Working With Win32 Resources in .NET

code Windows

Most native applications make extensive use of Win32 resources. While the .NET Framework provides a far more useful resource API, it's sometimes necessary to access the old style Win32 resources. Fortunately, this isn't very difficult.

The Win32 Resource API

The first thing we'll need is some P/Invoke to get at the resources. Let's start with that.

The HINSTANCE

Windows refers to each loaded module (EXE or DLL) through a handle called an HINSTANCE. There are two ways to get one of these. If the target module is part of a loaded .NET assembly, then we can use Marshal.GetHINSTANCE. Otherwise, we need to use GetModuleHandle. It has the following P/Invoke signature:

partial static class Native
{
    [DllImport( "kernel32.dll", CharSet = CharSet.Auto )]
    public static extern IntPtr GetModuleHandle( string modName );
}

Opening the Resource

Win32 resources are identified by their type and ID. These parameters can be specified either as a string or as an integer. They are located using FindResource, which we'll import several times since there's no other way to do pointer-casting tricks with P/Invoke.

partial static class Native
{
    [DllImport( "kernel32.dll", CharSet = CharSet.Auto )]
    public static extern IntPtr FindResource( IntPtr hModule,
        string name, string type );
    [DllImport( "kernel32.dll", CharSet = CharSet.Auto )]
    public static extern IntPtr FindResource( IntPtr hModule,
        string name, IntPtr type );
    [DllImport( "kernel32.dll", CharSet = CharSet.Auto )]
    public static extern IntPtr FindResource( IntPtr hModule,
        IntPtr name, IntPtr type );
}

Yes, it's also legal to use an integer name and string type, but that's a less likely usage so we won't provide an overload for it. If necessary, it's always possible to pass an integer ID as a string by prepending its string representation with a hash sign (#).

Getting the Actual Data

We need three functions to get the actual data. SizeofResource will tell us the size of our resource. LoadResource and LockResource are used together to get the actual data pointer:

partial static class Native
{
    [DllImport( "kernel32.dll", ExactSpelling = true )]
    public static extern uint SizeofResource( IntPtr hModule,
        IntPtr hResInfo );
    [DllImport( "kernel32.dll", ExactSpelling = true )]
    public static extern IntPtr LoadResource( IntPtr hModule,
        IntPtr hRes );
    [DllImport( "kernel32.dll", ExactSpelling = true )]
    public static extern IntPtr LockResource( IntPtr hRes );
}

Wrapping it All Up

These can wrapped up in a simple class, which I'll call Win32ResourceStream. We'll derive from UnmanagedMemoryStream in order to make things simple:

public class Win32ResourceStream : UnmanagedMemoryStream
{
    public Win32ResourceStream( Module managedModule,
        string resName, string resType );
    public Win32ResourceStream( string moduleName,
        string resName, string resType );
 
    private IntPtr GetModuleHandle( string name );
    private IntPtr GetModuleHandle( Module module );
 
    protected void Initialize( IntPtr hModule,
        string resName, string resType );
    protected unsafe void Initialize(
        IntPtr hModule, IntPtr hResource );
}

The implementation is pretty simple. We'll start with the constructors, which get the necessary HINSTANCE value and pass it along to Initialize, which will do the rest of the work. There's also a bit of validation going on in the GetModuleHandle implementations.

public Win32ResourceStream( Module managedModule,
    string resName, string resType )
{
    Initialize( GetModuleHandle( managedModule ),
        resName, resType );
}
 
public Win32ResourceStream( string moduleName,
    string resName, string resType )
{
    Initialize( GetModuleHandle( moduleName ),
        resName, resType );
}
 
private IntPtr GetModuleHandle( string name )
{
    if( name == null )
        throw new ArgumentNullException( name );
 
    var hModule = Native.GetModuleHandle( name );
    if( hModule == IntPtr.Zero )
        throw new FileNotFoundException();
 
    return hModule;
}
 
private IntPtr GetModuleHandle( Module module )
{
    if( module == null )
        throw new ArgumentNullException( "module" );
 
    var hModule = Marshal.GetHINSTANCE( module );
    if( hModule == (IntPtr)(-1) )
        throw new ArgumentException( "Module has no HINSTANCE." );
 
    return hModule;
}

And that just leaves us with Initialize. This one isn't hard. We just validate our parameters and call the necessary functions in sequence, checking for errors as we go:

protected void Initialize( IntPtr hModule,
    string resName, string resType )
{
    if( hModule == IntPtr.Zero )
        throw new ArgumentNullException( "hModule" );
 
    if( resName == null )
        throw new ArgumentNullException( "resName" );
    if( resType == null )
        throw new ArgumentNullException( "resType" );
 
    var hRes = Native.FindResource( hModule, resName, resType );
    Initialize( hModule, hRes );
}
 
protected unsafe void Initialize( IntPtr hModule, IntPtr hRes )
{
    if( hModule == IntPtr.Zero || hRes == IntPtr.Zero )
        throw new FileNotFoundException();
 
    var size = Native.SizeofResource( hModule, hRes );
    var hResData = Native.LoadResource( hModule, hRes );
    var pResData = Native.LockResource( hResData );
 
    Initialize( (byte*)pResData, size, size, FileAccess.Read );
}

Cleanup

There isn't any! Windows cleans everything up when the module is unloaded. Just take care that you don't unload the module before you're finished with the stream.

Standard Type IDs and a Convenient Overload

The built-in resource types have predefined IDs. These IDs are 16-bit integers which are passed in place of a type name by casting them to a string pointer (or IntPtr, in our case). We can stick these in an enumeration to make things more convenient when working with the built-in types:

public enum Win32ResourceType : ushort
{
    Accelerator = 9,
    AnimatedCursor = 21,
    AnimatedIcon = 22,
    Bitmap = 2,
    Cursor = 1,
    Dialog = 5,
    Font = 8,
    FontDir = 7,
    GroupCursor = 12,
    GroupIcon = 14,
    Icon = 3,
    Html = 23,
    Menu = 4,
    Manifest = 24,
    MessageTable = 11,
    UserData = 10,
    String = 6,
    Version = 16,
    PlugAndPlay = 19,
}

And then we can add some overloads to make it easy to use the enumeration:

public Win32ResourceStream( Module managedModule,
    string resName, Win32ResourceType resType )
{
    Initialize( GetModuleHandle( managedModule ),
        resName, (ushort)resType );
}
 
public Win32ResourceStream( string moduleName,
    string resName, ushort resType )
{
    Initialize( GetModuleHandle( moduleName ),
        resName, resType );
}
 
protected void Initialize( IntPtr hModule,
    string resName, ushort resType )
{
    if( hModule == IntPtr.Zero )
        throw new ArgumentNullException( "hModule" );
 
    if( resName == null )
        throw new ArgumentNullException( "resName" );
 
    var hRes = Native.FindResource( hModule,
        resName, (IntPtr)resType );
    Initialize( hModule, hRes );
}

Opening Resources by Integer ID

We'll add one more overload to make it easy to open resources by integer ID.

public Win32ResourceStream( Module managedModule,
    ushort resId, Win32ResourceType resType )
{
    Initialize( GetModuleHandle( managedModule ),
        resId, (ushort)resType );
}
 
public Win32ResourceStream( string moduleName,
    ushort resId, ushort resType )
{
    Initialize( GetModuleHandle( moduleName ),
        resId, resType );
}
 
protected void Initialize( IntPtr hModule,
    ushort resId, ushort resType )
{
    if( hModule == IntPtr.Zero )
        throw new ArgumentNullException( "hModule" );
 
    var hRes = Native.FindResource( hModule,
        (IntPtr)resId, (IntPtr)resType );
    Initialize( hModule, hRes );
}

And that's that!