CEF load HTML from embedded resource - c++

I want to load HTML from a resource embedded in my exe file. I am using C++ and CEF3 on Windows 8.1.
I've seen this article and it seems to be exactly what I'm looking for but it concerns CefSharp.
Is there a way to do that with C++?
Also, can I embed a folder containing HTML and CSS files and load it with CEF?

You can add any file to the resources. Open the project's *.rc file with notepad. Add the following line to *.rc file:
123 RCDATA "c:\\source-path\\source-file.htm"
You can use any predefined value, example #define ID_STRING 1234
Open the resource during run time, then copy to disk or open the data directly. This code will try to save the file to disk, then open file disk.
#include <Windows.h>
#include <fstream>
void foo()
{
HRSRC hrsrc = FindResource(NULL, MAKEINTRESOURCE(123), RT_RCDATA);
if(!hrsrc)
{
MessageBoxW(0, L"resource `123 RCDATA` not found", 0, 0);
return;
}
HMODULE hmodule = 0;
HGLOBAL hglobal = LoadResource(hmodule, hrsrc);
void *data = LockResource(hglobal);
DWORD size = SizeofResource(hmodule, hrsrc);
const wchar_t* filename = L"c:\\temp\\testout.htm";
std::ofstream fout(filename, std::ios::binary);
if(!fout)
{
MessageBoxW(0, L"Cannot make temp file", 0, 0);
return;
}
fout.write((char*)data, size);
fout.close();
ShellExecuteW(0, NULL, filename, NULL, NULL, SW_SHOW);
}
RCDATA is constant 10
RT_RCDATA is a macro for MAKEINTRESOURCE(10)

Related

Missing resource name in Code::Blocks and therefore FindResource doesn't work

I have a project in Code::Blocks.
In my resource.rc file I have
#ifndef IDC_STATIC
#define IDC_STATIC (-1)
#endif
#define TWEETY 102
In my resource.h file I have
#include <windows.h>
#include <commctrl.h>
#include <richedit.h>
#include "resource.h"
TWEETY IMAGE "Tweety.png"
I build the project and afterwards open the exe file in ResEdit.
This is what I see there.
ResEdit
There are no resource names, only resource ids.
This has a consequence (at least it's my conclusion) that I cannot find the image resource using FindResource function.
// Loads the PNG containing the splash image into a HBITMAP.
HBITMAP LoadSplashImage()
{
HBITMAP hbmpSplash = NULL;
// load the PNG image data into a stream
IStream * ipImageStream = CreateStreamOnResource(MAKEINTRESOURCE(TWEETY), _T("PNG"));
if (ipImageStream == NULL)
goto Return;
// load the bitmap with WIC
IWICBitmapSource * ipBitmap = LoadBitmapFromStream(ipImageStream);
if (ipBitmap == NULL)
goto ReleaseStream;
// create a HBITMAP containing the image
hbmpSplash = CreateHBITMAP(ipBitmap);
ipBitmap->Release();
ReleaseStream:
ipImageStream->Release();
Return:
return hbmpSplash;
}
// Creates a stream object initialized with the data from an executable resource.
IStream * CreateStreamOnResource(LPCTSTR lpName, LPCTSTR lpType)
{
// initialize return value
IStream * ipStream = NULL;
// find the resource
HRSRC hrsrc = FindResource(NULL, lpName, lpType);
if (hrsrc == NULL)
goto Return;
// load the resource
DWORD dwResourceSize = SizeofResource(NULL, hrsrc);
HGLOBAL hglbImage = LoadResource(NULL, hrsrc);
if (hglbImage == NULL)
goto Return;
// lock the resource, getting a pointer to its data
LPVOID pvSourceResourceData = LockResource(hglbImage);
if (pvSourceResourceData == NULL)
goto Return;
// allocate memory to hold the resource data
HGLOBAL hgblResourceData = GlobalAlloc(GMEM_MOVEABLE, dwResourceSize);
if (hgblResourceData == NULL)
goto Return;
// get a pointer to the allocated memory
LPVOID pvResourceData = GlobalLock(hgblResourceData);
if (pvResourceData == NULL)
goto FreeData;
// copy the data from the resource to the new memory block
CopyMemory(pvResourceData, pvSourceResourceData, dwResourceSize);
GlobalUnlock(hgblResourceData);
// create a stream on the HGLOBAL containing the data
if (SUCCEEDED(CreateStreamOnHGlobal(hgblResourceData, TRUE, &ipStream)))
goto Return;
FreeData:
// couldn't create stream; free the memory
GlobalFree(hgblResourceData);
Return:
return ipStream;
}
Please advise what I'm doing wrong.
Update - it is working now.
TWEETY IMAGE "Tweety.png"
IStream * ipImageStream = CreateStreamOnResource(MAKEINTRESOURCE(TWEETY), _T("IMAGE"));
HRSRC hrsrc = FindResource(NULL, lpName, lpType);
However, in ResEdit I still don't see the resource name, only resource id.
And this:
MAKEINTRESOURCE(TWEETY);
returns "error - cannot access memory at address 0x66".
Resource types are identified by ID or name. Your resource script defines a resource type with name IMAGE (that's why you see "IMAGE" in ResEdit; note the quotation marks).
You are passing a resource type with name PNG to the call to FindResource. The module doesn't have a resource type named PNG. It contains a resource type named IMAGE. When you pass _T("IMAGE") your code starts to work.

Convert LPVOID bitmap pointer to QPixmap

I am trying to load in a BMP image from a resources folder into a QPixmap object. However, I can't read the bytes even though rewriting those bytes to a new file makes a correct copy of the original. Here is my loading method:
QPixmap* GUIMain::loadImage(int name) {
// Resource loading, works fine
HRSRC rc = FindResource(NULL, MAKEINTRESOURCE(name), RT_BITMAP);
if (rc == NULL) {
printf("INVALID RESOURCE ADDRESS (%i)\n", name);
return new QPixmap();
}
HGLOBAL rcData = LoadResource(NULL, rc);
LPVOID data = LockResource(rcData);
DWORD data_size = SizeofResource(NULL, rc);
// Rewrite file to new file, works fine
ofstream output("E:\\" + to_string(name) + ".bmp", std::ios::binary);
BITMAPFILEHEADER bfh = { 'MB', 54 + data_size, 0, 0, 54 };
output.write((char*)&bfh, sizeof(bfh));
output.write((char*)data, data_size);
output.close();
// Need to return, can't get bytes working
return new QPixmap(/*?*/);
}
This method is called with the definitions from the resource.h file.
I have tried to use a stringstream with the same calls as the ofstream, followed by using that stream as a source for the QPixmap, but the stream didn't produce the same output.
Here are the relevant parts of my resource.h file:
#define IDB_BITMAP1 101
#define IDB_BITMAP2 102
Here is my Resource.rc file:
IDB_BITMAP1 BITMAP "E:\\Downloads\\onIcon.bmp"
IDB_BITMAP2 BITMAP "E:\\Downloads\\offIcon.bmp"
I know I should be using the Qt tools for resource management, but I don't have the capabilities to do so.
You can use QPixmap::loadFromData(...) to create a QPixmap from bytes in bmp format, but you also need to not declare the resource as "BITMAP" in the .rc file.
Bitmap resources are intended to be used with LoadBitmap(...) or LoadImage(...) and are stored in the .exe with the bitmap header stripped off. (Raymond Chen discusses this here) Since you are not using LoadBitmap set the type of the resources to be arbitrary binary data, e.g.
IDB_BITMAP1 RCDATA "E:\\Downloads\\onIcon.bmp"
and then implement your image loading routine as below:
QPixmap* GUIMain::loadImage(int name) {
// ...
HGLOBAL rcData = LoadResource(NULL, rc);
LPVOID data = LockResource(rcData);
DWORD data_size = SizeofResource(NULL, rc);
QPixmap* pm = new QPixmap();
pm->loadFromData( static_cast<uchar*>(data), data_size, "bmp");
return pm;
}

How to load GDI::Image (GIF) from Resource in c++(winapi)?

I'm making a window c++ with winapi(non-MFC) and showing gif. For this Im using GDI++. I'm loading a gif to GDI::Image from the path, but I want to load it from resources. How can I do it?
hMWDC = GetDC(hWnd);
pGphcs = new Graphics(hMWDC);
WCHAR path[MAX_PATH];
GetModuleFileNameW(NULL, path, MAX_PATH);
PathRemoveFileSpecW(path);
PathAppendW(path, L"gifs\\test.gif");
pImg = new Image(path);
if (pImg) {
nFrmCnt = pImg->GetFrameCount(&FrameDimensionTime);
SetTimer(hWnd, DRAW_ANIM, 100, NULL);
}
case WM_TIMER:
if (wParam == DRAW_ANIM)
{
pImg->SelectActiveFrame(&FrameDimensionTime, nFrm);
Rect DRC(0, 0, pImg->GetWidth(), pImg->GetHeight());
pGphcs->Clear(Color(128, 128, 128));
pGphcs->DrawImage(pImg, DRC);
if (nFrm < (nFrmCnt - 1)) nFrm++; else nFrm = 0;
}
break;
There is an Image constructor that accepts an IStream*.
You can create a stream by calling SHCreateMemStream on the raw buffer of a resource, which can be obtained by calling FindResource/LoadResource/LockResource and SizeOfResource.
Add the GIF file to your app's resources at compile time. For instance, by compiling an .rc file similar to below into a .res file that you can then link into your executable (some compilers/IDEs have tools to automate this step):
Resources.rh
#define MY_GIF_ID 100
Resources.rc
#include "Resources.rh"
MY_GIF_ID RCDATA "gifs\\test.gif"
Then, you can obtain a pointer to the raw bytes of the resource at runtime.
#include "Resources.rh"
HMODULE hMod = GetModuleHandle(NULL);
HRSRC hRes = FindResource(hMod, MAKEINTRESOURCE(MY_GIF_ID), RT_RCDATA);
if (!hRes) { ... error handling ... }
HGLOBAL hGlobal = LoadResource(hMod, hRes);
if (!hGlobal) { ... error handling ... }
void *pResData = LockResource(hGlobal);
if (!pResData) { ... error handling ... }
DWORD dwResData = SizeofResource(hMod, hRes);
See MSDN for more details:
Introduction to Resources
Finding and Loading Resources
And then finally, pass the resource bytes to the Image constructor that takes an IStream* as input:
#include <shlwapi.h>
IStream *pStream = SHCreateMemStream((BYTE*)pResData, dwResData);
if (!pStream) { ... error handling ... }
pImg = new Image(pStream);
pStream->Release();

How to output an executable using C++

I would like to have a program that can write another program to the disk. I guess the way would be to use standard binary write to a file. My problem here is that I do not know how to put the other executable in the source of my "installing" program. I do not want to have any extra files next to my installing program. I would like to use the mfc api for this if there is any need to use something other than the standard C++
Edit *.rc resource file and add the following line:
1 RCDATA "C:\\my disk\\source.exe"
"source.exe" will be included in your program. You can do this with any file.
1 is used as the ID in above example. You can use any unique identifier.
To extract the data during run time:
bool copy()
{
HINSTANCE hinst = AfxGetInstanceHandle(); //or just NULL
HRSRC hrsrc = FindResource(hinst, MAKEINTRESOURCE(1), RT_RCDATA);
if(hrsrc)
{
auto hglobal = LoadResource(hinst, hrsrc);
auto data = LockResource(hglobal);
auto datasize = SizeofResource(hinst, hrsrc);
CFile file;
if(file.Open(L"c:\\target\\output.exe", CFile::modeWrite | CFile::modeCreate))
{
file.Write(data, datasize);
file.Close();
return true;
}
else
{
TRACE("cannot open file\n");
}
}
else
{
TRACE("resource not found\n");
}
return false;
}

How can I write a text file to Desktop in c++ Visual Studios?

I'm wanting to create a Text file on the Desktop of any user's computer who I send this program to. Essentially I am wanting to figure out how to find their desktop path as well as create a .txt file to fill with info to throw on their desktop as well.
Start by getting the path to the desktop:
#include <windows.h>
#include <shlobj.h>
#include <string>
int main()
{
wchar_t* pszDesktopFolderPath = NULL;
HRESULT hr = SHGetKnownFolderPath(FOLDERID_Desktop, KF_FLAG_DONT_VERIFY, NULL, &pszDesktopFolderPath);
if (SUCCEEDED(hr))
{
std::wstring strFileName(pszDesktopFolderPath);
strFileName = strFileName + L"\\" + L"MyFileName.txt";
CoTaskMemFree(pszDesktopFolderPath);
pszDesktopFolderPath = NULL;
}
return 0;
}
Then _wfopen_s or any other I/O open API (CreateFile, open, etc..) to