mirror of
https://github.com/reactos/reactos.git
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819 lines
26 KiB
C
819 lines
26 KiB
C
/*
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* COPYRIGHT: GPL - See COPYING in the top level directory
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* PROJECT: ReactOS Virtual DOS Machine
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* FILE: subsystems/mvdm/ntvdm/hardware/video/console.c
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* PURPOSE: Console driver for the video subsystem
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* PROGRAMMERS: Aleksandar Andrejevic <theflash AT sdf DOT lonestar DOT org>
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* Hermes Belusca-Maito (hermes.belusca@sfr.fr)
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*/
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/* INCLUDES *******************************************************************/
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/** HACK!! **/
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#if 0
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#include "ntvdm.h"
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#define NDEBUG
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#include <debug.h>
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#include "emulator.h"
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#include "svga.h"
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#include "console.h"
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#endif
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/** HACK!! **/
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/* PRIVATE VARIABLES **********************************************************/
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static CONSOLE_CURSOR_INFO OrgConsoleCursorInfo;
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static CONSOLE_SCREEN_BUFFER_INFO OrgConsoleBufferInfo;
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static HANDLE ScreenBufferHandle = NULL;
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static PVOID OldConsoleFramebuffer = NULL;
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/*
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* Text mode -- we always keep a valid text mode framebuffer
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* even if we are in graphics mode. This is needed in order
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* to keep a consistent VGA state. However, each time the VGA
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* detaches from the console (and reattaches to it later on),
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* this text mode framebuffer is recreated.
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*/
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static HANDLE TextConsoleBuffer = NULL;
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static CONSOLE_SCREEN_BUFFER_INFO ConsoleInfo;
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static COORD TextResolution = {0};
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/// static PCHAR_CELL TextFramebuffer = NULL;
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/*
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* Graphics mode
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*/
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static HANDLE GraphicsConsoleBuffer = NULL;
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/// static PVOID GraphicsFramebuffer = NULL;
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static HANDLE ConsoleMutex = NULL;
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/* DoubleVision support */
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static BOOLEAN DoubleWidth = FALSE;
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static BOOLEAN DoubleHeight = FALSE;
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/*
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* Activate this line if you want to use the real
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* RegisterConsoleVDM API of ReactOS/Windows.
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*/
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// #define USE_REAL_REGISTERCONSOLEVDM
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static HANDLE StartEvent = NULL;
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static HANDLE EndEvent = NULL;
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static HANDLE AnotherEvent = NULL;
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/* RegisterConsoleVDM EMULATION ***********************************************/
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#include <ntddvdeo.h>
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#ifdef USE_REAL_REGISTERCONSOLEVDM
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#define __RegisterConsoleVDM RegisterConsoleVDM
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#define __InvalidateConsoleDIBits InvalidateConsoleDIBits
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#else
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/*
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* This private buffer, per-console, is used by
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* RegisterConsoleVDM and InvalidateConsoleDIBits.
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*/
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static COORD VDMBufferSize = {0};
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static PCHAR_CELL VDMBuffer = NULL;
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static PCHAR_INFO CharBuff = NULL; // This is a hack, which is unneeded
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// for the real RegisterConsoleVDM and
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// InvalidateConsoleDIBits
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BOOL
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WINAPI
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__RegisterConsoleVDM(IN DWORD dwRegisterFlags,
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IN HANDLE hStartHardwareEvent,
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IN HANDLE hEndHardwareEvent,
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IN HANDLE hErrorHardwareEvent,
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IN DWORD dwUnusedVar,
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OUT LPDWORD lpVideoStateLength,
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OUT PVOID* lpVideoState, // PVIDEO_HARDWARE_STATE_HEADER*
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IN PVOID lpUnusedBuffer,
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IN DWORD dwUnusedBufferLength,
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IN COORD dwVDMBufferSize,
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OUT PVOID* lpVDMBuffer)
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{
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UNREFERENCED_PARAMETER(hErrorHardwareEvent);
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UNREFERENCED_PARAMETER(dwUnusedVar);
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UNREFERENCED_PARAMETER(lpVideoStateLength);
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UNREFERENCED_PARAMETER(lpVideoState);
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UNREFERENCED_PARAMETER(lpUnusedBuffer);
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UNREFERENCED_PARAMETER(dwUnusedBufferLength);
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SetLastError(0);
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DPRINT1("__RegisterConsoleVDM(%d)\n", dwRegisterFlags);
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if (lpVDMBuffer == NULL) return FALSE;
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if (dwRegisterFlags != 0)
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{
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// if (hStartHardwareEvent == NULL || hEndHardwareEvent == NULL) return FALSE;
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if (VDMBuffer != NULL) return FALSE;
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VDMBufferSize = dwVDMBufferSize;
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/* HACK: Cache -- to be removed in the real implementation */
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CharBuff = RtlAllocateHeap(RtlGetProcessHeap(),
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HEAP_ZERO_MEMORY,
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VDMBufferSize.X * VDMBufferSize.Y
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* sizeof(*CharBuff));
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ASSERT(CharBuff);
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VDMBuffer = RtlAllocateHeap(RtlGetProcessHeap(),
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HEAP_ZERO_MEMORY,
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VDMBufferSize.X * VDMBufferSize.Y
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* sizeof(*VDMBuffer));
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*lpVDMBuffer = VDMBuffer;
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return (VDMBuffer != NULL);
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}
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else
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{
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/* HACK: Cache -- to be removed in the real implementation */
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if (CharBuff) RtlFreeHeap(RtlGetProcessHeap(), 0, CharBuff);
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CharBuff = NULL;
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if (VDMBuffer) RtlFreeHeap(RtlGetProcessHeap(), 0, VDMBuffer);
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VDMBuffer = NULL;
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VDMBufferSize.X = VDMBufferSize.Y = 0;
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return TRUE;
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}
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}
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BOOL
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__InvalidateConsoleDIBits(IN HANDLE hConsoleOutput,
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IN PSMALL_RECT lpRect)
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{
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if ((hConsoleOutput == TextConsoleBuffer) && (VDMBuffer != NULL))
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{
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/* HACK: Write the cached data to the console */
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COORD Origin = { lpRect->Left, lpRect->Top };
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SHORT i, j;
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ASSERT(CharBuff);
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for (i = 0; i < VDMBufferSize.Y; i++)
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{
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for (j = 0; j < VDMBufferSize.X; j++)
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{
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CharBuff[i * VDMBufferSize.X + j].Char.AsciiChar = VDMBuffer[i * VDMBufferSize.X + j].Char;
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CharBuff[i * VDMBufferSize.X + j].Attributes = VDMBuffer[i * VDMBufferSize.X + j].Attributes;
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}
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}
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WriteConsoleOutputA(hConsoleOutput,
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CharBuff,
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VDMBufferSize,
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Origin,
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lpRect);
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}
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return InvalidateConsoleDIBits(hConsoleOutput, lpRect);
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}
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#endif
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/* PRIVATE FUNCTIONS **********************************************************/
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/*********/
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static VOID VgaUpdateTextCursor(VOID);
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static inline DWORD VgaGetAddressSize(VOID);
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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 VOID UpdateCursorPosition(VOID)
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{
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/*
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* Update the cursor position in the VGA registers.
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*/
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WORD Offset = ConsoleInfo.dwCursorPosition.Y * TextResolution.X +
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ConsoleInfo.dwCursorPosition.X;
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VgaCrtcRegisters[VGA_CRTC_CURSOR_LOC_LOW_REG] = LOBYTE(Offset);
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VgaCrtcRegisters[VGA_CRTC_CURSOR_LOC_HIGH_REG] = HIBYTE(Offset);
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VgaUpdateTextCursor();
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}
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static BOOL AttachToConsoleInternal(PCOORD Resolution)
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{
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BOOL Success;
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ULONG Length = 0;
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PVIDEO_HARDWARE_STATE_HEADER State;
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#ifdef USE_REAL_REGISTERCONSOLEVDM
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PCHAR_INFO CharBuff = NULL;
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#endif
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SHORT i, j;
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DWORD AddressSize, ScanlineSize;
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DWORD Address = 0;
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DWORD CurrentAddr;
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SMALL_RECT ConRect;
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COORD Origin = { 0, 0 };
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ASSERT(TextFramebuffer == NULL);
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TextResolution = *Resolution;
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/*
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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: 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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* It is worth it to notice that also basesrv.dll does the same only for the
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* BaseSrvIsFirstVDM API...
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*/
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/* Register with the console server */
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Success =
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__RegisterConsoleVDM(1,
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StartEvent,
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EndEvent,
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AnotherEvent, // NULL,
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0,
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&Length, // NULL, <-- putting this (and null in the next var) makes the API returning error 12 "ERROR_INVALID_ACCESS"
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(PVOID*)&State, // NULL,
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NULL,
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0,
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TextResolution,
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(PVOID*)&TextFramebuffer);
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if (!Success)
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{
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DisplayMessage(L"RegisterConsoleVDM failed with error %d\n", GetLastError());
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EmulatorTerminate();
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return FALSE;
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}
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#ifdef USE_REAL_REGISTERCONSOLEVDM
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CharBuff = RtlAllocateHeap(RtlGetProcessHeap(),
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HEAP_ZERO_MEMORY,
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TextResolution.X * TextResolution.Y
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* sizeof(*CharBuff));
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ASSERT(CharBuff);
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#endif
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/* Resize the console */
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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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/*
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* Copy console data into VGA memory
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*/
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/* Read the data from the console into the framebuffer... */
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ConRect.Left = ConRect.Top = 0;
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ConRect.Right = TextResolution.X;
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ConRect.Bottom = TextResolution.Y;
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ReadConsoleOutputA(TextConsoleBuffer,
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CharBuff,
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TextResolution,
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Origin,
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&ConRect);
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/* ... and copy the framebuffer into the VGA memory */
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AddressSize = VgaGetAddressSize();
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ScanlineSize = (DWORD)VgaCrtcRegisters[VGA_CRTC_OFFSET_REG] * 2;
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/* Loop through the scanlines */
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for (i = 0; i < TextResolution.Y; i++)
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{
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/* Loop through the characters */
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for (j = 0; j < TextResolution.X; j++)
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{
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CurrentAddr = LOWORD((Address + j) * AddressSize);
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/* Store the character in plane 0 */
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VgaMemory[CurrentAddr * VGA_NUM_BANKS] = CharBuff[i * TextResolution.X + j].Char.AsciiChar;
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/* Store the attribute in plane 1 */
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VgaMemory[CurrentAddr * VGA_NUM_BANKS + 1] = (BYTE)CharBuff[i * TextResolution.X + j].Attributes;
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}
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/* Move to the next scanline */
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Address += ScanlineSize;
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}
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#ifdef USE_REAL_REGISTERCONSOLEVDM
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if (CharBuff) RtlFreeHeap(RtlGetProcessHeap(), 0, CharBuff);
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#endif
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UpdateCursorPosition();
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return TRUE;
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}
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static VOID DetachFromConsoleInternal(VOID)
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{
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ULONG dummyLength;
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PVOID dummyPtr;
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COORD dummySize = {0};
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/* Deregister with the console server */
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__RegisterConsoleVDM(0,
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NULL,
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NULL,
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NULL,
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0,
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&dummyLength,
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&dummyPtr,
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NULL,
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0,
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dummySize,
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&dummyPtr);
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TextFramebuffer = NULL;
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}
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static VOID SetActiveScreenBuffer(HANDLE ScreenBuffer)
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{
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ASSERT(ScreenBuffer);
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/* Set the active buffer and reattach the VDM UI to it */
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SetConsoleActiveScreenBuffer(ScreenBuffer);
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ConsoleReattach(ScreenBuffer);
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}
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VOID ScreenEventHandler(PWINDOW_BUFFER_SIZE_RECORD ScreenEvent)
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{
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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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BOOLEAN VgaGetDoubleVisionState(PBOOLEAN Horizontal, PBOOLEAN Vertical)
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{
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if (GraphicsConsoleBuffer == NULL) return FALSE;
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if (Horizontal) *Horizontal = DoubleWidth;
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if (Vertical) *Vertical = DoubleHeight;
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return TRUE;
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}
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BOOL VgaAttachToConsole(VOID)
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{
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if (TextResolution.X == 0 || TextResolution.Y == 0)
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DPRINT1("VgaAttachToConsole -- TextResolution uninitialized\n");
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if (TextResolution.X == 0) TextResolution.X = 80;
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if (TextResolution.Y == 0) TextResolution.Y = 25;
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// DetachFromConsoleInternal();
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/*
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* AttachToConsoleInternal sets TextResolution
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* to the new resolution and updates ConsoleInfo.
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*/
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if (!AttachToConsoleInternal(&TextResolution))
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{
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DisplayMessage(L"An unexpected error occurred!\n");
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EmulatorTerminate();
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return FALSE;
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}
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/* Restore the original screen buffer */
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SetActiveScreenBuffer(ScreenBufferHandle);
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ScreenBufferHandle = NULL;
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/* Restore the screen state */
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if (ScreenMode == TEXT_MODE)
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{
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/* The text mode framebuffer was recreated */
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ActiveFramebuffer = TextFramebuffer;
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}
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else
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{
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/* The graphics mode framebuffer is unchanged */
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ActiveFramebuffer = OldConsoleFramebuffer;
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}
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OldConsoleFramebuffer = NULL;
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return TRUE;
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}
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VOID VgaDetachFromConsole(VOID)
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{
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DetachFromConsoleInternal();
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|
|
/* Save the screen state */
|
|
if (ScreenMode == TEXT_MODE)
|
|
ScreenBufferHandle = TextConsoleBuffer;
|
|
else
|
|
ScreenBufferHandle = GraphicsConsoleBuffer;
|
|
|
|
/* Reset the active framebuffer */
|
|
OldConsoleFramebuffer = ActiveFramebuffer;
|
|
ActiveFramebuffer = NULL;
|
|
|
|
/* Restore the original console size */
|
|
ResizeTextConsole(&OrgConsoleBufferInfo.dwSize, &OrgConsoleBufferInfo.srWindow);
|
|
|
|
/* Restore the original cursor shape */
|
|
SetConsoleCursorInfo(TextConsoleBuffer, &OrgConsoleCursorInfo);
|
|
|
|
// FIXME: Should we copy back the screen data to the screen buffer??
|
|
// WriteConsoleOutputA(...);
|
|
|
|
// FIXME: Should we change cursor POSITION??
|
|
// VgaUpdateTextCursor();
|
|
|
|
///* Update the physical cursor */
|
|
//SetConsoleCursorInfo(TextConsoleBuffer, &CursorInfo);
|
|
//SetConsoleCursorPosition(TextConsoleBuffer, Position /*OrgConsoleBufferInfo.dwCursorPosition*/);
|
|
|
|
/* Restore the old text-mode screen buffer */
|
|
SetActiveScreenBuffer(TextConsoleBuffer);
|
|
}
|
|
|
|
|
|
|
|
|
|
VOID
|
|
VgaConsoleUpdateTextCursor(BOOL CursorVisible,
|
|
BYTE CursorStart,
|
|
BYTE CursorEnd,
|
|
BYTE TextSize,
|
|
DWORD ScanlineSize,
|
|
WORD Location)
|
|
{
|
|
COORD Position;
|
|
CONSOLE_CURSOR_INFO CursorInfo;
|
|
|
|
if (CursorStart < CursorEnd)
|
|
{
|
|
/* Visible cursor */
|
|
CursorInfo.bVisible = CursorVisible;
|
|
CursorInfo.dwSize = (100 * (CursorEnd - CursorStart)) / TextSize;
|
|
}
|
|
else
|
|
{
|
|
/* Hidden cursor */
|
|
CursorInfo.bVisible = FALSE;
|
|
CursorInfo.dwSize = 1; // The size needs to be non-zero for SetConsoleCursorInfo to succeed.
|
|
}
|
|
|
|
/* Find the coordinates of the new position */
|
|
Position.X = (SHORT)(Location % ScanlineSize);
|
|
Position.Y = (SHORT)(Location / ScanlineSize);
|
|
|
|
DPRINT("VgaConsoleUpdateTextCursor: (X = %d ; Y = %d)\n", Position.X, Position.Y);
|
|
|
|
/* Update the physical cursor */
|
|
SetConsoleCursorInfo(TextConsoleBuffer, &CursorInfo);
|
|
SetConsoleCursorPosition(TextConsoleBuffer, Position);
|
|
}
|
|
|
|
BOOL
|
|
VgaConsoleCreateGraphicsScreen(// OUT PBYTE* GraphicsFramebuffer,
|
|
IN PCOORD Resolution,
|
|
IN HANDLE PaletteHandle)
|
|
{
|
|
DWORD i;
|
|
CONSOLE_GRAPHICS_BUFFER_INFO GraphicsBufferInfo;
|
|
BYTE BitmapInfoBuffer[VGA_BITMAP_INFO_SIZE];
|
|
LPBITMAPINFO BitmapInfo = (LPBITMAPINFO)BitmapInfoBuffer;
|
|
LPWORD PaletteIndex = (LPWORD)(BitmapInfo->bmiColors);
|
|
|
|
LONG Width = Resolution->X;
|
|
LONG Height = Resolution->Y;
|
|
|
|
/* Use DoubleVision mode if the resolution is too small */
|
|
DoubleWidth = (Width < VGA_MINIMUM_WIDTH);
|
|
if (DoubleWidth) Width *= 2;
|
|
DoubleHeight = (Height < VGA_MINIMUM_HEIGHT);
|
|
if (DoubleHeight) Height *= 2;
|
|
|
|
/* Fill the bitmap info header */
|
|
RtlZeroMemory(&BitmapInfo->bmiHeader, sizeof(BitmapInfo->bmiHeader));
|
|
BitmapInfo->bmiHeader.biSize = sizeof(BitmapInfo->bmiHeader);
|
|
BitmapInfo->bmiHeader.biWidth = Width;
|
|
BitmapInfo->bmiHeader.biHeight = Height;
|
|
BitmapInfo->bmiHeader.biBitCount = 8;
|
|
BitmapInfo->bmiHeader.biPlanes = 1;
|
|
BitmapInfo->bmiHeader.biCompression = BI_RGB;
|
|
BitmapInfo->bmiHeader.biSizeImage = Width * Height /* * 1 == biBitCount / 8 */;
|
|
|
|
/* Fill the palette data */
|
|
for (i = 0; i < (VGA_PALETTE_SIZE / 3); i++) PaletteIndex[i] = (WORD)i;
|
|
|
|
/* Fill the console graphics buffer info */
|
|
GraphicsBufferInfo.dwBitMapInfoLength = VGA_BITMAP_INFO_SIZE;
|
|
GraphicsBufferInfo.lpBitMapInfo = BitmapInfo;
|
|
GraphicsBufferInfo.dwUsage = DIB_PAL_COLORS;
|
|
|
|
/* Create the buffer */
|
|
GraphicsConsoleBuffer = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE,
|
|
FILE_SHARE_READ | FILE_SHARE_WRITE,
|
|
NULL,
|
|
CONSOLE_GRAPHICS_BUFFER,
|
|
&GraphicsBufferInfo);
|
|
if (GraphicsConsoleBuffer == INVALID_HANDLE_VALUE) return FALSE;
|
|
|
|
/* Save the framebuffer address and mutex */
|
|
// *GraphicsFramebuffer = GraphicsBufferInfo.lpBitMap;
|
|
GraphicsFramebuffer = GraphicsBufferInfo.lpBitMap;
|
|
ConsoleMutex = GraphicsBufferInfo.hMutex;
|
|
|
|
/* Clear the framebuffer */
|
|
// RtlZeroMemory(*GraphicsFramebuffer, BitmapInfo->bmiHeader.biSizeImage);
|
|
RtlZeroMemory(GraphicsFramebuffer, BitmapInfo->bmiHeader.biSizeImage);
|
|
|
|
/* Set the graphics mode palette */
|
|
SetConsolePalette(GraphicsConsoleBuffer,
|
|
PaletteHandle,
|
|
SYSPAL_NOSTATIC256);
|
|
|
|
/* Set the active buffer */
|
|
SetActiveScreenBuffer(GraphicsConsoleBuffer);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
VOID VgaConsoleDestroyGraphicsScreen(VOID)
|
|
{
|
|
/* Release the console framebuffer mutex */
|
|
ReleaseMutex(ConsoleMutex);
|
|
|
|
/* Switch back to the default console text buffer */
|
|
// SetActiveScreenBuffer(TextConsoleBuffer);
|
|
|
|
/* Cleanup the video data */
|
|
CloseHandle(ConsoleMutex);
|
|
ConsoleMutex = NULL;
|
|
// GraphicsFramebuffer = NULL;
|
|
CloseHandle(GraphicsConsoleBuffer);
|
|
GraphicsConsoleBuffer = NULL;
|
|
|
|
// /* Reset the active framebuffer */
|
|
// ActiveFramebuffer = NULL;
|
|
|
|
DoubleWidth = FALSE;
|
|
DoubleHeight = FALSE;
|
|
}
|
|
|
|
BOOL
|
|
VgaConsoleCreateTextScreen(// OUT PCHAR_CELL* TextFramebuffer,
|
|
IN PCOORD Resolution,
|
|
IN HANDLE PaletteHandle)
|
|
{
|
|
/* Switch to the text buffer */
|
|
// FIXME: Wouldn't it be preferrable to switch to it AFTER we reset everything??
|
|
SetActiveScreenBuffer(TextConsoleBuffer);
|
|
|
|
/* Adjust the text framebuffer if we changed the resolution */
|
|
if (TextResolution.X != Resolution->X ||
|
|
TextResolution.Y != Resolution->Y)
|
|
{
|
|
DetachFromConsoleInternal();
|
|
|
|
/*
|
|
* AttachToConsoleInternal sets TextResolution
|
|
* to the new resolution and updates ConsoleInfo.
|
|
*/
|
|
if (!AttachToConsoleInternal(Resolution))
|
|
{
|
|
DisplayMessage(L"An unexpected error occurred!\n");
|
|
EmulatorTerminate();
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UpdateCursorPosition();
|
|
}
|
|
|
|
/*
|
|
* Set the text mode palette.
|
|
*
|
|
* INFORMATION: This call should fail on Windows (and therefore
|
|
* we get the default palette and our external behaviour is
|
|
* just like Windows' one), but it should success on ReactOS
|
|
* (so that we get console palette changes even for text-mode
|
|
* screen buffers, which is a new feature on ReactOS).
|
|
*/
|
|
SetConsolePalette(TextConsoleBuffer,
|
|
PaletteHandle,
|
|
SYSPAL_NOSTATIC256);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
VOID VgaConsoleDestroyTextScreen(VOID)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
VOID VgaConsoleRepaintScreen(PSMALL_RECT Rect)
|
|
{
|
|
HANDLE ConsoleBufferHandle = NULL;
|
|
SMALL_RECT UpdateRectangle = *Rect;
|
|
|
|
/* Check if we are in text or graphics mode */
|
|
if (ScreenMode == GRAPHICS_MODE)
|
|
{
|
|
/* Graphics mode */
|
|
ConsoleBufferHandle = GraphicsConsoleBuffer;
|
|
|
|
/* In DoubleVision mode, scale the update rectangle */
|
|
if (DoubleWidth)
|
|
{
|
|
UpdateRectangle.Left *= 2;
|
|
UpdateRectangle.Right = UpdateRectangle.Right * 2 + 1;
|
|
}
|
|
if (DoubleHeight)
|
|
{
|
|
UpdateRectangle.Top *= 2;
|
|
UpdateRectangle.Bottom = UpdateRectangle.Bottom * 2 + 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* Text mode */
|
|
ConsoleBufferHandle = TextConsoleBuffer;
|
|
}
|
|
|
|
/* Redraw the screen */
|
|
__InvalidateConsoleDIBits(ConsoleBufferHandle, &UpdateRectangle);
|
|
}
|
|
|
|
BOOLEAN VgaConsoleInitialize(HANDLE TextHandle)
|
|
{
|
|
/*
|
|
* Initialize the console video by saving the default
|
|
* text-mode console output handle, if it is valid.
|
|
*/
|
|
if (!IsConsoleHandle(TextHandle)) return FALSE;
|
|
TextConsoleBuffer = TextHandle;
|
|
|
|
/* Save the original cursor and console screen buffer information */
|
|
if (!GetConsoleCursorInfo(TextConsoleBuffer, &OrgConsoleCursorInfo) ||
|
|
!GetConsoleScreenBufferInfo(TextConsoleBuffer, &OrgConsoleBufferInfo))
|
|
{
|
|
TextConsoleBuffer = NULL;
|
|
return FALSE;
|
|
}
|
|
ConsoleInfo = OrgConsoleBufferInfo;
|
|
|
|
/* Switch to the text buffer, but do not enter into a text mode */
|
|
SetActiveScreenBuffer(TextConsoleBuffer);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
VOID VgaConsoleCleanup(VOID)
|
|
{
|
|
/* If the console video was not initialized, just return */
|
|
if (!TextConsoleBuffer)
|
|
return;
|
|
|
|
VgaDetachFromConsole();
|
|
|
|
// TODO: We need to initialize those events before using them!
|
|
CloseHandle(AnotherEvent);
|
|
CloseHandle(EndEvent);
|
|
CloseHandle(StartEvent);
|
|
}
|