reactos/sdk/include/psdk/wincon.h

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#ifndef _WINCON_H
#define _WINCON_H
#ifdef __cplusplus
extern "C" {
#endif
#if (_WIN32_WINNT >= 0x0600) && !defined(NOGDI)
# include "wingdi.h"
#endif
modified include/crt/_mingw.h No "restrict" support in Visual C++ (and __restrict isn't the same thing) modified include/crt/stdarg.h Really fix stdarg.h this time modified include/crt/wchar.h modified include/psdk/dde.h modified include/psdk/mmsystem.h modified include/psdk/prsht.h modified include/psdk/rpcndr.h modified include/psdk/shellapi.h modified include/psdk/winbase.h modified include/psdk/wincon.h modified include/psdk/wincrypt.h modified include/psdk/windef.h modified include/psdk/wingdi.h modified include/psdk/winioctl.h modified include/psdk/winnetwk.h modified include/psdk/winnls.h modified include/psdk/winnt.h modified include/psdk/winperf.h modified include/psdk/winsmcrd.h modified include/psdk/winsock2.h modified include/psdk/winspool.h modified include/psdk/winuser.h modified include/psdk/wtypes.idl modified include/reactos/mingw-w64/internal.h modified include/reactos/mingw-w64/oscalls.h Disable some unavoidable warnings in Visual C++ modified include/psdk/poppack.h modified include/psdk/pshpack1.h modified include/psdk/pshpack2.h modified include/psdk/pshpack4.h modified include/psdk/pshpack8.h modified include/psdk/pshpck16.h modified include/psdk/windows.h modified include/psdk/winsock2.h Check that defines are defined before testing their value modified include/psdk/rpcasync.h modified include/psdk/rpcdce.h Visual C++ doesn't support functions without a prototype anymore, and RPC_AUTH_KEY_RETRIEVAL_FN has a documented prototype anyway modified include/psdk/winnt.h WIN32_WINNT -> _WIN32_WINNT svn path=/trunk/; revision=41434
2009-06-17 11:18:51 +00:00
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable:4820)
#endif
/*
* Special PID for parent process for AttachConsole API
*/
#if (_WIN32_WINNT >= 0x0501)
#define ATTACH_PARENT_PROCESS ((DWORD)-1)
#endif
/*
* Console display modes
*/
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
// These codes are answered by GetConsoleDisplayMode
#define CONSOLE_WINDOWED 0
#define CONSOLE_FULLSCREEN 1
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
#define CONSOLE_FULLSCREEN_HARDWARE 2
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
// These codes should be given to SetConsoleDisplayMode
#define CONSOLE_FULLSCREEN_MODE 1
#define CONSOLE_WINDOWED_MODE 2
/*
* Color attributes for text and screen background
*/
#define FOREGROUND_BLUE 0x0001
#define FOREGROUND_GREEN 0x0002
#define FOREGROUND_RED 0x0004
#define FOREGROUND_INTENSITY 0x0008
#define BACKGROUND_BLUE 0x0010
#define BACKGROUND_GREEN 0x0020
#define BACKGROUND_RED 0x0040
#define BACKGROUND_INTENSITY 0x0080
#define COMMON_LVB_LEADING_BYTE 0x0100
#define COMMON_LVB_TRAILING_BYTE 0x0200
#define COMMON_LVB_GRID_HORIZONTAL 0x0400
#define COMMON_LVB_GRID_LVERTICAL 0x0800
#define COMMON_LVB_GRID_RVERTICAL 0x1000
#define COMMON_LVB_REVERSE_VIDEO 0x4000
#define COMMON_LVB_UNDERSCORE 0x8000
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
/*
* Screen buffer types
*/
#define CONSOLE_TEXTMODE_BUFFER 1
#define CONSOLE_GRAPHICS_BUFFER 2 /* Undocumented, see http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ */
/*
* Control handler codes
*/
#define CTRL_C_EVENT 0
#define CTRL_BREAK_EVENT 1
#define CTRL_CLOSE_EVENT 2
#define CTRL_LAST_CLOSE_EVENT 3 /* Undocumented */
#define CTRL_LOGOFF_EVENT 5
#define CTRL_SHUTDOWN_EVENT 6
/*
* Input mode flags
*/
#define ENABLE_PROCESSED_INPUT 0x0001
#define ENABLE_LINE_INPUT 0x0002
#define ENABLE_ECHO_INPUT 0x0004
#define ENABLE_WINDOW_INPUT 0x0008
#define ENABLE_MOUSE_INPUT 0x0010
#define ENABLE_INSERT_MODE 0x0020
#define ENABLE_QUICK_EDIT_MODE 0x0040
#define ENABLE_EXTENDED_FLAGS 0x0080
#if (_WIN32_WINNT >= 0x0600)
#define ENABLE_AUTO_POSITION 0x0100
#endif
/*
* Output mode flags
*/
#define ENABLE_PROCESSED_OUTPUT 0x0001
#define ENABLE_WRAP_AT_EOL_OUTPUT 0x0002
/*
* Console selection flags
*/
#define CONSOLE_NO_SELECTION 0x0000
#define CONSOLE_SELECTION_IN_PROGRESS 0x0001
#define CONSOLE_SELECTION_NOT_EMPTY 0x0002
#define CONSOLE_MOUSE_SELECTION 0x0004
#define CONSOLE_MOUSE_DOWN 0x0008
/*
* History information and mode flags
*/
#if (_WIN32_WINNT >= 0x0600)
// For Get/SetConsoleHistoryInfo
#define HISTORY_NO_DUP_FLAG 0x0001
// For SetConsoleCommandHistoryMode
#define CONSOLE_OVERSTRIKE 0x0001
#endif
/*
* Read input flags
*/
#define CONSOLE_READ_KEEPEVENT 0x0001
#define CONSOLE_READ_CONTINUE 0x0002
/*
* Event types
*/
#define KEY_EVENT 0x0001
#define MOUSE_EVENT 0x0002
#define WINDOW_BUFFER_SIZE_EVENT 0x0004
#define MENU_EVENT 0x0008
#define FOCUS_EVENT 0x0010
/*
* ControlKeyState flags
*/
#define RIGHT_ALT_PRESSED 0x0001
#define LEFT_ALT_PRESSED 0x0002
#define RIGHT_CTRL_PRESSED 0x0004
#define LEFT_CTRL_PRESSED 0x0008
#define SHIFT_PRESSED 0x0010
#define NUMLOCK_ON 0x0020
#define SCROLLLOCK_ON 0x0040
#define CAPSLOCK_ON 0x0080
#define ENHANCED_KEY 0x0100
/*
* ButtonState flags
*/
#define FROM_LEFT_1ST_BUTTON_PRESSED 0x0001
#define RIGHTMOST_BUTTON_PRESSED 0x0002
#define FROM_LEFT_2ND_BUTTON_PRESSED 0x0004
#define FROM_LEFT_3RD_BUTTON_PRESSED 0x0008
#define FROM_LEFT_4TH_BUTTON_PRESSED 0x0010
/*
* Mouse event flags
*/
#define MOUSE_MOVED 0x0001
#define DOUBLE_CLICK 0x0002
#define MOUSE_WHEELED 0x0004
#if (_WIN32_WINNT >= 0x0600)
#define MOUSE_HWHEELED 0x0008
#endif
typedef struct _CONSOLE_READCONSOLE_CONTROL {
ULONG nLength;
ULONG nInitialChars;
ULONG dwCtrlWakeupMask;
ULONG dwControlKeyState;
} CONSOLE_READCONSOLE_CONTROL, *PCONSOLE_READCONSOLE_CONTROL;
typedef struct _CHAR_INFO {
union {
WCHAR UnicodeChar;
CHAR AsciiChar;
} Char;
WORD Attributes;
} CHAR_INFO,*PCHAR_INFO;
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
typedef struct _SMALL_RECT {
SHORT Left;
SHORT Top;
SHORT Right;
SHORT Bottom;
} SMALL_RECT,*PSMALL_RECT;
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
typedef struct _CONSOLE_CURSOR_INFO {
DWORD dwSize;
BOOL bVisible;
} CONSOLE_CURSOR_INFO,*PCONSOLE_CURSOR_INFO;
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
typedef struct _COORD {
SHORT X;
SHORT Y;
} COORD, *PCOORD;
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
typedef struct _CONSOLE_SELECTION_INFO {
DWORD dwFlags;
COORD dwSelectionAnchor;
SMALL_RECT srSelection;
} CONSOLE_SELECTION_INFO, *PCONSOLE_SELECTION_INFO;
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
typedef struct _CONSOLE_FONT_INFO {
DWORD nFont;
COORD dwFontSize;
} CONSOLE_FONT_INFO, *PCONSOLE_FONT_INFO;
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
typedef struct _CONSOLE_SCREEN_BUFFER_INFO {
COORD dwSize;
COORD dwCursorPosition;
WORD wAttributes;
SMALL_RECT srWindow;
COORD dwMaximumWindowSize;
} CONSOLE_SCREEN_BUFFER_INFO,*PCONSOLE_SCREEN_BUFFER_INFO;
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
/* Undocumented, see http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ */
#if defined(_WINGDI_) && !defined(NOGDI)
typedef struct _CONSOLE_GRAPHICS_BUFFER_INFO {
DWORD dwBitMapInfoLength;
LPBITMAPINFO lpBitMapInfo;
DWORD dwUsage; // DIB_PAL_COLORS or DIB_RGB_COLORS
HANDLE hMutex;
PVOID lpBitMap;
} CONSOLE_GRAPHICS_BUFFER_INFO, *PCONSOLE_GRAPHICS_BUFFER_INFO;
#endif
typedef BOOL(CALLBACK *PHANDLER_ROUTINE)(_In_ DWORD);
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
typedef struct _KEY_EVENT_RECORD {
BOOL bKeyDown;
WORD wRepeatCount;
WORD wVirtualKeyCode;
WORD wVirtualScanCode;
union {
WCHAR UnicodeChar;
CHAR AsciiChar;
} uChar;
DWORD dwControlKeyState;
}
#ifdef __GNUC__
/* gcc's alignment is not what win32 expects */
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
PACKED
#endif
KEY_EVENT_RECORD, *PKEY_EVENT_RECORD;
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
typedef struct _MOUSE_EVENT_RECORD {
COORD dwMousePosition;
DWORD dwButtonState;
DWORD dwControlKeyState;
DWORD dwEventFlags;
} MOUSE_EVENT_RECORD, *PMOUSE_EVENT_RECORD;
typedef struct _WINDOW_BUFFER_SIZE_RECORD {
COORD dwSize;
} WINDOW_BUFFER_SIZE_RECORD, *PWINDOW_BUFFER_SIZE_RECORD;
typedef struct _MENU_EVENT_RECORD {
UINT dwCommandId;
} MENU_EVENT_RECORD, *PMENU_EVENT_RECORD;
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
typedef struct _FOCUS_EVENT_RECORD {
BOOL bSetFocus;
} FOCUS_EVENT_RECORD, *PFOCUS_EVENT_RECORD;
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
typedef struct _INPUT_RECORD {
WORD EventType;
union {
KEY_EVENT_RECORD KeyEvent;
MOUSE_EVENT_RECORD MouseEvent;
WINDOW_BUFFER_SIZE_RECORD WindowBufferSizeEvent;
MENU_EVENT_RECORD MenuEvent;
FOCUS_EVENT_RECORD FocusEvent;
} Event;
} INPUT_RECORD, *PINPUT_RECORD;
#if (_WIN32_WINNT >= 0x0600)
typedef struct _CONSOLE_HISTORY_INFO {
UINT cbSize;
UINT HistoryBufferSize;
UINT NumberOfHistoryBuffers;
DWORD dwFlags;
} CONSOLE_HISTORY_INFO, *PCONSOLE_HISTORY_INFO;
typedef struct _CONSOLE_SCREEN_BUFFER_INFOEX {
ULONG cbSize;
COORD dwSize;
COORD dwCursorPosition;
WORD wAttributes;
SMALL_RECT srWindow;
COORD dwMaximumWindowSize;
WORD wPopupAttributes;
BOOL bFullscreenSupported;
COLORREF ColorTable[16];
} CONSOLE_SCREEN_BUFFER_INFOEX, *PCONSOLE_SCREEN_BUFFER_INFOEX;
#ifndef NOGDI
typedef struct _CONSOLE_FONT_INFOEX {
ULONG cbSize;
DWORD nFont;
COORD dwFontSize;
UINT FontFamily;
UINT FontWeight;
WCHAR FaceName[LF_FACESIZE];
} CONSOLE_FONT_INFOEX, *PCONSOLE_FONT_INFOEX;
#endif
#endif
BOOL WINAPI AllocConsole(VOID);
#if (_WIN32_WINNT >= 0x0501)
BOOL WINAPI AttachConsole(_In_ DWORD);
BOOL WINAPI AddConsoleAliasA(_In_ LPCSTR, _In_ LPCSTR, _In_ LPCSTR);
BOOL WINAPI AddConsoleAliasW(_In_ LPCWSTR, _In_ LPCWSTR, _In_ LPCWSTR);
DWORD
WINAPI
GetConsoleAliasA(
_In_ LPSTR Source,
_Out_writes_(TargetBufferLength) LPSTR TargetBuffer,
_In_ DWORD TargetBufferLength,
_In_ LPSTR ExeName);
DWORD
WINAPI
GetConsoleAliasW(
_In_ LPWSTR Source,
_Out_writes_(TargetBufferLength) LPWSTR TargetBuffer,
_In_ DWORD TargetBufferLength,
_In_ LPWSTR ExeName);
DWORD
WINAPI
GetConsoleAliasesA(
_Out_writes_(AliasBufferLength) LPSTR AliasBuffer,
_In_ DWORD AliasBufferLength,
_In_ LPSTR ExeName);
DWORD
WINAPI
GetConsoleAliasesW(
_Out_writes_(AliasBufferLength) LPWSTR AliasBuffer,
_In_ DWORD AliasBufferLength,
_In_ LPWSTR ExeName);
DWORD WINAPI GetConsoleAliasesLengthA(_In_ LPSTR ExeName);
DWORD WINAPI GetConsoleAliasesLengthW(_In_ LPWSTR ExeName);
DWORD
WINAPI
GetConsoleAliasExesA(
_Out_writes_(ExeNameBufferLength) LPSTR ExeNameBuffer,
_In_ DWORD ExeNameBufferLength);
DWORD
WINAPI
GetConsoleAliasExesW(
_Out_writes_(ExeNameBufferLength) LPWSTR ExeNameBuffer,
_In_ DWORD ExeNameBufferLength);
DWORD WINAPI GetConsoleAliasExesLengthA(VOID);
DWORD WINAPI GetConsoleAliasExesLengthW(VOID);
#endif
HANDLE
WINAPI
CreateConsoleScreenBuffer(
_In_ DWORD,
_In_ DWORD,
_In_opt_ CONST SECURITY_ATTRIBUTES*,
_In_ DWORD,
_Reserved_ LPVOID);
BOOL
WINAPI
FillConsoleOutputAttribute(
_In_ HANDLE,
_In_ WORD,
_In_ DWORD,
_In_ COORD,
_Out_ PDWORD);
BOOL
WINAPI
FillConsoleOutputCharacterA(
_In_ HANDLE,
_In_ CHAR,
_In_ DWORD,
_In_ COORD,
_Out_ PDWORD);
BOOL
WINAPI
FillConsoleOutputCharacterW(
_In_ HANDLE,
_In_ WCHAR,
_In_ DWORD,
_In_ COORD,
_Out_ PDWORD);
BOOL WINAPI FlushConsoleInputBuffer(_In_ HANDLE);
BOOL WINAPI FreeConsole(VOID);
BOOL WINAPI GenerateConsoleCtrlEvent(_In_ DWORD, _In_ DWORD);
UINT WINAPI GetConsoleCP(VOID);
BOOL WINAPI GetConsoleCursorInfo(_In_ HANDLE, _Out_ PCONSOLE_CURSOR_INFO);
BOOL WINAPI GetConsoleMode(_In_ HANDLE, _Out_ PDWORD);
UINT WINAPI GetConsoleOutputCP(VOID);
BOOL
WINAPI
GetConsoleScreenBufferInfo(
_In_ HANDLE,
_Out_ PCONSOLE_SCREEN_BUFFER_INFO);
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
/* Undocumented, see http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ */
BOOL WINAPI InvalidateConsoleDIBits(_In_ HANDLE, _In_ PSMALL_RECT);
DWORD
WINAPI
GetConsoleTitleA(
_Out_writes_(nSize) LPSTR lpConsoleTitle,
_In_ DWORD nSize);
DWORD
WINAPI
GetConsoleTitleW(
_Out_writes_(nSize) LPWSTR lpConsoleTitle,
_In_ DWORD nSize);
COORD
WINAPI
GetConsoleFontSize(
_In_ HANDLE hConsoleOutput,
_In_ DWORD nFont);
BOOL
WINAPI
GetCurrentConsoleFont(
_In_ HANDLE hConsoleOutput,
_In_ BOOL bMaximumWindow,
_Out_ PCONSOLE_FONT_INFO lpConsoleCurrentFont);
#if (_WIN32_WINNT >= 0x0500)
HWND WINAPI GetConsoleWindow(VOID);
BOOL WINAPI GetConsoleDisplayMode(_Out_ LPDWORD lpModeFlags);
BOOL
WINAPI
SetConsoleDisplayMode(
_In_ HANDLE hConsoleOutput,
_In_ DWORD dwFlags,
_Out_opt_ PCOORD lpNewScreenBufferDimensions);
#endif
COORD WINAPI GetLargestConsoleWindowSize(_In_ HANDLE);
BOOL WINAPI GetNumberOfConsoleInputEvents(_In_ HANDLE, _Out_ PDWORD);
BOOL WINAPI GetNumberOfConsoleMouseButtons(_Out_ PDWORD);
[CONSOLE.CPL-KERNEL32] Fix some compilation warnings with MSVC. [KERNEL32-CONSRV] - Implement console graphics screen buffers, as described in http://blog.airesoft.co.uk/2012/10/things-ms-can-do-that-they-dont-tell-you-about-console-graphics/ . The idea is that the console server creates a memory shared section to be shared with the client console application (it increases performance). A mutex is used to "say" to the console server that he can repaint the screen. The function InvalidateConsoleDIBits is implemented too. The definition of the structure CONSOLE_GRAPHICS_BUFFER_INFO comes directly from the site. - CreateConsoleScreenBuffer was modified to be able to create such buffers. This is needed for a working NTVDM-like application. [CONSRV] - Rework the console buffer structures so that text-mode buffers and graphics-mode buffers can "inherit" from an "abstract" structure, CONSOLE_SCREEN_BUFFER. Add few helper functions for manipulating them. - Reorganize the output code in "graphics.c" and "text.c" files to separate text-mode only code from graphics-mode only code, both in the console server and in the GUI front-end. Other fixes: - Fix mouse handling (left and right clicks when one goes away from the "Selection" mode); do not handle mouse signal when we reactivate the GUI front-end window by a click. - Fix GetLargestConsoleWindowSize API in console server side. Now pressing Alt+F9 in Far Manager to "change" the "video" mode works correctly. Finally: - Start to implement a (fake, i.e. not using directly a VGA driver) console fullscreen mode. Currently Alt-Enter key presses call a stub which just alternates DPRINTing between "switch to fullscreen mode" and "switch to windowed mode". Images here: - Example of an application (a 16-bit emulator by Mysoft) which uses the console graphics screen-buffer functionality: http://img577.imageshack.us/img577/1693/mysoftemulatorargon.png - A potpourri of console applications which use graphics screen-buffers: http://img571.imageshack.us/img571/6526/consoledelirium.png Enjoy :) svn path=/trunk/; revision=59099
2013-05-29 00:29:07 +00:00
_Success_(return != 0)
BOOL
WINAPI PeekConsoleInputA(
_In_ HANDLE hConsoleInput,
_Out_writes_(nLength) PINPUT_RECORD lpBuffer,
_In_ DWORD nLength,
_Out_ LPDWORD lpNumberOfEventsRead);
_Success_(return != 0)
BOOL
WINAPI
PeekConsoleInputW(
_In_ HANDLE hConsoleInput,
_Out_writes_(nLength) PINPUT_RECORD lpBuffer,
_In_ DWORD nLength,
_Out_ LPDWORD lpNumberOfEventsRead);
_Success_(return != 0)
BOOL
WINAPI
ReadConsoleA(
_In_ HANDLE hConsoleInput,
_Out_writes_bytes_to_(nNumberOfCharsToRead * sizeof(CHAR), *lpNumberOfCharsRead * sizeof(CHAR)) LPVOID lpBuffer,
_In_ DWORD nNumberOfCharsToRead,
_Out_ _Deref_out_range_(<= , nNumberOfCharsToRead) LPDWORD lpNumberOfCharsRead,
_In_opt_ PCONSOLE_READCONSOLE_CONTROL pInputControl);
_Success_(return != 0)
BOOL
WINAPI
ReadConsoleW(
_In_ HANDLE hConsoleInput,
_Out_writes_bytes_to_(nNumberOfCharsToRead * sizeof(WCHAR), *lpNumberOfCharsRead * sizeof(WCHAR)) LPVOID lpBuffer,
_In_ DWORD nNumberOfCharsToRead,
_Out_ _Deref_out_range_(<= , nNumberOfCharsToRead) LPDWORD lpNumberOfCharsRead,
_In_opt_ PCONSOLE_READCONSOLE_CONTROL pInputControl);
_Success_(return != 0)
BOOL
WINAPI
ReadConsoleInputA(
_In_ HANDLE hConsoleInput,
_Out_writes_to_(nLength, *lpNumberOfEventsRead) PINPUT_RECORD lpBuffer,
_In_ DWORD nLength,
_Out_ _Deref_out_range_(<= , nLength) LPDWORD lpNumberOfEventsRead);
_Success_(return != 0)
BOOL
WINAPI
ReadConsoleInputW(
_In_ HANDLE hConsoleInput,
_Out_writes_to_(nLength, *lpNumberOfEventsRead) PINPUT_RECORD lpBuffer,
_In_ DWORD nLength,
_Out_ _Deref_out_range_(<= , nLength) LPDWORD lpNumberOfEventsRead);
_Success_(return != 0)
BOOL
WINAPI
ReadConsoleInputExA(
_In_ HANDLE hConsoleInput,
_Out_writes_to_(nLength, *lpNumberOfEventsRead) PINPUT_RECORD lpBuffer,
_In_ DWORD nLength,
_Out_ _Deref_out_range_(<= , nLength) LPDWORD lpNumberOfEventsRead,
_In_ WORD wFlags);
_Success_(return != 0)
BOOL
WINAPI
ReadConsoleInputExW(
_In_ HANDLE hConsoleInput,
_Out_writes_to_(nLength, *lpNumberOfEventsRead) PINPUT_RECORD lpBuffer,
_In_ DWORD nLength,
_Out_ _Deref_out_range_(<= , nLength) LPDWORD lpNumberOfEventsRead,
_In_ WORD wFlags);
BOOL
WINAPI
ReadConsoleOutputAttribute(
_In_ HANDLE hConsoleOutput,
_Out_writes_(nLength) LPWORD lpAttribute,
_In_ DWORD nLength,
_In_ COORD dwReadCoord,
_Out_ LPDWORD lpNumberOfAttrsRead);
BOOL
WINAPI
ReadConsoleOutputCharacterA(
_In_ HANDLE hConsoleOutput,
_Out_writes_(nLength) LPSTR lpCharacter,
_In_ DWORD nLength,
_In_ COORD dwReadCoord,
_Out_ LPDWORD lpNumberOfCharsRead);
BOOL
WINAPI
ReadConsoleOutputCharacterW(
_In_ HANDLE hConsoleOutput,
_Out_writes_(nLength) LPWSTR lpCharacter,
_In_ DWORD nLength,
_In_ COORD dwReadCoord,
_Out_ LPDWORD lpNumberOfCharsRead);
BOOL
WINAPI
ReadConsoleOutputA(
_In_ HANDLE hConsoleOutput,
_Out_writes_(dwBufferSize.X * dwBufferSize.Y) PCHAR_INFO lpBuffer,
_In_ COORD dwBufferSize,
_In_ COORD dwBufferCoord,
_Inout_ PSMALL_RECT lpReadRegion);
BOOL
WINAPI
ReadConsoleOutputW(
_In_ HANDLE hConsoleOutput,
_Out_writes_(dwBufferSize.X * dwBufferSize.Y) PCHAR_INFO lpBuffer,
_In_ COORD dwBufferSize,
_In_ COORD dwBufferCoord,
_Inout_ PSMALL_RECT lpReadRegion);
BOOL
WINAPI
ScrollConsoleScreenBufferA(
_In_ HANDLE,
_In_ const SMALL_RECT*,
_In_opt_ const SMALL_RECT*,
_In_ COORD,
_In_ const CHAR_INFO*);
BOOL
WINAPI
ScrollConsoleScreenBufferW(
_In_ HANDLE,
_In_ const SMALL_RECT*,
_In_opt_ const SMALL_RECT*,
_In_ COORD,
_In_ const CHAR_INFO*);
BOOL WINAPI SetConsoleActiveScreenBuffer(_In_ HANDLE);
BOOL WINAPI SetConsoleCP(_In_ UINT);
BOOL WINAPI SetConsoleCtrlHandler(_In_opt_ PHANDLER_ROUTINE, _In_ BOOL);
BOOL WINAPI SetConsoleCursorInfo(_In_ HANDLE, _In_ const CONSOLE_CURSOR_INFO*);
BOOL WINAPI SetConsoleCursorPosition(_In_ HANDLE, _In_ COORD);
BOOL WINAPI SetConsoleMode(_In_ HANDLE, _In_ DWORD);
BOOL WINAPI SetConsoleOutputCP(_In_ UINT);
BOOL WINAPI SetConsoleScreenBufferSize(_In_ HANDLE, _In_ COORD);
BOOL WINAPI SetConsoleTextAttribute(_In_ HANDLE, _In_ WORD);
BOOL WINAPI SetConsoleTitleA(_In_ LPCSTR);
BOOL WINAPI SetConsoleTitleW(_In_ LPCWSTR);
BOOL
WINAPI
SetConsoleWindowInfo(
_In_ HANDLE,
_In_ BOOL,
_In_ const SMALL_RECT*);
/* Undocumented, see http://undoc.airesoft.co.uk/kernel32.dll/ConsoleMenuControl.php */
HMENU WINAPI ConsoleMenuControl(_In_ HANDLE, _In_ DWORD, _In_ DWORD);
/* Undocumented */
BOOL WINAPI SetConsoleMenuClose(_In_ BOOL);
/* Undocumented, see http://undoc.airesoft.co.uk/kernel32.dll/SetConsoleCursor.php */
BOOL WINAPI SetConsoleCursor(_In_ HANDLE, _In_ HCURSOR);
/* Undocumented, see http://undoc.airesoft.co.uk/kernel32.dll/ShowConsoleCursor.php */
INT WINAPI ShowConsoleCursor(_In_ HANDLE, _In_ BOOL);
/* Undocumented */
BOOL WINAPI SetConsoleIcon(_In_ HICON);
/* Undocumented, see http://comments.gmane.org/gmane.comp.lang.harbour.devel/27844 */
BOOL WINAPI SetConsolePalette(_In_ HANDLE, _In_ HPALETTE, _In_ UINT);
/* Undocumented */
BOOL WINAPI CloseConsoleHandle(_In_ HANDLE);
/* Undocumented */
HANDLE WINAPI GetConsoleInputWaitHandle(VOID);
/* Undocumented */
BOOL WINAPI VerifyConsoleIoHandle(_In_ HANDLE);
/* Undocumented */
BOOL
WINAPI
RegisterConsoleVDM(_In_ DWORD, _In_ HANDLE, _In_ HANDLE, _In_ HANDLE, _In_ DWORD,
_Out_ LPDWORD, _Out_ PVOID*, _In_ PVOID, _In_ DWORD, _In_ COORD,
_Out_ PVOID*);
BOOL
WINAPI
WriteConsoleA(
_In_ HANDLE hConsoleOutput,
_In_reads_(nNumberOfCharsToWrite) CONST VOID *lpBuffer,
_In_ DWORD nNumberOfCharsToWrite,
_Out_opt_ LPDWORD lpNumberOfCharsWritten,
_Reserved_ LPVOID lpReserved);
BOOL
WINAPI
WriteConsoleW(
_In_ HANDLE hConsoleOutput,
_In_reads_(nNumberOfCharsToWrite) CONST VOID *lpBuffer,
_In_ DWORD nNumberOfCharsToWrite,
_Out_opt_ LPDWORD lpNumberOfCharsWritten,
_Reserved_ LPVOID lpReserved);
BOOL
WINAPI
WriteConsoleInputA(
_In_ HANDLE hConsoleInput,
_In_reads_(nLength) CONST INPUT_RECORD *lpBuffer,
_In_ DWORD nLength,
_Out_ LPDWORD lpNumberOfEventsWritten);
BOOL
WINAPI
WriteConsoleInputW(
_In_ HANDLE hConsoleInput,
_In_reads_(nLength) CONST INPUT_RECORD *lpBuffer,
_In_ DWORD nLength,
_Out_ LPDWORD lpNumberOfEventsWritten);
BOOL
WINAPI
WriteConsoleInputVDMA(
_In_ HANDLE hConsoleInput,
_In_reads_(nLength) CONST INPUT_RECORD *lpBuffer,
_In_ DWORD nLength,
_Out_ LPDWORD lpNumberOfEventsWritten);
BOOL
WINAPI
WriteConsoleInputVDMW(
_In_ HANDLE hConsoleInput,
_In_reads_(nLength) CONST INPUT_RECORD *lpBuffer,
_In_ DWORD nLength,
_Out_ LPDWORD lpNumberOfEventsWritten);
BOOL
WINAPI
WriteConsoleOutputA(
_In_ HANDLE hConsoleOutput,
_In_reads_(dwBufferSize.X * dwBufferSize.Y) CONST CHAR_INFO *lpBuffer,
_In_ COORD dwBufferSize,
_In_ COORD dwBufferCoord,
_Inout_ PSMALL_RECT lpWriteRegion);
BOOL
WINAPI
WriteConsoleOutputW(
_In_ HANDLE hConsoleOutput,
_In_reads_(dwBufferSize.X * dwBufferSize.Y) CONST CHAR_INFO *lpBuffer,
_In_ COORD dwBufferSize,
_In_ COORD dwBufferCoord,
_Inout_ PSMALL_RECT lpWriteRegion);
BOOL
WINAPI
WriteConsoleOutputAttribute(
_In_ HANDLE hConsoleOutput,
_In_reads_(nLength) CONST WORD *lpAttribute,
_In_ DWORD nLength,
_In_ COORD dwWriteCoord,
_Out_ LPDWORD lpNumberOfAttrsWritten);
BOOL
WINAPI
WriteConsoleOutputCharacterA(
_In_ HANDLE hConsoleOutput,
_In_reads_(nLength) LPCSTR lpCharacter,
_In_ DWORD nLength,
_In_ COORD dwWriteCoord,
_Out_ LPDWORD lpNumberOfCharsWritten);
BOOL
WINAPI
WriteConsoleOutputCharacterW(
_In_ HANDLE hConsoleOutput,
_In_reads_(nLength) LPCWSTR lpCharacter,
_In_ DWORD nLength,
_In_ COORD dwWriteCoord,
_Out_ LPDWORD lpNumberOfCharsWritten);
#ifdef UNICODE
#define AddConsoleAlias AddConsoleAliasW
#define GetConsoleAlias GetConsoleAliasW
#define GetConsoleAliases GetConsoleAliasesW
#define GetConsoleAliasesLength GetConsoleAliasesLengthW
#define GetConsoleAliasExes GetConsoleAliasExesW
#define GetConsoleAliasExesLength GetConsoleAliasExesLengthW
#define GetConsoleTitle GetConsoleTitleW
#define PeekConsoleInput PeekConsoleInputW
#define ReadConsole ReadConsoleW
#define ReadConsoleInput ReadConsoleInputW
#define ReadConsoleInputEx ReadConsoleInputExW
#define ReadConsoleOutput ReadConsoleOutputW
#define ReadConsoleOutputCharacter ReadConsoleOutputCharacterW
#define ScrollConsoleScreenBuffer ScrollConsoleScreenBufferW
#define SetConsoleTitle SetConsoleTitleW
#define WriteConsole WriteConsoleW
#define WriteConsoleInput WriteConsoleInputW
#define WriteConsoleInputVDM WriteConsoleInputVDMW
#define WriteConsoleOutput WriteConsoleOutputW
#define FillConsoleOutputCharacter FillConsoleOutputCharacterW
#define WriteConsoleOutputCharacter WriteConsoleOutputCharacterW
#else
#define AddConsoleAlias AddConsoleAliasA
#define GetConsoleAlias GetConsoleAliasA
#define GetConsoleAliases GetConsoleAliasesA
#define GetConsoleAliasesLength GetConsoleAliasesLengthA
#define GetConsoleAliasExes GetConsoleAliasExesA
#define GetConsoleAliasExesLength GetConsoleAliasExesLengthA
#define GetConsoleTitle GetConsoleTitleA
#define PeekConsoleInput PeekConsoleInputA
#define ReadConsole ReadConsoleA
#define ReadConsoleInput ReadConsoleInputA
#define ReadConsoleInputEx ReadConsoleInputExA
#define ReadConsoleOutput ReadConsoleOutputA
#define ReadConsoleOutputCharacter ReadConsoleOutputCharacterA
#define ScrollConsoleScreenBuffer ScrollConsoleScreenBufferA
#define SetConsoleTitle SetConsoleTitleA
#define WriteConsole WriteConsoleA
#define WriteConsoleInput WriteConsoleInputA
#define WriteConsoleInputVDM WriteConsoleInputVDMA
#define WriteConsoleOutput WriteConsoleOutputA
#define FillConsoleOutputCharacter FillConsoleOutputCharacterA
#define WriteConsoleOutputCharacter WriteConsoleOutputCharacterA
#endif
modified include/crt/_mingw.h No "restrict" support in Visual C++ (and __restrict isn't the same thing) modified include/crt/stdarg.h Really fix stdarg.h this time modified include/crt/wchar.h modified include/psdk/dde.h modified include/psdk/mmsystem.h modified include/psdk/prsht.h modified include/psdk/rpcndr.h modified include/psdk/shellapi.h modified include/psdk/winbase.h modified include/psdk/wincon.h modified include/psdk/wincrypt.h modified include/psdk/windef.h modified include/psdk/wingdi.h modified include/psdk/winioctl.h modified include/psdk/winnetwk.h modified include/psdk/winnls.h modified include/psdk/winnt.h modified include/psdk/winperf.h modified include/psdk/winsmcrd.h modified include/psdk/winsock2.h modified include/psdk/winspool.h modified include/psdk/winuser.h modified include/psdk/wtypes.idl modified include/reactos/mingw-w64/internal.h modified include/reactos/mingw-w64/oscalls.h Disable some unavoidable warnings in Visual C++ modified include/psdk/poppack.h modified include/psdk/pshpack1.h modified include/psdk/pshpack2.h modified include/psdk/pshpack4.h modified include/psdk/pshpack8.h modified include/psdk/pshpck16.h modified include/psdk/windows.h modified include/psdk/winsock2.h Check that defines are defined before testing their value modified include/psdk/rpcasync.h modified include/psdk/rpcdce.h Visual C++ doesn't support functions without a prototype anymore, and RPC_AUTH_KEY_RETRIEVAL_FN has a documented prototype anyway modified include/psdk/winnt.h WIN32_WINNT -> _WIN32_WINNT svn path=/trunk/; revision=41434
2009-06-17 11:18:51 +00:00
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#ifdef __cplusplus
}
#endif
#endif /* _WINCON_H */