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[NTVDM]: Improve the console resize algorithm.
svn path=/trunk/; revision=69822
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e1876fb513
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@ -460,6 +460,93 @@ static VOID VgaUpdateCursorPosition(VOID)
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VgaUpdateTextCursor();
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}
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static VOID ResizeTextConsole(PCOORD Resolution, PSMALL_RECT WindowSize OPTIONAL)
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{
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BOOL Success;
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SMALL_RECT ConRect;
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SHORT oldWidth, oldHeight;
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/*
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* Use this trick to effectively resize the console buffer and window,
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* because:
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* - SetConsoleScreenBufferSize fails if the new console screen buffer size
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* is smaller than the current console window size, and:
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* - SetConsoleWindowInfo fails if the new console window size is larger
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* than the current console screen buffer size.
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*/
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/* Retrieve the latest console information */
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GetConsoleScreenBufferInfo(TextConsoleBuffer, &ConsoleInfo);
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oldWidth = ConsoleInfo.srWindow.Right - ConsoleInfo.srWindow.Left + 1;
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oldHeight = ConsoleInfo.srWindow.Bottom - ConsoleInfo.srWindow.Top + 1;
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/*
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* If the current console window is too large to hold the full contents
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* of the new screen buffer, resize it first.
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*/
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if (oldWidth > Resolution->X || oldHeight > Resolution->Y)
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{
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//
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// NOTE: This is not a problem if we move the window back to (0,0)
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// because when we resize the screen buffer, the window will move back
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// to where the cursor is. Or, if the screen buffer is not resized,
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// when we readjust again the window, we will move back to a correct
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// position. This is what we wanted after all...
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//
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ConRect.Left = ConRect.Top = 0;
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ConRect.Right = ConRect.Left + min(oldWidth , Resolution->X) - 1;
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ConRect.Bottom = ConRect.Top + min(oldHeight, Resolution->Y) - 1;
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Success = SetConsoleWindowInfo(TextConsoleBuffer, TRUE, &ConRect);
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if (!Success) DPRINT1("(resize) SetConsoleWindowInfo(1) failed with error %d\n", GetLastError());
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}
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/* Resize the screen buffer if needed */
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if (Resolution->X != ConsoleInfo.dwSize.X || Resolution->Y != ConsoleInfo.dwSize.Y)
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{
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/*
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* SetConsoleScreenBufferSize automatically takes into account the current
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* cursor position when it computes starting which row it should copy text
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* when resizing the sceenbuffer, and scrolls the console window such that
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* the cursor is placed in it again. We therefore do not need to care about
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* the cursor position and do the maths ourselves.
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*/
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Success = SetConsoleScreenBufferSize(TextConsoleBuffer, *Resolution);
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if (!Success) DPRINT1("(resize) SetConsoleScreenBufferSize failed with error %d\n", GetLastError());
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/*
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* Setting a new screen buffer size can change other information,
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* so update the saved console information.
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*/
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GetConsoleScreenBufferInfo(TextConsoleBuffer, &ConsoleInfo);
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}
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if (!WindowSize)
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{
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ConRect.Left = 0;
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ConRect.Right = ConRect.Left + Resolution->X - 1;
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ConRect.Bottom = max(ConsoleInfo.dwCursorPosition.Y, Resolution->Y - 1);
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ConRect.Top = ConRect.Bottom - Resolution->Y + 1;
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// NOTE: We may take ConsoleInfo.dwMaximumWindowSize into account
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}
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else
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{
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ConRect.Left = ConRect.Top = 0;
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ConRect.Right = ConRect.Left + WindowSize->Right - WindowSize->Left;
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ConRect.Bottom = ConRect.Top + WindowSize->Bottom - WindowSize->Top ;
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}
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Success = SetConsoleWindowInfo(TextConsoleBuffer, TRUE, &ConRect);
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if (!Success) DPRINT1("(resize) SetConsoleWindowInfo(2) failed with error %d\n", GetLastError());
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/* Update the saved console information */
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GetConsoleScreenBufferInfo(TextConsoleBuffer, &ConsoleInfo);
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}
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static BOOL VgaAttachToConsoleInternal(PCOORD Resolution)
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{
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BOOL Success;
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@ -484,7 +571,7 @@ static BOOL VgaAttachToConsoleInternal(PCOORD Resolution)
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* Windows 2k3 winsrv.dll calls NtVdmControl(VdmQueryVdmProcess == 14, &ConsoleHandle);
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* in the two following APIs:
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* SrvRegisterConsoleVDM (corresponding Win32 API: RegisterConsoleVDM)
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* SrvVDMConsoleOperation (corresponding Win32 API: ??)
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* SrvVDMConsoleOperation (corresponding Win32 API: VDMConsoleOperation)
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* to check whether the current process is a VDM process, and fails otherwise
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* with the error 0xC0000022 (STATUS_ACCESS_DENIED).
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*
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@ -520,28 +607,8 @@ static BOOL VgaAttachToConsoleInternal(PCOORD Resolution)
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ASSERT(CharBuff);
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#endif
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/* Retrieve the latest console information */
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GetConsoleScreenBufferInfo(TextConsoleBuffer, &ConsoleInfo);
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/* Resize the console */
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ConRect.Left = 0;
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ConRect.Right = ConRect.Left + Resolution->X - 1;
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ConRect.Bottom = max(ConsoleInfo.dwCursorPosition.Y, Resolution->Y - 1);
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ConRect.Top = ConRect.Bottom - Resolution->Y + 1;
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/*
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* Use this trick to effectively resize the console buffer and window,
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* because:
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* - SetConsoleScreenBufferSize fails if the new console screen buffer size
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* is smaller than the current console window size, and:
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* - SetConsoleWindowInfo fails if the new console window size is larger
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* than the current console screen buffer size.
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*/
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Success = SetConsoleScreenBufferSize(TextConsoleBuffer, *Resolution);
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DPRINT1("(attach) SetConsoleScreenBufferSize(1) %s with error %d\n", Success ? "succeeded" : "failed", GetLastError());
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Success = SetConsoleWindowInfo(TextConsoleBuffer, TRUE, &ConRect);
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DPRINT1("(attach) SetConsoleWindowInfo %s with error %d\n", Success ? "succeeded" : "failed", GetLastError());
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Success = SetConsoleScreenBufferSize(TextConsoleBuffer, *Resolution);
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DPRINT1("(attach) SetConsoleScreenBufferSize(2) %s with error %d\n", Success ? "succeeded" : "failed", GetLastError());
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ResizeTextConsole(Resolution, NULL);
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/* Update the saved console information */
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GetConsoleScreenBufferInfo(TextConsoleBuffer, &ConsoleInfo);
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@ -1095,7 +1162,7 @@ static BOOL VgaEnterTextMode(PCOORD Resolution)
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* we get the default palette and our external behaviour is
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* just like Windows' one), but it should success on ReactOS
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* (so that we get console palette changes even for text-mode
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* screen-buffers, which is a new feature on ReactOS).
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* screen buffers, which is a new feature on ReactOS).
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*/
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SetConsolePalette(TextConsoleBuffer,
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TextPaletteHandle,
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@ -1542,7 +1609,7 @@ static VOID VgaUpdateTextCursor(VOID)
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Position.X = (SHORT)(Location % ScanlineSize);
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Position.Y = (SHORT)(Location / ScanlineSize);
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DPRINT("VgaUpdateTextCursor: X = %d ; Y = %d\n", Position.X, Position.Y);
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DPRINT("VgaUpdateTextCursor: (X = %d ; Y = %d)\n", Position.X, Position.Y);
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/* Update the physical cursor */
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SetConsoleCursorInfo(TextConsoleBuffer, &CursorInfo);
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@ -2338,7 +2405,42 @@ VOID VgaWriteTextModeFont(UINT FontNumber, CONST UCHAR* FontData, UINT Height)
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VOID ScreenEventHandler(PWINDOW_BUFFER_SIZE_RECORD ScreenEvent)
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{
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DPRINT1("Screen events not handled\n");
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/*
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* This function monitors and allows console resizings only if they are triggered by us.
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* User-driven resizings via the console properties, or programmatical console resizings
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* made by explicit calls to SetConsoleScreenBufferSize by external applications, are forbidden.
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* In that case only a console window resize is done in case the size is reduced.
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* This protection is enabled in CONSRV side when NTVDM registers as a VDM to CONSRV,
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* but we also implement it there in case we are running in STANDALONE mode without
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* CONSRV registration.
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*
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* The only potential problem we have is that, when this handler is called,
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* the console is already resized. In case this corresponds to a forbidden resize,
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* we resize the console back to its original size from inside the handler.
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* This will trigger a recursive call to the handler, that should be detected.
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*/
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if (CurrResolution.X == ScreenEvent->dwSize.X &&
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CurrResolution.Y == ScreenEvent->dwSize.Y)
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{
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/* Allowed resize, we are OK */
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return;
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}
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DPRINT1("ScreenEventHandler - Detected forbidden resize! Reset console screenbuffer size back to (X = %d ; Y = %d)\n", CurrResolution.X, CurrResolution.Y);
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// FIXME: If we're detaching, then stop monitoring for changes!!
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/* Restore the original console size */
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ResizeTextConsole(&CurrResolution, NULL);
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/* Force refresh of all the screen */
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NeedsUpdate = TRUE;
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UpdateRectangle.Left = 0;
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UpdateRectangle.Top = 0;
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UpdateRectangle.Right = CurrResolution.X;
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UpdateRectangle.Bottom = CurrResolution.Y;
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VgaRefreshDisplay();
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}
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BOOL VgaAttachToConsole(VOID)
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@ -2384,10 +2486,6 @@ BOOL VgaAttachToConsole(VOID)
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VOID VgaDetachFromConsole(VOID)
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{
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BOOL Success;
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SMALL_RECT ConRect;
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VgaDetachFromConsoleInternal();
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/* Save the screen state */
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@ -2401,16 +2499,7 @@ VOID VgaDetachFromConsole(VOID)
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ConsoleFramebuffer = NULL;
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/* Restore the original console size */
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ConRect.Left = ConRect.Top = 0;
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ConRect.Right = ConRect.Left + OrgConsoleBufferInfo.srWindow.Right - OrgConsoleBufferInfo.srWindow.Left;
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ConRect.Bottom = ConRect.Top + OrgConsoleBufferInfo.srWindow.Bottom - OrgConsoleBufferInfo.srWindow.Top ;
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/* See the following trick explanation in VgaAttachToConsoleInternal */
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Success = SetConsoleScreenBufferSize(TextConsoleBuffer, OrgConsoleBufferInfo.dwSize);
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DPRINT1("(detach) SetConsoleScreenBufferSize(1) %s with error %d\n", Success ? "succeeded" : "failed", GetLastError());
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Success = SetConsoleWindowInfo(TextConsoleBuffer, TRUE, &ConRect);
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DPRINT1("(detach) SetConsoleWindowInfo %s with error %d\n", Success ? "succeeded" : "failed", GetLastError());
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Success = SetConsoleScreenBufferSize(TextConsoleBuffer, OrgConsoleBufferInfo.dwSize);
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DPRINT1("(detach) SetConsoleScreenBufferSize(2) %s with error %d\n", Success ? "succeeded" : "failed", GetLastError());
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ResizeTextConsole(&OrgConsoleBufferInfo.dwSize, &OrgConsoleBufferInfo.srWindow);
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/* Restore the original cursor shape */
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SetConsoleCursorInfo(TextConsoleBuffer, &OrgConsoleCursorInfo);
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