reactos/base/setup/usetup/consup.c
Joachim Henze 3178252fa7 [0.4.13][USETUP] Do a trick to avoid visual "blinking" during screen clearing (#3255)
CORE-17312

Hide everything under the same foreground & background colors, so that
the actual color and text blanking reset does not create a visual "blinking".
Then, blank the text and finally reset the actual foreground &
background colors.

We do this because we cannot do the screen scrolling trick that would
allow to change both the text and the colors at the same time (the
function is currently not available in our console "emulation" layer).

The issue was unhidden when we introduced the red progress bar in
0.4.11-dev-111-g e5c0bfacf1

Fix picked from 0.4.15-dev-1078-g 434fa562ce
2021-01-15 16:07:30 +01:00

837 lines
15 KiB
C

/*
* ReactOS kernel
* Copyright (C) 2002 ReactOS Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
* COPYRIGHT: See COPYING in the top level directory
* PROJECT: ReactOS text-mode setup
* FILE: base/setup/usetup/consup.c
* PURPOSE: Console support functions
* PROGRAMMER:
*/
/* INCLUDES ******************************************************************/
#include <usetup.h>
#define NDEBUG
#include <debug.h>
/* GLOBALS ******************************************************************/
HANDLE StdInput = INVALID_HANDLE_VALUE;
HANDLE StdOutput = INVALID_HANDLE_VALUE;
SHORT xScreen = 0;
SHORT yScreen = 0;
/* FUNCTIONS *****************************************************************/
BOOLEAN
CONSOLE_Init(
VOID)
{
CONSOLE_SCREEN_BUFFER_INFO csbi;
if (!AllocConsole())
return FALSE;
StdInput = GetStdHandle(STD_INPUT_HANDLE);
StdOutput = GetStdHandle(STD_OUTPUT_HANDLE);
if (!GetConsoleScreenBufferInfo(StdOutput, &csbi))
return FALSE;
xScreen = csbi.dwSize.X;
yScreen = csbi.dwSize.Y;
return TRUE;
}
VOID
CONSOLE_ConInKey(
OUT PINPUT_RECORD Buffer)
{
DWORD Read;
while (TRUE)
{
/* Wait for a key press */
ReadConsoleInput(StdInput, Buffer, 1, &Read);
if ((Buffer->EventType == KEY_EVENT) &&
(Buffer->Event.KeyEvent.bKeyDown != FALSE))
{
break;
}
}
}
BOOLEAN
CONSOLE_ConInKeyPeek(
OUT PINPUT_RECORD Buffer)
{
DWORD Read = 0;
while (TRUE)
{
/* Try to get a key press without blocking */
if (!PeekConsoleInput(StdInput, Buffer, 1, &Read))
return FALSE;
if (Read == 0)
return FALSE;
/* Consume it */
ReadConsoleInput(StdInput, Buffer, 1, &Read);
if ((Buffer->EventType == KEY_EVENT) &&
(Buffer->Event.KeyEvent.bKeyDown != FALSE))
{
return TRUE;
}
}
}
VOID
CONSOLE_ConOutChar(
IN CHAR c)
{
DWORD Written;
WriteConsole(
StdOutput,
&c,
1,
&Written,
NULL);
}
VOID
CONSOLE_ConOutPuts(
IN LPCSTR szText)
{
DWORD Written;
WriteConsole(
StdOutput,
szText,
(ULONG)strlen(szText),
&Written,
NULL);
WriteConsole(
StdOutput,
"\n",
1,
&Written,
NULL);
}
VOID
CONSOLE_ConOutPrintfV(
IN LPCSTR szFormat,
IN va_list args)
{
CHAR szOut[256];
DWORD dwWritten;
vsprintf(szOut, szFormat, args);
WriteConsole(
StdOutput,
szOut,
(ULONG)strlen(szOut),
&dwWritten,
NULL);
}
VOID
__cdecl
CONSOLE_ConOutPrintf(
IN LPCSTR szFormat,
...)
{
va_list arg_ptr;
va_start(arg_ptr, szFormat);
CONSOLE_ConOutPrintfV(szFormat, arg_ptr);
va_end(arg_ptr);
}
BOOL
CONSOLE_Flush(VOID)
{
return FlushConsoleInputBuffer(StdInput);
}
VOID
CONSOLE_GetCursorXY(
PSHORT x,
PSHORT y)
{
CONSOLE_SCREEN_BUFFER_INFO csbi;
GetConsoleScreenBufferInfo(GetStdHandle(STD_OUTPUT_HANDLE), &csbi);
*x = csbi.dwCursorPosition.X;
*y = csbi.dwCursorPosition.Y;
}
SHORT
CONSOLE_GetCursorX(VOID)
{
CONSOLE_SCREEN_BUFFER_INFO csbi;
GetConsoleScreenBufferInfo(StdOutput, &csbi);
return csbi.dwCursorPosition.X;
}
SHORT
CONSOLE_GetCursorY(VOID)
{
CONSOLE_SCREEN_BUFFER_INFO csbi;
GetConsoleScreenBufferInfo(StdOutput, &csbi);
return csbi.dwCursorPosition.Y;
}
VOID
CONSOLE_SetCursorType(
IN BOOL bInsert,
IN BOOL bVisible)
{
CONSOLE_CURSOR_INFO cci;
cci.dwSize = bInsert ? 10 : 99;
cci.bVisible = bVisible;
SetConsoleCursorInfo(StdOutput, &cci);
}
VOID
CONSOLE_SetCursorXY(
IN SHORT x,
IN SHORT y)
{
COORD coPos;
coPos.X = x;
coPos.Y = y;
SetConsoleCursorPosition(StdOutput, coPos);
}
VOID
CONSOLE_ClearScreen(VOID)
{
COORD coPos;
DWORD Written;
coPos.X = 0;
coPos.Y = 0;
/*
* Hide everything under the same foreground & background colors, so that
* the actual color and text blanking reset does not create a visual "blinking".
* We do this because we cannot do the screen scrolling trick that would
* allow to change both the text and the colors at the same time (the
* function is currently not available in our console "emulation" layer).
*/
FillConsoleOutputAttribute(StdOutput,
FOREGROUND_BLUE | BACKGROUND_BLUE,
xScreen * yScreen,
coPos,
&Written);
/* Blank the text */
FillConsoleOutputCharacterA(StdOutput,
' ',
xScreen * yScreen,
coPos,
&Written);
/* Reset the actual foreground & background colors */
FillConsoleOutputAttribute(StdOutput,
FOREGROUND_WHITE | BACKGROUND_BLUE,
xScreen * yScreen,
coPos,
&Written);
}
VOID
CONSOLE_InvertTextXY(
IN SHORT x,
IN SHORT y,
IN SHORT col,
IN SHORT row)
{
COORD coPos;
DWORD Written;
for (coPos.Y = y; coPos.Y < y + row; coPos.Y++)
{
coPos.X = x;
FillConsoleOutputAttribute(
StdOutput,
FOREGROUND_BLUE | BACKGROUND_WHITE,
col,
coPos,
&Written);
}
}
VOID
CONSOLE_NormalTextXY(
IN SHORT x,
IN SHORT y,
IN SHORT col,
IN SHORT row)
{
COORD coPos;
DWORD Written;
for (coPos.Y = y; coPos.Y < y + row; coPos.Y++)
{
coPos.X = x;
FillConsoleOutputAttribute(
StdOutput,
FOREGROUND_WHITE | BACKGROUND_BLUE,
col,
coPos,
&Written);
}
}
VOID
CONSOLE_SetTextXY(
IN SHORT x,
IN SHORT y,
IN LPCSTR Text)
{
COORD coPos;
DWORD Written;
coPos.X = x;
coPos.Y = y;
WriteConsoleOutputCharacterA(
StdOutput,
Text,
(ULONG)strlen(Text),
coPos,
&Written);
}
static
VOID
CONSOLE_ClearTextXY(IN SHORT x,
IN SHORT y,
IN SHORT Length)
{
COORD coPos;
DWORD Written;
coPos.X = x;
coPos.Y = y;
FillConsoleOutputCharacterA(StdOutput,
' ',
Length,
coPos,
&Written);
}
VOID
CONSOLE_SetInputTextXY(
IN SHORT x,
IN SHORT y,
IN SHORT len,
IN LPCWSTR Text)
{
COORD coPos;
SHORT Length;
DWORD Written;
coPos.X = x;
coPos.Y = y;
Length = (SHORT)wcslen(Text);
if (Length > len - 1)
Length = len - 1;
FillConsoleOutputAttribute(
StdOutput,
BACKGROUND_WHITE,
len,
coPos,
&Written);
WriteConsoleOutputCharacterW(
StdOutput,
Text,
(ULONG)Length,
coPos,
&Written);
coPos.X += Length;
if (len > Length)
{
FillConsoleOutputCharacterA(
StdOutput,
' ',
len - Length,
coPos,
&Written);
}
}
VOID
CONSOLE_SetUnderlinedTextXY(
IN SHORT x,
IN SHORT y,
IN LPCSTR Text)
{
COORD coPos;
DWORD Length;
DWORD Written;
coPos.X = x;
coPos.Y = y;
Length = (ULONG)strlen(Text);
WriteConsoleOutputCharacterA(
StdOutput,
Text,
Length,
coPos,
&Written);
coPos.Y++;
FillConsoleOutputCharacterA(
StdOutput,
0xCD,
Length,
coPos,
&Written);
}
VOID
CONSOLE_SetStatusTextXV(
IN SHORT x,
IN LPCSTR fmt,
IN va_list args)
{
COORD coPos;
DWORD Written;
CHAR Buffer[128];
vsprintf(Buffer, fmt, args);
coPos.X = 0;
coPos.Y = yScreen - 1;
FillConsoleOutputAttribute(
StdOutput,
BACKGROUND_WHITE,
xScreen,
coPos,
&Written);
FillConsoleOutputCharacterA(
StdOutput,
' ',
xScreen,
coPos,
&Written);
coPos.X = x;
WriteConsoleOutputCharacterA(
StdOutput,
Buffer,
(ULONG)strlen(Buffer),
coPos,
&Written);
}
VOID
__cdecl
CONSOLE_SetStatusTextX(
IN SHORT x,
IN LPCSTR fmt,
...)
{
va_list ap;
va_start(ap, fmt);
CONSOLE_SetStatusTextXV(x, fmt, ap);
va_end(ap);
}
VOID
CONSOLE_SetStatusTextV(
IN LPCSTR fmt,
IN va_list args)
{
CONSOLE_SetStatusTextXV(0, fmt, args);
}
VOID
__cdecl
CONSOLE_SetStatusText(
IN LPCSTR fmt,
...)
{
va_list ap;
va_start(ap, fmt);
CONSOLE_SetStatusTextV(fmt, ap);
va_end(ap);
}
static
VOID
CONSOLE_ClearStatusTextX(IN SHORT x,
IN SHORT Length)
{
COORD coPos;
DWORD Written;
coPos.X = x;
coPos.Y = yScreen - 1;
FillConsoleOutputCharacterA(StdOutput,
' ',
Length,
coPos,
&Written);
}
VOID
__cdecl
CONSOLE_SetStatusTextAutoFitX(
IN SHORT x,
IN LPCSTR fmt, ...)
{
CHAR Buffer[128];
DWORD Length;
va_list ap;
va_start(ap, fmt);
vsprintf(Buffer, fmt, ap);
va_end(ap);
Length = (ULONG)strlen(Buffer);
if (Length + x <= 79)
{
CONSOLE_SetStatusTextX (x , Buffer);
}
else
{
CONSOLE_SetStatusTextX (79 - Length , Buffer);
}
}
VOID
CONSOLE_SetInvertedTextXY(
IN SHORT x,
IN SHORT y,
IN LPCSTR Text)
{
COORD coPos;
DWORD Length;
DWORD Written;
coPos.X = x;
coPos.Y = y;
Length = (ULONG)strlen(Text);
FillConsoleOutputAttribute(
StdOutput,
FOREGROUND_BLUE | BACKGROUND_WHITE,
Length,
coPos,
&Written);
WriteConsoleOutputCharacterA(
StdOutput,
Text,
Length,
coPos,
&Written);
}
VOID
CONSOLE_SetHighlightedTextXY(
IN SHORT x,
IN SHORT y,
IN LPCSTR Text)
{
COORD coPos;
DWORD Length;
DWORD Written;
coPos.X = x;
coPos.Y = y;
Length = (ULONG)strlen(Text);
FillConsoleOutputAttribute(
StdOutput,
FOREGROUND_WHITE | FOREGROUND_INTENSITY | BACKGROUND_BLUE,
Length,
coPos,
&Written);
WriteConsoleOutputCharacterA(
StdOutput,
Text,
Length,
coPos,
&Written);
}
VOID
__cdecl
CONSOLE_PrintTextXY(
IN SHORT x,
IN SHORT y,
IN LPCSTR fmt, ...)
{
CHAR buffer[512];
va_list ap;
COORD coPos;
DWORD Written;
va_start(ap, fmt);
vsprintf(buffer, fmt, ap);
va_end(ap);
coPos.X = x;
coPos.Y = y;
WriteConsoleOutputCharacterA(
StdOutput,
buffer,
(ULONG)strlen(buffer),
coPos,
&Written);
}
VOID
__cdecl
CONSOLE_PrintTextXYN(
IN SHORT x,
IN SHORT y,
IN SHORT len,
IN LPCSTR fmt, ...)
{
CHAR buffer[512];
va_list ap;
COORD coPos;
SHORT Length;
DWORD Written;
va_start(ap, fmt);
vsprintf(buffer, fmt, ap);
va_end(ap);
coPos.X = x;
coPos.Y = y;
Length = (SHORT)strlen(buffer);
if (Length > len - 1)
Length = len - 1;
WriteConsoleOutputCharacterA(
StdOutput,
buffer,
Length,
coPos,
&Written);
coPos.X += Length;
if (len > Length)
{
FillConsoleOutputCharacterA(
StdOutput,
' ',
len - Length,
coPos,
&Written);
}
}
VOID
CONSOLE_SetStyledText(
IN SHORT x,
IN SHORT y,
IN INT Flags,
IN LPCSTR Text)
{
COORD coPos;
DWORD Length;
coPos.X = x;
coPos.Y = y;
Length = (ULONG)strlen(Text);
if (Flags & TEXT_TYPE_STATUS)
{
coPos.X = x;
coPos.Y = yScreen - 1;
}
else /* TEXT_TYPE_REGULAR (Default) */
{
coPos.X = x;
coPos.Y = y;
}
if (Flags & TEXT_ALIGN_CENTER)
{
coPos.X = (xScreen - Length) /2;
}
else if(Flags & TEXT_ALIGN_RIGHT)
{
coPos.X = coPos.X - Length;
if (Flags & TEXT_PADDING_SMALL)
{
coPos.X -= 1;
}
else if (Flags & TEXT_PADDING_MEDIUM)
{
coPos.X -= 2;
}
else if (Flags & TEXT_PADDING_BIG)
{
coPos.X -= 3;
}
}
else /* TEXT_ALIGN_LEFT (Default) */
{
if (Flags & TEXT_PADDING_SMALL)
{
coPos.X += 1;
}
else if (Flags & TEXT_PADDING_MEDIUM)
{
coPos.X += 2;
}
else if (Flags & TEXT_PADDING_BIG)
{
coPos.X += 3;
}
}
if (Flags & TEXT_TYPE_STATUS)
{
CONSOLE_SetStatusTextX(coPos.X, Text);
}
else /* TEXT_TYPE_REGULAR (Default) */
{
if (Flags & TEXT_STYLE_HIGHLIGHT)
{
CONSOLE_SetHighlightedTextXY(coPos.X, coPos.Y, Text);
}
else if (Flags & TEXT_STYLE_UNDERLINE)
{
CONSOLE_SetUnderlinedTextXY(coPos.X, coPos.Y, Text);
}
else /* TEXT_STYLE_NORMAL (Default) */
{
CONSOLE_SetTextXY(coPos.X, coPos.Y, Text);
}
}
}
VOID
CONSOLE_ClearStyledText(IN SHORT x,
IN SHORT y,
IN INT Flags,
IN SHORT Length)
{
COORD coPos;
coPos.X = x;
coPos.Y = y;
if (Flags & TEXT_TYPE_STATUS)
{
coPos.X = x;
coPos.Y = yScreen - 1;
}
else /* TEXT_TYPE_REGULAR (Default) */
{
coPos.X = x;
coPos.Y = y;
}
if (Flags & TEXT_ALIGN_CENTER)
{
coPos.X = (xScreen - Length) /2;
}
else if(Flags & TEXT_ALIGN_RIGHT)
{
coPos.X = coPos.X - Length;
if (Flags & TEXT_PADDING_SMALL)
{
coPos.X -= 1;
}
else if (Flags & TEXT_PADDING_MEDIUM)
{
coPos.X -= 2;
}
else if (Flags & TEXT_PADDING_BIG)
{
coPos.X -= 3;
}
}
else /* TEXT_ALIGN_LEFT (Default) */
{
if (Flags & TEXT_PADDING_SMALL)
{
coPos.X += 1;
}
else if (Flags & TEXT_PADDING_MEDIUM)
{
coPos.X += 2;
}
else if (Flags & TEXT_PADDING_BIG)
{
coPos.X += 3;
}
}
if (Flags & TEXT_TYPE_STATUS)
{
CONSOLE_ClearStatusTextX(coPos.X, Length);
}
else /* TEXT_TYPE_REGULAR (Default) */
{
CONSOLE_ClearTextXY(coPos.X, coPos.Y, Length);
}
}
/* EOF */