.", "Unity assemblies not found", MessageBoxButton.OK, MessageBoxImage.Error);
return false;
}
///
/// Perform export
///
private async void BtnExport_OnClick(object sender, RoutedEventArgs e) {
var model = (Il2CppModel) lstImages.SelectedItem;
var unityPath = txtUnityPath.Text;
var unityAssembliesPath = txtUnityScriptPath.Text;
var sortOrder = rdoSortIndex.IsChecked == true ? "index" :
rdoSortName.IsChecked == true ? "name" :
"unknown";
var layout = rdoLayoutSingle.IsChecked == true? "single" :
rdoLayoutAssembly.IsChecked == true? "assembly" :
rdoLayoutNamespace.IsChecked == true? "namespace" :
rdoLayoutClass.IsChecked == true? "class" :
rdoLayoutTree.IsChecked == true? "tree" :
"unknown";
switch (this) {
// C# prototypes and Visual Studio solution
case { rdoOutputCSharp: var r, rdoOutputSolution: var s } when r.IsChecked == true || s.IsChecked == true:
var createSolution = rdoOutputSolution.IsChecked == true;
if (createSolution) {
if (!ValidateUnityPath(unityPath))
return;
if (!ValidateUnityAssembliesPath(unityAssembliesPath))
return;
}
// Get options
var excludedNamespaces = constructExcludedNamespaces((IEnumerable) trvNamespaces.ItemsSource);
var writer = new CSharpCodeStubs(model) {
ExcludedNamespaces = excludedNamespaces.ToList(),
SuppressMetadata = cbSuppressMetadata.IsChecked == true,
MustCompile = cbMustCompile.IsChecked == true
};
var flattenHierarchy = cbFlattenHierarchy.IsChecked == true;
var separateAssemblyAttributesFiles = cbSeparateAttributes.IsChecked == true;
// Determine if we need a filename or a folder - file for single file, folder for everything else
var needsFolder = rdoOutputCSharp.IsChecked == false || rdoLayoutSingle.IsChecked == false;
var saveFolderDialog = new VistaFolderBrowserDialog {
Description = "Select save location",
UseDescriptionForTitle = true
};
var saveFileDialog = new SaveFileDialog {
Filter = "C# source files (*.cs)|*.cs|All files (*.*)|*.*",
FileName = "types.cs",
CheckFileExists = false,
OverwritePrompt = true
};
if (needsFolder && saveFolderDialog.ShowDialog() == false)
return;
if (!needsFolder && saveFileDialog.ShowDialog() == false)
return;
txtBusyStatus.Text = createSolution ? "Creating Visual Studio solution..." : "Exporting C# type definitions...";
areaBusyIndicator.Visibility = Visibility.Visible;
var outPath = needsFolder ? saveFolderDialog.SelectedPath : saveFileDialog.FileName;
await Task.Run(() => {
if (createSolution)
writer.WriteSolution(outPath, unityPath, unityAssembliesPath);
else
switch (layout, sortOrder) {
case ("single", "index"):
writer.WriteSingleFile(outPath, t => t.Index);
break;
case ("single", "name"):
writer.WriteSingleFile(outPath, t => t.Name);
break;
case ("namespace", "index"):
writer.WriteFilesByNamespace(outPath, t => t.Index, flattenHierarchy);
break;
case ("namespace", "name"):
writer.WriteFilesByNamespace(outPath, t => t.Name, flattenHierarchy);
break;
case ("assembly", "index"):
writer.WriteFilesByAssembly(outPath, t => t.Index, separateAssemblyAttributesFiles);
break;
case ("assembly", "name"):
writer.WriteFilesByAssembly(outPath, t => t.Name, separateAssemblyAttributesFiles);
break;
case ("class", _):
writer.WriteFilesByClass(outPath, flattenHierarchy);
break;
case ("tree", _):
writer.WriteFilesByClassTree(outPath, separateAssemblyAttributesFiles);
break;
}
});
break;
// IDA Python script
case { rdoOutputIDA: var r } when r.IsChecked == true:
var scriptSaveFileDialog = new SaveFileDialog {
Filter = "Python scripts (*.py)|*.py|All files (*.*)|*.*",
FileName = "ida.py",
CheckFileExists = false,
OverwritePrompt = true
};
if (scriptSaveFileDialog.ShowDialog() == false)
return;
var outFile = scriptSaveFileDialog.FileName;
txtBusyStatus.Text = "Generating IDAPython script...";
areaBusyIndicator.Visibility = Visibility.Visible;
await Task.Run(() => {
var idaWriter = new IDAPythonScript(model);
idaWriter.WriteScriptToFile(outFile);
});
break;
}
areaBusyIndicator.Visibility = Visibility.Hidden;
MessageBox.Show(this, "Export completed successfully", "Export complete", MessageBoxButton.OK, MessageBoxImage.Information);
}
private IEnumerable constructExcludedNamespaces(IEnumerable nodes) {
var ns = new List();
foreach (var node in nodes) {
if (node.IsChecked == false)
ns.Add(node.FullName == "" ? "" : node.FullName);
else if (node.Children != null)
ns.AddRange(constructExcludedNamespaces(node.Children));
}
return ns;
}
///
/// Display startup information dialog
///
private void MainWindow_OnContentRendered(object sender, EventArgs e) {
if (User.Default.ShowDecompilerWarning) {
var taskDialog = new TaskDialog {
WindowTitle = "Information",
MainInstruction = "Welcome to Il2CppInspector",
Content = "NOTE: Il2CppInspector is not a decompiler. It can provide you with the structure of an application and function addresses for every method so that you can easily jump straight to methods of interest in your disassembler. It does not attempt to recover the entire source code of the application.",
VerificationText = "Don't show this message again"
};
taskDialog.Buttons.Add(new TaskDialogButton(ButtonType.Close));
taskDialog.ShowDialog(this);
if (taskDialog.IsVerificationChecked) {
User.Default.ShowDecompilerWarning = false;
User.Default.Save();
}
}
}
}
// Replacement for TreeViewItem that includes checkbox state
internal class CheckboxNode : INotifyPropertyChanged
{
private bool? isChecked;
private string name;
private IEnumerable children;
private CheckboxNode parent; // Only needed for ancestor checkbox validation
public string Name {
get => name;
set {
if (value == name) return;
name = value;
OnPropertyChanged();
}
}
public string FullName => (parent != null ? parent.FullName + "." : "") + Name;
public IEnumerable Children {
get => children;
set {
if (Equals(value, children)) return;
children = value;
// Set parent for each child
foreach (var child in children)
child.parent = this;
OnPropertyChanged();
}
}
public bool? IsChecked {
get => isChecked;
set {
if (isChecked == value) return;
isChecked = value;
OnPropertyChanged();
// Uncheck all children if needed
if (isChecked == false && Children != null)
foreach (var child in Children)
child.IsChecked = false;
// Process ancestors
if (isChecked == true && parent != null && parent.isChecked != true)
parent.IsChecked = true;
}
}
public event PropertyChangedEventHandler PropertyChanged;
protected virtual void OnPropertyChanged([CallerMemberName] string propertyName = null) {
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
}
}
}