reactos/dll/win32/kernel32/include/base_x.h

170 lines
9.6 KiB
C

/*
* COPYRIGHT: See COPYING in the top level directory
* PROJECT: ReactOS System Libraries
* FILE: dll/win32/kernel32/include/base_x.h
* PURPOSE: Base API Client Macros
* PROGRAMMER: Alex Ionescu (alex@relsoft.net)
*/
#pragma once
/* INCLUDES *******************************************************************/
//
// This macro (split it up in 3 pieces to allow for intermediary code in between)
// converts a NULL-terminated ASCII string, usually associated with an object
// name, into its NT-native UNICODE_STRING structure, by using the TEB's Static
// Unicode String.
//
// It should only be used when the name is supposed to be less than MAX_PATH
// (260 characters).
//
// It returns the correct ERROR_FILENAME_EXCED_RANGE Win32 error when the path
// is too long.
//
// Note that Basep8BitStringToStaticUnicodeString looks deceptively similar.
// However, that function was designed for File APIs, which can be switched into
// a special "OEM" mode, that uses different NLS files/encoding, and thus calls
// RtlOemStringToAnsiString (see SetFileApisToOEM). Therefore, this macro and
// that function are not interchangeable. As a separate note, that function uses
// the *Ex version of the Rtl conversion APIs, which does stricter checking that
// is not done when this macro is used.
//
#define ConvertAnsiToUnicodePrologue \
{ \
NTSTATUS Status; \
PUNICODE_STRING UnicodeCache; \
ANSI_STRING AnsiName;
#define ConvertAnsiToUnicodeBody(name) \
UnicodeCache = &NtCurrentTeb()->StaticUnicodeString; \
RtlInitAnsiString(&AnsiName, name); \
Status = RtlAnsiStringToUnicodeString(UnicodeCache, &AnsiName, FALSE);
#define ConvertAnsiToUnicodeEpilogue \
if (Status == STATUS_BUFFER_OVERFLOW) \
SetLastError(ERROR_FILENAME_EXCED_RANGE); \
else \
BaseSetLastNTError(Status); \
return FALSE; \
}
//
// This macro uses the ConvertAnsiToUnicode macros above to convert a CreateXxxA
// Win32 API into its equivalent CreateXxxW API.
//
#define ConvertWin32AnsiObjectApiToUnicodeApi(obj, name, ...) \
ConvertAnsiToUnicodePrologue \
if (!name) return Create##obj##W(__VA_ARGS__, NULL); \
ConvertAnsiToUnicodeBody(name) \
if (NT_SUCCESS(Status)) return Create##obj##W(__VA_ARGS__, UnicodeCache->Buffer); \
ConvertAnsiToUnicodeEpilogue
//
// This macro uses the ConvertAnsiToUnicode macros above to convert a CreateXxxA
// Win32 API into its equivalent CreateXxxW API.
//
#define ConvertWin32AnsiObjectApiToUnicodeApi2(obj, name, ...) \
ConvertAnsiToUnicodePrologue \
if (!name) return Create##obj##W(NULL, __VA_ARGS__); \
ConvertAnsiToUnicodeBody(name) \
if (NT_SUCCESS(Status)) return Create##obj##W(UnicodeCache->Buffer, __VA_ARGS__); \
ConvertAnsiToUnicodeEpilogue
//
// This macro uses the ConvertAnsiToUnicode macros above to convert a FindFirst*A
// Win32 API into its equivalent FindFirst*W API.
//
#define ConvertWin32AnsiChangeApiToUnicodeApi(obj, name, ...) \
ConvertAnsiToUnicodePrologue \
ConvertAnsiToUnicodeBody(name) \
if (NT_SUCCESS(Status)) return obj##W(UnicodeCache->Buffer, ##__VA_ARGS__); \
ConvertAnsiToUnicodeEpilogue
//
// This macro uses the ConvertAnsiToUnicode macros above to convert a OpenXxxA
// Win32 API into its equivalent OpenXxxW API.
//
#define ConvertOpenWin32AnsiObjectApiToUnicodeApi(obj, acc, inh, name) \
ConvertAnsiToUnicodePrologue \
if (!name) \
{ \
SetLastError(ERROR_INVALID_PARAMETER); \
return NULL; \
} \
ConvertAnsiToUnicodeBody(name) \
if (NT_SUCCESS(Status)) return Open##obj##W(acc, inh, UnicodeCache->Buffer);\
ConvertAnsiToUnicodeEpilogue
//
// This macro (split it up in 3 pieces to allow for intermediary code in between)
// wraps the usual code path required to create an NT object based on a Unicode
// (Wide) Win32 object creation API.
//
// It makes use of BaseFormatObjectAttributes and allows for a custom access
// mode to be used, and also sets the correct error codes in case of a collision
//
#define CreateNtObjectFromWin32ApiPrologue \
{ \
NTSTATUS Status; \
HANDLE Handle; \
UNICODE_STRING ObjectName; \
OBJECT_ATTRIBUTES LocalAttributes; \
POBJECT_ATTRIBUTES ObjectAttributes = &LocalAttributes;
#define CreateNtObjectFromWin32ApiBody(ntobj, sec, name, access, ...) \
if (name) RtlInitUnicodeString(&ObjectName, name); \
ObjectAttributes = BaseFormatObjectAttributes(&LocalAttributes, \
sec, \
name ? &ObjectName : NULL); \
Status = NtCreate##ntobj(&Handle, access, ObjectAttributes, ##__VA_ARGS__);
#define CreateNtObjectFromWin32ApiEpilogue \
if (NT_SUCCESS(Status)) \
{ \
if (Status == STATUS_OBJECT_NAME_EXISTS) \
SetLastError(ERROR_ALREADY_EXISTS); \
else \
SetLastError(ERROR_SUCCESS); \
return Handle; \
} \
BaseSetLastNTError(Status); \
return NULL; \
}
//
// This macro uses the CreateNtObjectFromWin32Api macros from above to create an
// NT object based on the Win32 API settings.
//
// Note that it is hardcoded to always use XXX_ALL_ACCESS permissions, which is
// the behavior up until Vista. When/if the target moves to Vista, the macro can
// be improved to support caller-specified access masks, as the underlying macro
// above does support this.
//
#define CreateNtObjectFromWin32Api(obj, ntobj, capsobj, sec, name, ...) \
CreateNtObjectFromWin32ApiPrologue \
CreateNtObjectFromWin32ApiBody(ntobj, sec, name, capsobj##_ALL_ACCESS, ##__VA_ARGS__); \
CreateNtObjectFromWin32ApiEpilogue
//
// This macro opens an NT object based on the Win32 API settings.
//
#define OpenNtObjectFromWin32Api(ntobj, acc, inh, name) \
CreateNtObjectFromWin32ApiPrologue \
if (!name) \
{ \
BaseSetLastNTError(STATUS_INVALID_PARAMETER); \
return NULL; \
} \
RtlInitUnicodeString(&ObjectName, name); \
InitializeObjectAttributes(ObjectAttributes, \
&ObjectName, \
inh ? OBJ_INHERIT : 0, \
BaseGetNamedObjectDirectory(), \
NULL); \
Status = NtOpen##ntobj(&Handle, acc, ObjectAttributes); \
if (!NT_SUCCESS(Status)) \
{ \
BaseSetLastNTError(Status); \
return NULL; \
} \
return Handle; \
}