Files
BinaryObjectScanner/BurnOutSharp.Models/PortableExecutable/DialogItemTemplate.cs
2022-11-11 13:56:23 -08:00

134 lines
6.4 KiB
C#

using System.Runtime.InteropServices;
namespace BurnOutSharp.Models.PortableExecutable
{
/// <summary>
/// Defines the dimensions and style of a control in a dialog box. One or more of these
/// structures are combined with a DLGTEMPLATE structure to form a standard template
/// for a dialog box.
/// </summary>
/// <see href="https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-dlgitemtemplate"/>
[StructLayout(LayoutKind.Sequential)]
public class DialogItemTemplate
{
/// <summary>
/// The style of the control. This member can be a combination of window style values
/// (such as WS_BORDER) and one or more of the control style values (such as
/// BS_PUSHBUTTON and ES_LEFT).
/// </summary>
public WindowStyles Style;
/// <summary>
/// The extended styles for a window. This member is not used to create dialog boxes,
/// but applications that use dialog box templates can use it to create other types
/// of windows.
/// </summary>
public ExtendedWindowStyles ExtendedStyle;
/// <summary>
/// The x-coordinate, in dialog box units, of the upper-left corner of the control.
/// This coordinate is always relative to the upper-left corner of the dialog box's
/// client area.
/// </summary>
/// <remarks>
/// The x, y, cx, and cy members specify values in dialog box units. You can convert these values to screen
/// units (pixels) by using the MapDialogRect function.
/// </remarks>
public short PositionX;
/// <summary>
/// The y-coordinate, in dialog box units, of the upper-left corner of the control.
/// This coordinate is always relative to the upper-left corner of the dialog box's
/// client area.
/// </summary>
/// <remarks>
/// The x, y, cx, and cy members specify values in dialog box units. You can convert these values to screen
/// units (pixels) by using the MapDialogRect function.
/// </remarks>
public short PositionY;
/// <summary>
/// The width, in dialog box units, of the control.
/// </summary>
/// <remarks>
/// The x, y, cx, and cy members specify values in dialog box units. You can convert these values to screen
/// units (pixels) by using the MapDialogRect function.
/// </remarks>
public short WidthX;
/// <summary>
/// The height, in dialog box units, of the control.
/// </summary>
/// <remarks>
/// The x, y, cx, and cy members specify values in dialog box units. You can convert these values to screen
/// units (pixels) by using the MapDialogRect function.
/// </remarks>
public short HeightY;
/// <summary>
/// The control identifier.
/// </summary>
public ushort ID;
// In a standard template for a dialog box, the DLGITEMTEMPLATE structure is always immediately
// followed by three variable-length arrays specifying the class, title, and creation data for
// the control. Each array consists of one or more 16-bit elements.
//
// Each DLGITEMTEMPLATE structure in the template must be aligned on a DWORD boundary. The class
// and title arrays must be aligned on WORD boundaries. The creation data array must be aligned
// on a WORD boundary.
/// <summary>
/// Immediately following each DLGITEMTEMPLATE structure is a class array that specifies the window
/// class of the control. If the first element of this array is any value other than 0xFFFF, the
/// system treats the array as a null-terminated Unicode string that specifies the name of a
/// registered window class. If the first element is 0xFFFF, the array has one additional element
/// that specifies the ordinal value of a predefined system class.
/// </summary>
/// <remarks>
/// If you specify character strings in the class and title arrays, you must use Unicode strings. Use the
/// MultiByteToWideChar function to generate Unicode strings from ANSI strings.
/// </remarks>
public string ClassResource;
/// <summary>
/// The ordinal value of a predefined system class.
/// </summary>
public DialogItemTemplateOrdinal ClassResourceOrdinal;
/// <summary>
/// Following the class array is a title array that contains the initial text or resource identifier
/// of the control. If the first element of this array is 0xFFFF, the array has one additional element
/// that specifies an ordinal value of a resource, such as an icon, in an executable file. You can use
/// a resource identifier for controls, such as static icon controls, that load and display an icon
/// or other resource rather than text. If the first element is any value other than 0xFFFF, the system
/// treats the array as a null-terminated Unicode string that specifies the initial text.
/// </summary>
/// <remarks>
/// If you specify character strings in the class and title arrays, you must use Unicode strings. Use the
/// MultiByteToWideChar function to generate Unicode strings from ANSI strings.
/// </remarks>
public string TitleResource;
/// <summary>
/// An ordinal value of a resource, such as an icon, in an executable file
/// </summary>
public ushort TitleResourceOrdinal;
/// <summary>
/// The creation data array begins at the next WORD boundary after the title array. This creation data
/// can be of any size and format. If the first word of the creation data array is nonzero, it indicates
/// the size, in bytes, of the creation data (including the size word).
/// </summary>
public ushort CreationDataSize;
/// <summary>
/// The creation data array begins at the next WORD boundary after the title array. This creation data
/// can be of any size and format. The control's window procedure must be able to interpret the data.
/// When the system creates the control, it passes a pointer to this data in the lParam parameter of the
/// WM_CREATE message that it sends to the control.
/// </summary>
public byte[] CreationData;
}
}