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218 lines
8.1 KiB
218 lines
8.1 KiB
/*++
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Copyright (c) 2000-2001, Microsoft Corporation All rights reserved.
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Module Name:
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convert.h
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Abstract:
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Header over convert.c
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This seems like an appropriate place to explain Godot's stack strategy. Basically,
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every time we do an allocation on the stack when _GODOTSAFESTACK is defined (which
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is currently always), we do not want to take size and perf hit of over 500 SEH blocks
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and we also do not have the time to try to special case each API to try to find out
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parameter sizes or do stack probes.
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At the same time, we cannot be crazy go lucky like VSANSI and simply allow the _alloca
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call to throw an EXCEPTION_STACK_OVERFLOW, since it is unrealistic to expect callers to
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wrap every API call in SEH blocks (just as it is for us!). Even if it were realistic,
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we cannot afford to punish users who do not writ bulletproof code. Failure is okay, but
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crashes are not.
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Therefore, in order to satify both our size/perf requirement and our safety requirement,
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we preface every call to _alloca with a call to our StackAllocCheck function. This function
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will attempt to call _alloca in a try...except block and will properly fix up the stack
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on failure. This keeps us from bloating up with hundreds of SEH blocks yet still allows
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us to have a bit more safety.
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Note that this is NOT a 100% solution, since it is vaguely possible that a multithreaded
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application has a (slim) chance of succeeding the StackAllockCheck function but then
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failing before the official (unguarded) call to _alloca due to another thread's call to
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_alloca, initiated by the user's code (it would never be one of our calls since all of
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*ours* use this safe method). There is no real defense against this, but it is a very
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unlikely type of problem.
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Revision History:
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17 Mar 2001 v-michka Created.
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15 Apr 2001 v-michka Put in lots of fun heap/stack stuff
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--*/
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#ifndef CONVERT_H
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#define CONVERT_H
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#define _GODOTSAFESTACK
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// Is this non null and not a user atom?
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#define FSTRING_VALID(x) ((ULONG_PTR)(x) > 0xffff)
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// Our function for making sure stack allocations are valid
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BOOL StackAllocCheck(size_t size);
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// _alloca, on certain platforms, returns a raw pointer to the
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// stack rather than NULL on allocations of size zero. Since this
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// is sub-optimal for code that subsequently calls functions like
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// strlen on the allocated block of memory, these wrappers are
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// provided for use.
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///////////////////////////////////////////////////////////////////////////
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//
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// _STACKALLOC
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// Do an allocation from the stack. Must be a macro for obvious reasons!
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//
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//
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#define _STACKALLOC_SAFE(siz, mem) \
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if(StackAllocCheck(siz)) \
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mem = (void *)((siz)?(_alloca(siz)):NULL); \
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else \
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mem = NULL;
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#define _STACKALLOC_UNSAFE(siz, mem) \
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mem = ((siz)?(_alloca(siz)):NULL)
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#ifdef _GODOTSAFESTACK
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#define _STACKALLOC(siz, mem) _STACKALLOC_SAFE(siz, mem)
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#else
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#define _STACKALLOC(siz, mem) _STACKALLOC_UNSAFE(siz, mem)
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#endif
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///////////////////////////////////////////////////////////////////////////
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//
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// GODOT_TO_ACP_STACKALLOC
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// Convert from Unicode to ANSI if needed, otherwise copy as if it were an Atom
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//
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//
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#define GODOT_TO_ACP_STACKALLOC_SAFE(src, dst) \
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if (FSTRING_VALID((LPWSTR)src)) \
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{ \
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size_t cch = gwcslen((LPWSTR)(src)) + 1; \
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_STACKALLOC_SAFE(cch*g_mcs, (LPSTR)dst); \
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if(dst) \
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WideCharToMultiByte(g_acp, 0, (LPWSTR)(src), cch, (LPSTR)(dst), cch*g_mcs, NULL, NULL); \
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else \
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(LPSTR)(dst) = (LPSTR)(src); \
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} \
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else \
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(LPSTR)(dst) = (LPSTR)(src)
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#define GODOT_TO_ACP_STACKALLOC_UNSAFE(src, dst) \
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if (FSTRING_VALID((LPWSTR)src)) \
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{ \
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size_t cch = gwcslen((LPWSTR)(src)) + 1; \
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_STACKALLOC_UNSAFE(cch*g_mcs, (LPSTR)dst); \
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if(dst) \
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WideCharToMultiByte(g_acp, 0, (LPWSTR)(src), cch, (LPSTR)(dst), cch*g_mcs, NULL, NULL); \
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else \
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(LPSTR)(dst) = (LPSTR)(src); \
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} \
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else \
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(LPSTR)(dst) = (LPSTR)(src)
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#ifdef _GODOTSAFESTACK
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#define GODOT_TO_ACP_STACKALLOC(src, dst) GODOT_TO_ACP_STACKALLOC_SAFE(src, dst)
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#else
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#define GODOT_TO_ACP_STACKALLOC(src, dst) GODOT_TO_ACP_STACKALLOC_UNSAFE(src, dst)
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#endif
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///////////////////////////////////////////////////////////////////////////
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//
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// GODOT_TO_CPG_STACKALLOC
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// Convert from Unicode to ANSI if needed, otherwise copy as if it were an Atom
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//
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//
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#define GODOT_TO_CPG_STACKALLOC_SAFE(src, dst, cpg, mcs) \
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if (FSTRING_VALID(src)) \
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{ \
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size_t cch = gwcslen((LPWSTR)(src)) + 1; \
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_STACKALLOC_SAFE(cch*mcs, (LPSTR)dst); \
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if(dst) \
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WideCharToMultiByte(cpg, 0, (LPWSTR)(src), cch, (LPSTR)(dst), cch*mcs, NULL, NULL); \
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else \
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(LPSTR)(dst) = (LPSTR)(src); \
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} \
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else \
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(LPSTR)(dst) = (LPSTR)(src)
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#define GODOT_TO_CPG_STACKALLOC_UNSAFE(src, dst, cpg, mcs) \
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if (FSTRING_VALID(src)) \
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{ \
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size_t cch = gwcslen((LPWSTR)(src)) + 1; \
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_STACKALLOC_UNSAFE(cch*mcs, (LPSTR)dst); \
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if(dst) \
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WideCharToMultiByte(cpg, 0, (LPWSTR)(src), cch, (LPSTR)(dst), cch*mcs, NULL, NULL); \
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else \
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(LPSTR)(dst) = (LPSTR)(src); \
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} \
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else \
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(LPSTR)(dst) = (LPSTR)(src)
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#ifdef _GODOTSAFESTACK
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#define GODOT_TO_CPG_STACKALLOC(src, dst, cpg, mcs) GODOT_TO_CPG_STACKALLOC_SAFE(src, dst, cpg, mcs)
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#else
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#define GODOT_TO_CPG_STACKALLOC(src, dst, cpg, mcs) GODOT_TO_CPG_STACKALLOC_UNSAFE(src, dst, cpg, mcs)
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#endif
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///////////////////////////////////////////////////////////////////////////
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//
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// Various enums, macros and functions for heap allocation stuff
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//
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//
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typedef enum
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{
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arBadParam = 1,
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arFailed = 2,
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arAlloc = 3,
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arNoAlloc = 4
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} ALLOCRETURN;
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///////////////////////////////////////////////////////////////////////////
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//
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// Our generic heap wrappers
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//
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//
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#define GodotHeapAlloc(mem) ((mem) ? (HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, mem)) : NULL)
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#define GodotHeapFree(mem) ((mem) ? (HeapFree(GetProcessHeap(), 0, mem)) : FALSE)
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#define GodotHeapReAlloc(old, mem) ((mem) ? (HeapReAlloc(GetProcessHeap(), 0, old, mem)) : NULL)
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///////////////////////////////////////////////////////////////////////////
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//
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// wrappers/foward declares around our heap alloc/conversion
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// functions to handle common cases
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//
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//
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#define GodotToAcpOnHeap(lpwz, lpsz) GodotToCpgCchOnHeap(lpwz, -1, lpsz, g_acp, g_mcs)
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#define GodotToCpgOnHeap(lpwz, lpsz, cpg, mcs) GodotToCpgCchOnHeap(lpwz, -1, lpsz, cpg, mcs)
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#define GodotToUnicodeOnHeap(lpsz, lpwz) GodotToUnicodeCpgCchOnHeap(lpsz, -1, lpwz, g_acp)
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#define GodotToUnicodeCpgOnHeap(lpsz, lpwz, cpg, mcs) GodotToUnicodeCpgCchOnHeap(lpwz, -1, lpsz, cpg)
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ALLOCRETURN GodotToCpgCchOnHeap(LPCWSTR lpwz, int cchMax, LPSTR * lpsz, UINT cpg, UINT mcs);
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ALLOCRETURN GodotToUnicodeCpgCchOnHeap(LPCSTR lpsz, int cchMax, LPWSTR * lpwz, UINT cpg);
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///////////////////////////////////////////////////////////////////////////
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//
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// Additional Forward declares
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//
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//
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void DevModeAfromW(LPDEVMODEA lpdma, LPDEVMODEW lpdmw);
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void DevModeWfromA(LPDEVMODEW lpdmw, LPDEVMODEA lpdma);
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HGLOBAL HDevModeAfromW(HGLOBAL * lphdmw, BOOL fFree);
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HGLOBAL HDevModeWfromA(HGLOBAL * lphdma, BOOL fFree);
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HGLOBAL HDevNamesAfromW(HGLOBAL * lphdnw, BOOL fFree);
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HGLOBAL HDevNamesWfromA(HGLOBAL * lphdna, BOOL fFree);
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void LogFontAfromW(LPLOGFONTA lplfa, LPLOGFONTW lplfw);
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void LogFontWfromA(LPLOGFONTW lplfw, LPLOGFONTA lplfa);
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void Win32FindDataWfromA(PWIN32_FIND_DATAW w32fdw, PWIN32_FIND_DATAA w32fda);
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void TextMetricWfromA(LPTEXTMETRICW lptmw, LPTEXTMETRICA lptma);
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void NewTextMetricWfromA(LPNEWTEXTMETRICW lpntmw, LPNEWTEXTMETRICA lpntma);
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void NewTextMetricExWfromA(NEWTEXTMETRICEXW * lpntmew, NEWTEXTMETRICEXA * lpntmea);
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BOOL MenuItemInfoAfromW(LPMENUITEMINFOA lpmiia, LPCMENUITEMINFOW lpmiiw);
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int GrszToGrwz(const CHAR* szFrom, WCHAR* wzTo, int cchTo);
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int SzToWzCch(const CHAR *sz, WCHAR *wz, int cch);
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#endif // CONVERT_H
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