Files
Il2CppInspectorRedux/Il2CppInspector.GUI/MainWindow.xaml.cs
2020-02-10 08:04:34 +01:00

441 lines
18 KiB
C#

// 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.Outputs;
using Il2CppInspector.Reflection;
using Ookii.Dialogs.Wpf;
using Path = System.IO.Path;
namespace Il2CppInspectorGUI
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
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($@"{programFiles}\Unity\Hub\Editor\*") ?? "<not set>";
txtUnityScriptPath.Text = Utils.FindPath($@"{programFiles}\Unity\Hub\Editor\*\Editor\Data\Resources\PackageManager\ProjectTemplates\libcache\com.unity.template.3d-*\ScriptAssemblies") ?? "<not set>";
}
/// <summary>
/// Update the busy indicator message
/// </summary>
private void OnStatusUpdate(object sender, string e) => txtBusyStatus.Dispatcher.Invoke(() => txtBusyStatus.Text = e + "...");
/// <summary>
/// User clicked on a link
/// </summary>
private void Hyperlink_OnRequestNavigate(object sender, RequestNavigateEventArgs e) {
Process.Start(new ProcessStartInfo {FileName = e.Uri.ToString(), UseShellExecute = true});
}
/// <summary>
/// Select global metadata file
/// </summary>
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);
}
}
}
/// <summary>
/// Select binary file
/// </summary>
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);
}
}
}
/// <summary>
/// Reset binary and metadata files and start again
/// </summary>
private void BtnBack_OnClick(object sender, RoutedEventArgs e) {
lstImages.ItemsSource = null;
btnSelectBinaryFile.Visibility = Visibility.Hidden;
btnSelectMetadataFile.Visibility = Visibility.Visible;
}
/// <summary>
/// User has selected an image
/// </summary>
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<CheckboxNode> deconstructNamespaces(IEnumerable<string> input) {
if (!input.Any())
return null;
var rootAndChildren = input.Select(s => string.IsNullOrEmpty(s)? "<global namespace>" : 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();
}
/// <summary>
/// Select Unity editor path
/// </summary>
private void BtnUnityPath_OnClick(object sender, RoutedEventArgs e) {
var openFolderDialog = new VistaFolderBrowserDialog();
if (txtUnityPath.Text != "<not set>")
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;
}
}
}
/// <summary>
/// Select Unity script assemblies path
/// </summary>
private void BtnUnityScriptPath_OnClick(object sender, RoutedEventArgs e) {
var openFolderDialog = new VistaFolderBrowserDialog();
if (txtUnityScriptPath.Text != "<not set>")
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;
}
/// <summary>
/// Perform export
/// </summary>
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<CheckboxNode>) 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;
}
private IEnumerable<string> constructExcludedNamespaces(IEnumerable<CheckboxNode> nodes) {
var ns = new List<string>();
foreach (var node in nodes) {
if (node.IsChecked == false)
ns.Add(node.FullName == "<global namespace>" ? "" : node.FullName);
else if (node.Children != null)
ns.AddRange(constructExcludedNamespaces(node.Children));
}
return ns;
}
}
// Replacement for TreeViewItem that includes checkbox state
internal class CheckboxNode : INotifyPropertyChanged
{
private bool? isChecked;
private string name;
private IEnumerable<CheckboxNode> 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<CheckboxNode> 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));
}
}
}