mirror of
https://github.com/UberGames/lilium-voyager.git
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687b744166
scroll the command buffer to the right when typing long lines, restore the original color theme on CON_Shutdown().
284 lines
7.1 KiB
C
284 lines
7.1 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "../qcommon/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "windows.h"
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#define QCONSOLE_THEME FOREGROUND_RED | \
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BACKGROUND_RED | \
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BACKGROUND_GREEN | \
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BACKGROUND_BLUE
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#define QCONSOLE_INPUT_RECORDS 1024
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// used to track key input
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static int qconsole_chars = 0;
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// used to restore original color theme
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static int qconsole_orig_attrib;
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/*
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==================
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CON_Hide
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==================
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*/
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void CON_Hide( void )
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{
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}
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/*
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==================
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CON_Show
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==================
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*/
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void CON_Show( void )
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{
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}
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/*
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==================
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CON_Shutdown
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==================
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*/
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void CON_Shutdown( void )
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{
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HANDLE hout;
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COORD screen = { 0, 0 };
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DWORD written;
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hout = GetStdHandle( STD_OUTPUT_HANDLE );
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SetConsoleTextAttribute( hout, qconsole_orig_attrib );
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FillConsoleOutputAttribute( hout, qconsole_orig_attrib, 63999,
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screen, &written );
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}
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/*
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==================
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CON_Init
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==================
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*/
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void CON_Init( void )
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{
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HANDLE hout;
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COORD screen = { 0, 0 };
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DWORD written, read;
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CONSOLE_SCREEN_BUFFER_INFO binfo;
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SMALL_RECT rect;
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WORD oldattrib;
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hout = GetStdHandle( STD_OUTPUT_HANDLE );
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// remember original color theme
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ReadConsoleOutputAttribute( hout, &oldattrib, 1, screen, &read );
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qconsole_orig_attrib = oldattrib;
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SetConsoleTitle("ioquake3 Dedicated Server Console");
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SetConsoleTextAttribute( hout, QCONSOLE_THEME );
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FillConsoleOutputAttribute( hout, QCONSOLE_THEME, 63999, screen, &written );
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// adjust console scroll to match up with cursor position
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GetConsoleScreenBufferInfo( hout, &binfo );
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rect.Top = binfo.srWindow.Top;
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rect.Left = binfo.srWindow.Left;
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rect.Bottom = binfo.srWindow.Bottom;
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rect.Right = binfo.srWindow.Right;
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rect.Top += ( binfo.dwCursorPosition.Y - binfo.srWindow.Bottom );
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rect.Bottom = binfo.dwCursorPosition.Y;
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SetConsoleWindowInfo( hout, TRUE, &rect );
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}
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/*
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==================
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CON_ConsoleInput
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==================
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*/
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char *CON_ConsoleInput( void )
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{
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HANDLE hin, hout;
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INPUT_RECORD buff[ QCONSOLE_INPUT_RECORDS ];
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DWORD count = 0;
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int i;
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static char input[ 1024 ] = { "" };
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int inputlen;
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int newlinepos = -1;
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CHAR_INFO line[ QCONSOLE_INPUT_RECORDS ];
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int linelen = 0;
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inputlen = 0;
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input[ 0 ] = '\0';
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hin = GetStdHandle( STD_INPUT_HANDLE );
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if( hin == INVALID_HANDLE_VALUE )
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return NULL;
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hout = GetStdHandle( STD_OUTPUT_HANDLE );
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if( hout == INVALID_HANDLE_VALUE )
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return NULL;
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if( !PeekConsoleInput( hin, buff, QCONSOLE_INPUT_RECORDS, &count ) )
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return NULL;
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// if we have overflowed, start dropping oldest input events
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if( count == QCONSOLE_INPUT_RECORDS )
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{
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ReadConsoleInput( hin, buff, 1, &count );
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return NULL;
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}
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for( i = 0; i < count; i++ )
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{
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if( buff[ i ].EventType == KEY_EVENT && buff[ i ].Event.KeyEvent.bKeyDown )
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{
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if( buff[ i ].Event.KeyEvent.wVirtualKeyCode == VK_RETURN )
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{
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newlinepos = i;
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break;
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}
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if( linelen < QCONSOLE_INPUT_RECORDS &&
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buff[ i ].Event.KeyEvent.uChar.AsciiChar )
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{
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if( buff[ i ].Event.KeyEvent.wVirtualKeyCode == VK_BACK )
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{
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if( linelen > 0 )
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linelen--;
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}
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else
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{
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line[ linelen ].Attributes = QCONSOLE_THEME;
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line[ linelen++ ].Char.AsciiChar =
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buff[ i ].Event.KeyEvent.uChar.AsciiChar;
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}
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}
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}
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}
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// provide visual feedback for incomplete commands
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if( linelen != qconsole_chars )
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{
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CONSOLE_SCREEN_BUFFER_INFO binfo;
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COORD writeSize = { QCONSOLE_INPUT_RECORDS, 1 };
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COORD writePos = { 0, 0 };
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SMALL_RECT writeArea = { 0, 0, 0, 0 };
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int i;
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// keep track of this so we don't need to re-write to console every frame
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qconsole_chars = linelen;
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GetConsoleScreenBufferInfo( hout, &binfo );
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// adjust scrolling to cursor when typing
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if( binfo.dwCursorPosition.Y > binfo.srWindow.Bottom )
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{
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SMALL_RECT rect;
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rect.Top = binfo.srWindow.Top;
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rect.Left = binfo.srWindow.Left;
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rect.Bottom = binfo.srWindow.Bottom;
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rect.Right = binfo.srWindow.Right;
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rect.Top += ( binfo.dwCursorPosition.Y - binfo.srWindow.Bottom );
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rect.Bottom = binfo.dwCursorPosition.Y;
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SetConsoleWindowInfo( hout, TRUE, &rect );
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GetConsoleScreenBufferInfo( hout, &binfo );
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}
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writeArea.Left = 0;
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writeArea.Top = binfo.srWindow.Bottom;
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writeArea.Bottom = binfo.srWindow.Bottom;
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writeArea.Right = QCONSOLE_INPUT_RECORDS;
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// pad line with ' ' to handle VK_BACK
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for( i = linelen; i < QCONSOLE_INPUT_RECORDS; i++ )
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{
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line[ i ].Char.AsciiChar = ' ';
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line[ i ].Attributes = QCONSOLE_THEME;
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}
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if( linelen > binfo.srWindow.Right )
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{
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WriteConsoleOutput( hout, line + (linelen - binfo.srWindow.Right ),
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writeSize, writePos, &writeArea );
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}
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else
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{
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WriteConsoleOutput( hout, line, writeSize, writePos, &writeArea );
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}
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if( binfo.dwCursorPosition.X != linelen )
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{
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COORD cursorPos = { 0, 0 };
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cursorPos.X = linelen;
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cursorPos.Y = binfo.srWindow.Bottom;
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SetConsoleCursorPosition( hout, cursorPos );
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}
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}
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// don't touch the input buffer if this is an incomplete command
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if( newlinepos < 0)
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{
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return NULL;
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}
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else
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{
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// add a newline
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COORD cursorPos = { 0, 0 };
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CONSOLE_SCREEN_BUFFER_INFO binfo;
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GetConsoleScreenBufferInfo( hout, &binfo );
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cursorPos.Y = binfo.srWindow.Bottom + 1;
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SetConsoleCursorPosition( hout, cursorPos );
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}
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if( !ReadConsoleInput( hin, buff, newlinepos+1, &count ) )
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return NULL;
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for( i = 0; i < count; i++ )
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{
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if( buff[ i ].EventType == KEY_EVENT && buff[ i ].Event.KeyEvent.bKeyDown )
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{
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if( buff[ i ].Event.KeyEvent.wVirtualKeyCode == VK_BACK )
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{
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if( inputlen > 0 )
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input[ --inputlen ] = '\0';
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continue;
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}
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if( inputlen < ( sizeof( input ) - 1 ) &&
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buff[ i ].Event.KeyEvent.uChar.AsciiChar )
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{
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input[ inputlen++ ] = buff[ i ].Event.KeyEvent.uChar.AsciiChar;
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input[ inputlen ] = '\0';
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}
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}
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}
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if( !inputlen )
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return NULL;
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return input;
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}
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