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162 lines
6.1 KiB
C++
162 lines
6.1 KiB
C++
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//======= Copyright <20> 1996-2006, Valve Corporation, All rights reserved. ======
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//
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// Purpose: Win32 Console API helpers
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//
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//=============================================================================
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#include "pch_tier0.h"
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#include "win32consoleio.h"
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#if defined( _WIN32 )
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <io.h>
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#include <fcntl.h>
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#include <iostream>
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#endif // defined( _WIN32 )
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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//
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// Attach a console to a Win32 GUI process and setup stdin, stdout & stderr
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// along with the std::iostream (cout, cin, cerr) equivalents to read and
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// write to and from that console
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//
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// 1. Ensure the handle associated with stdio is FILE_TYPE_UNKNOWN
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// if it's anything else just return false. This supports cygwin
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// style command shells like rxvt which setup pipes to processes
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// they spawn
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//
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// 2. See if the Win32 function call AttachConsole exists in kernel32
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// It's a Windows 2000 and above call. If it does, call it and see
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// if it succeeds in attaching to the console of the parent process.
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// If that succeeds, return false (for no new console allocated).
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// This supports someone typing the command from a normal windows
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// command window and having the output go to the parent window.
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// It's a little funny because a GUI app detaches so the command
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// prompt gets intermingled with output from this process
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//
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// 3. If things get to here call AllocConsole which will pop open
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// a new window and allow output to go to that window. The
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// window will disappear when the process exists so if it's used
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// for something like a help message then do something like getchar()
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// from stdin to wait for a keypress. if AllocConsole is called
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// true is returned.
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//
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// Return: true if AllocConsole() was used to pop open a new windows console
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//
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//-----------------------------------------------------------------------------
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bool SetupWin32ConsoleIO()
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{
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#if defined( _WIN32 )
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// Only useful on Windows platforms
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bool newConsole( false );
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if ( GetFileType( GetStdHandle( STD_OUTPUT_HANDLE ) ) == FILE_TYPE_UNKNOWN )
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{
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HINSTANCE hInst = ::LoadLibrary( "kernel32.dll" );
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typedef BOOL ( WINAPI * pAttachConsole_t )( DWORD );
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pAttachConsole_t pAttachConsole( ( BOOL ( _stdcall * )( DWORD ) )GetProcAddress( hInst, "AttachConsole" ) );
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if ( !( pAttachConsole && (*pAttachConsole)( ( DWORD ) - 1 ) ) )
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{
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newConsole = true;
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AllocConsole();
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}
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*stdout = *_fdopen( _open_osfhandle( reinterpret_cast< intp >( GetStdHandle( STD_OUTPUT_HANDLE ) ), _O_TEXT ), "w" );
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setvbuf( stdout, NULL, _IONBF, 0 );
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*stdin = *_fdopen( _open_osfhandle( reinterpret_cast< intp >( GetStdHandle( STD_INPUT_HANDLE ) ), _O_TEXT ), "r" );
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setvbuf( stdin, NULL, _IONBF, 0 );
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*stderr = *_fdopen( _open_osfhandle( reinterpret_cast< intp >( GetStdHandle( STD_ERROR_HANDLE ) ), _O_TEXT ), "w" );
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setvbuf( stdout, NULL, _IONBF, 0 );
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std::ios_base::sync_with_stdio();
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}
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return newConsole;
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#else // defined( _WIN32 )
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return false;
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#endif // defined( _WIN32 )
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}
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//-----------------------------------------------------------------------------
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// Win32 Console Color API Helpers, originally from cmdlib.
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// Retrieves the current console color attributes.
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//-----------------------------------------------------------------------------
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void InitWin32ConsoleColorContext( Win32ConsoleColorContext_t *pContext )
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{
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#if PLATFORM_WINDOWS_PC
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// Get the old background attributes.
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CONSOLE_SCREEN_BUFFER_INFO oldInfo;
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GetConsoleScreenBufferInfo( GetStdHandle( STD_OUTPUT_HANDLE ), &oldInfo );
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pContext->m_InitialColor = pContext->m_LastColor = oldInfo.wAttributes & (FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
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pContext->m_BackgroundFlags = oldInfo.wAttributes & (BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|BACKGROUND_INTENSITY);
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pContext->m_BadColor = 0;
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if (pContext->m_BackgroundFlags & BACKGROUND_RED)
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pContext->m_BadColor |= FOREGROUND_RED;
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if (pContext->m_BackgroundFlags & BACKGROUND_GREEN)
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pContext->m_BadColor |= FOREGROUND_GREEN;
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if (pContext->m_BackgroundFlags & BACKGROUND_BLUE)
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pContext->m_BadColor |= FOREGROUND_BLUE;
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if (pContext->m_BackgroundFlags & BACKGROUND_INTENSITY)
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pContext->m_BadColor |= FOREGROUND_INTENSITY;
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#else
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pContext->m_InitialColor = 0;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Sets the active console foreground color. This function is smart enough to
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// avoid setting the color to something that would be unreadable given
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// the user's potentially customized background color. It leaves the
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// background color unchanged.
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// Returns: The console's previous foreground color.
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//-----------------------------------------------------------------------------
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uint16 SetWin32ConsoleColor( Win32ConsoleColorContext_t *pContext, int nRed, int nGreen, int nBlue, int nIntensity )
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{
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#if PLATFORM_WINDOWS_PC
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uint16 ret = pContext->m_LastColor;
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pContext->m_LastColor = 0;
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if ( nRed ) pContext->m_LastColor |= FOREGROUND_RED;
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if ( nGreen ) pContext->m_LastColor |= FOREGROUND_GREEN;
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if ( nBlue ) pContext->m_LastColor |= FOREGROUND_BLUE;
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if ( nIntensity ) pContext->m_LastColor |= FOREGROUND_INTENSITY;
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// Just use the initial color if there's a match...
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if ( pContext->m_LastColor == pContext->m_BadColor )
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pContext->m_LastColor = pContext->m_InitialColor;
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SetConsoleTextAttribute( GetStdHandle( STD_OUTPUT_HANDLE ), pContext->m_LastColor | pContext->m_BackgroundFlags );
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return ret;
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#else
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return 0;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Restore's the active foreground console color, without distributing the current
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// background color.
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//-----------------------------------------------------------------------------
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void RestoreWin32ConsoleColor( Win32ConsoleColorContext_t *pContext, uint16 prevColor )
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{
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#if PLATFORM_WINDOWS_PC
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SetConsoleTextAttribute( GetStdHandle( STD_OUTPUT_HANDLE ), prevColor | pContext->m_BackgroundFlags );
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pContext->m_LastColor = prevColor;
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#endif
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}
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