gsdx:windows: Handle shader dialog filenames properly

The shader dialog filename handling code had several buffer overflows
and also did not handle non-English filenames well.

Fix the filename handling by storing them as UTF-8 in the ini and
converting them to/from UTF-16 as necessary, and also fix the buffer
overflows.
This commit is contained in:
Jonathan Li 2021-03-23 23:35:27 +00:00
parent dedd860d40
commit d81f236910
1 changed files with 9 additions and 14 deletions

View File

@ -27,8 +27,6 @@
#include "resource.h"
#include "GSSetting.h"
#include <algorithm>
#include <locale>
#include <codecvt>
GSSettingsDlg::GSSettingsDlg()
: GSDialog(IDD_CONFIG)
@ -397,12 +395,10 @@ void GSShaderDlg::OnInit()
// External FX shader
CheckDlgButton(m_hWnd, IDC_SHADER_FX, theApp.GetConfigB("shaderfx"));
std::string tmp = theApp.GetConfigS("shaderfx_glsl");
std::wstring wsTmp(tmp.begin(), tmp.end());
SendMessage(GetDlgItem(m_hWnd, IDC_SHADER_FX_EDIT), WM_SETTEXT, 0, (LPARAM)wsTmp.c_str());
tmp = theApp.GetConfigS("shaderfx_conf");
wsTmp = std::wstring(tmp.begin(), tmp.end());
SendMessage(GetDlgItem(m_hWnd, IDC_SHADER_FX_CONF_EDIT), WM_SETTEXT, 0, (LPARAM)wsTmp.c_str());
std::wstring filename = convert_utf8_to_utf16(theApp.GetConfigS("shaderfx_glsl"));
SendMessage(GetDlgItem(m_hWnd, IDC_SHADER_FX_EDIT), WM_SETTEXT, 0, (LPARAM)filename.c_str());
filename = convert_utf8_to_utf16(theApp.GetConfigS("shaderfx_conf"));
SendMessage(GetDlgItem(m_hWnd, IDC_SHADER_FX_CONF_EDIT), WM_SETTEXT, 0, (LPARAM)filename.c_str());
// FXAA shader
CheckDlgButton(m_hWnd, IDC_FXAA, theApp.GetConfigB("fxaa"));
@ -525,15 +521,14 @@ bool GSShaderDlg::OnMessage(UINT message, WPARAM wParam, LPARAM lParam)
const int shader_fx_length = (int)SendMessage(GetDlgItem(m_hWnd, IDC_SHADER_FX_EDIT), WM_GETTEXTLENGTH, 0, 0);
const int shader_fx_conf_length = (int)SendMessage(GetDlgItem(m_hWnd, IDC_SHADER_FX_CONF_EDIT), WM_GETTEXTLENGTH, 0, 0);
const int length = std::max(shader_fx_length, shader_fx_conf_length) + 1;
std::unique_ptr<char[]> buffer(new char[length]);
char* output = new char[length];
std::unique_ptr<wchar_t[]> buffer = std::make_unique<wchar_t[]>(length);
SendMessage(GetDlgItem(m_hWnd, IDC_SHADER_FX_EDIT), WM_GETTEXT, (WPARAM)length, (LPARAM)buffer.get());
wcstombs(output, (wchar_t*)buffer.get(), length);
theApp.SetConfig("shaderfx_glsl", output); // Not really glsl only ;)
std::string output = convert_utf16_to_utf8(buffer.get());
theApp.SetConfig("shaderfx_glsl", output.c_str()); // Not really glsl only ;)
SendMessage(GetDlgItem(m_hWnd, IDC_SHADER_FX_CONF_EDIT), WM_GETTEXT, (WPARAM)length, (LPARAM)buffer.get());
wcstombs(output, (wchar_t*)buffer.get(), length);
theApp.SetConfig("shaderfx_conf", output);
output = convert_utf16_to_utf8(buffer.get());
theApp.SetConfig("shaderfx_conf", output.c_str());
EndDialog(m_hWnd, id);
} break;