ioq3/code/sys/con_win32.c

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "../qcommon/q_shared.h"
#include "../qcommon/qcommon.h"
#include "windows.h"
#define QCONSOLE_THEME FOREGROUND_RED | \
BACKGROUND_RED | \
BACKGROUND_GREEN | \
BACKGROUND_BLUE
#define QCONSOLE_INPUT_RECORDS 1024
// used to track key input
static int qconsole_chars = 0;
// used to restore original color theme
static int qconsole_orig_attrib;
/*
==================
CON_Hide
==================
*/
void CON_Hide( void )
{
}
/*
==================
CON_Show
==================
*/
void CON_Show( void )
{
}
/*
==================
CON_Shutdown
==================
*/
void CON_Shutdown( void )
{
HANDLE hout;
COORD screen = { 0, 0 };
DWORD written;
hout = GetStdHandle( STD_OUTPUT_HANDLE );
SetConsoleTextAttribute( hout, qconsole_orig_attrib );
FillConsoleOutputAttribute( hout, qconsole_orig_attrib, 63999,
screen, &written );
}
/*
==================
CON_Init
==================
*/
void CON_Init( void )
{
HANDLE hout;
COORD screen = { 0, 0 };
DWORD written, read;
CONSOLE_SCREEN_BUFFER_INFO binfo;
SMALL_RECT rect;
WORD oldattrib;
hout = GetStdHandle( STD_OUTPUT_HANDLE );
// remember original color theme
ReadConsoleOutputAttribute( hout, &oldattrib, 1, screen, &read );
qconsole_orig_attrib = oldattrib;
SetConsoleTitle("ioquake3 Dedicated Server Console");
SetConsoleTextAttribute( hout, QCONSOLE_THEME );
FillConsoleOutputAttribute( hout, QCONSOLE_THEME, 63999, screen, &written );
// adjust console scroll to match up with cursor position
GetConsoleScreenBufferInfo( hout, &binfo );
rect.Top = binfo.srWindow.Top;
rect.Left = binfo.srWindow.Left;
rect.Bottom = binfo.srWindow.Bottom;
rect.Right = binfo.srWindow.Right;
rect.Top += ( binfo.dwCursorPosition.Y - binfo.srWindow.Bottom );
rect.Bottom = binfo.dwCursorPosition.Y;
SetConsoleWindowInfo( hout, TRUE, &rect );
}
/*
==================
CON_ConsoleInput
==================
*/
char *CON_ConsoleInput( void )
{
HANDLE hin, hout;
INPUT_RECORD buff[ QCONSOLE_INPUT_RECORDS ];
DWORD count = 0;
int i;
static char input[ 1024 ] = { "" };
int inputlen;
int newlinepos = -1;
CHAR_INFO line[ QCONSOLE_INPUT_RECORDS ];
int linelen = 0;
inputlen = 0;
input[ 0 ] = '\0';
hin = GetStdHandle( STD_INPUT_HANDLE );
if( hin == INVALID_HANDLE_VALUE )
return NULL;
hout = GetStdHandle( STD_OUTPUT_HANDLE );
if( hout == INVALID_HANDLE_VALUE )
return NULL;
if( !PeekConsoleInput( hin, buff, QCONSOLE_INPUT_RECORDS, &count ) )
return NULL;
// if we have overflowed, start dropping oldest input events
if( count == QCONSOLE_INPUT_RECORDS )
{
ReadConsoleInput( hin, buff, 1, &count );
return NULL;
}
for( i = 0; i < count; i++ )
{
if( buff[ i ].EventType == KEY_EVENT && buff[ i ].Event.KeyEvent.bKeyDown )
{
if( buff[ i ].Event.KeyEvent.wVirtualKeyCode == VK_RETURN )
{
newlinepos = i;
break;
}
if( linelen < QCONSOLE_INPUT_RECORDS &&
buff[ i ].Event.KeyEvent.uChar.AsciiChar )
{
if( buff[ i ].Event.KeyEvent.wVirtualKeyCode == VK_BACK )
{
if( linelen > 0 )
linelen--;
}
else
{
line[ linelen ].Attributes = QCONSOLE_THEME;
line[ linelen++ ].Char.AsciiChar =
buff[ i ].Event.KeyEvent.uChar.AsciiChar;
}
}
}
}
// provide visual feedback for incomplete commands
if( linelen != qconsole_chars )
{
CONSOLE_SCREEN_BUFFER_INFO binfo;
COORD writeSize = { QCONSOLE_INPUT_RECORDS, 1 };
COORD writePos = { 0, 0 };
SMALL_RECT writeArea = { 0, 0, 0, 0 };
int i;
// keep track of this so we don't need to re-write to console every frame
qconsole_chars = linelen;
GetConsoleScreenBufferInfo( hout, &binfo );
// adjust scrolling to cursor when typing
if( binfo.dwCursorPosition.Y > binfo.srWindow.Bottom )
{
SMALL_RECT rect;
rect.Top = binfo.srWindow.Top;
rect.Left = binfo.srWindow.Left;
rect.Bottom = binfo.srWindow.Bottom;
rect.Right = binfo.srWindow.Right;
rect.Top += ( binfo.dwCursorPosition.Y - binfo.srWindow.Bottom );
rect.Bottom = binfo.dwCursorPosition.Y;
SetConsoleWindowInfo( hout, TRUE, &rect );
GetConsoleScreenBufferInfo( hout, &binfo );
}
writeArea.Left = 0;
writeArea.Top = binfo.srWindow.Bottom;
writeArea.Bottom = binfo.srWindow.Bottom;
writeArea.Right = QCONSOLE_INPUT_RECORDS;
// pad line with ' ' to handle VK_BACK
for( i = linelen; i < QCONSOLE_INPUT_RECORDS; i++ )
{
line[ i ].Char.AsciiChar = ' ';
line[ i ].Attributes = QCONSOLE_THEME;
}
if( linelen > binfo.srWindow.Right )
{
WriteConsoleOutput( hout, line + (linelen - binfo.srWindow.Right ),
writeSize, writePos, &writeArea );
}
else
{
WriteConsoleOutput( hout, line, writeSize, writePos, &writeArea );
}
if( binfo.dwCursorPosition.X != linelen )
{
COORD cursorPos = { 0, 0 };
cursorPos.X = linelen;
cursorPos.Y = binfo.srWindow.Bottom;
SetConsoleCursorPosition( hout, cursorPos );
}
}
// don't touch the input buffer if this is an incomplete command
if( newlinepos < 0)
{
return NULL;
}
else
{
// add a newline
COORD cursorPos = { 0, 0 };
CONSOLE_SCREEN_BUFFER_INFO binfo;
GetConsoleScreenBufferInfo( hout, &binfo );
cursorPos.Y = binfo.srWindow.Bottom + 1;
SetConsoleCursorPosition( hout, cursorPos );
}
if( !ReadConsoleInput( hin, buff, newlinepos+1, &count ) )
return NULL;
for( i = 0; i < count; i++ )
{
if( buff[ i ].EventType == KEY_EVENT && buff[ i ].Event.KeyEvent.bKeyDown )
{
if( buff[ i ].Event.KeyEvent.wVirtualKeyCode == VK_BACK )
{
if( inputlen > 0 )
input[ --inputlen ] = '\0';
continue;
}
if( inputlen < ( sizeof( input ) - 1 ) &&
buff[ i ].Event.KeyEvent.uChar.AsciiChar )
{
input[ inputlen++ ] = buff[ i ].Event.KeyEvent.uChar.AsciiChar;
input[ inputlen ] = '\0';
}
}
}
if( !inputlen )
return NULL;
return input;
}