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385fdfdfeb
svn path=/trunk/; revision=3674
1243 lines
30 KiB
C
1243 lines
30 KiB
C
/* console.c
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*
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* AUTHOR: John L. Miller, johnmil@cs.cmu.edu / johnmil@jprc.com
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* DATE: 8/4/96
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*
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* Copyright (c) 1996 John L. Miller
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*
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* Full permission is granted to use, modify and distribute
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* this code, provided:
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* 1) This comment field is included in its entirity
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* 2) No money is charged for any work including or based on
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* portions of this code.
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*
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* If you're a nice person and find this useful, I'd appreciate a
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* note letting me know about it. e-mail is usually what spurs me
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* on to improve and support software I've written.
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*
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* This file contains functions intended to provide the back
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* end to a console window for my semi-vt100 emulator.
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*/
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/* Note - one HUGE difference between console windows and terminal
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* windows. Console windows displays start at (0,0). Terminal displays
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* start at (1,1). YUCK!
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*/
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#include <windows.h>
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#include "vt100.h"
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int topScrollRow=TOP_EDGE;
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int bottomScrollRow=BOTTOM_EDGE;
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/* This variable will contain terminal configuration flags, such as
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* reverse/standard video, whether wrapping is enabled, and so on.
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*/
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int conTermMode;
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/* Variable to hold the cursor position for save/restore cursor calls */
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COORD cursorPosSave={1,1};
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/* Handles to the current console for input and output */
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HANDLE hConIn, hConOut;
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/* Array of all the tabs which are currently set. Ironically, I think the
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* primary emulator can CLEAR tags, but not set them.
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*/
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int tabSet[132]={0};
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int numTabs = 0;
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/* This section contains console-specific color information. NT consoles can
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* have Red, blue, green, and intensity flags set. Hence, 4 con_colors.
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*/
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#define NUM_CON_COLORS 4
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/* Foreground and background colors are separated out */
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int conForeColors, conBackColors;
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/* mapping between foreground and background console colors: needed
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* when reverse video is being used
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*/
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int conColorMapping[NUM_CON_COLORS][2] =
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{
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{FOREGROUND_RED, BACKGROUND_RED},
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{FOREGROUND_BLUE, BACKGROUND_BLUE},
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{FOREGROUND_GREEN, BACKGROUND_GREEN},
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{FOREGROUND_INTENSITY, BACKGROUND_INTENSITY}
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};
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/* Device-independant foreground and background flags stored here.
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* probably a bad division of labor, but hey, since we don't use
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* all of their flags in our console stuff (and hence can't retrieve
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* them), the information has to live SOMEWHERE.
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*/
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int scForeFlags, scBackFlags;
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/* Defines for array indexing for translation of flags */
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#define SC_FLAG 0
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#define CONSOLE_FLAG 1
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/* Color mapping between SC (the vt-100 emulator device independant
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* flags) and NT console character specific flags. Flags which have no analog
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* are set to 0. Note that all global character attributes (character set
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* underline, bold, reverse) are all stored in foreground only
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*/
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const int scForeMapping[NUM_SC_ATTRIBUTES][2] =
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{
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{SC_RED,FOREGROUND_RED},
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{SC_GREEN,FOREGROUND_GREEN},
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{SC_BLUE,FOREGROUND_BLUE},
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{SC_BOLD,FOREGROUND_INTENSITY},
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{SC_UL,0},
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{SC_BL,0},
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{SC_RV,0},
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{SC_ASCII,0},
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{SC_G0,0},
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{SC_G1,0},
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{SC_GRAPHICS,0}
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};
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/* Background color mapping between SC and console */
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const int scBackMapping[NUM_SC_ATTRIBUTES][2] =
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{
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{SC_RED,BACKGROUND_RED},
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{SC_GREEN,BACKGROUND_GREEN},
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{SC_BLUE,BACKGROUND_BLUE},
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{SC_BOLD,BACKGROUND_INTENSITY},
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{SC_UL,0},
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{SC_BL,0},
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{SC_RV,0},
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{SC_ASCII,0},
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{SC_G0,0},
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{SC_G1,0},
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{SC_GRAPHICS,0}
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};
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/* These arrays map character vals 0-255 to new values.
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* Since the G0 and G1 character sets don't have a direct analog in
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* NT, I'm settling for replacing the ones I know what to set them
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* to.
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*/
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char G0Chars[256];
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char G1Chars[256];
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/* These four sets of variables are just precomputed combinations of
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* all the possible flags to save time for masking.
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*/
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int allFore[2], allBack[2];
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int bothFore[2], bothBack[2];
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/* FORWARD DECLARATIONS */
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int
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RawPrintLine(
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char *text,
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int len,
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int scrollAtEnd
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);
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int
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Scroll(
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int row
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);
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/* END FORWARD DECLARATIONS */
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/* beInitVT100Terminal() -
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*
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* This function is called by the VT100 emulator as soon as the
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* front-end terminal is initialized. It's responsible for setting
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* initial state of the terminal, and initing our many wacky variables.
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*/
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int
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beInitVT100Terminal()
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{
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int i;
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CONSOLE_SCREEN_BUFFER_INFO csbi;
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/* Set tabs to every 8 spaces initially */
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numTabs = 0;
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for (numTabs=0; numTabs < 132/8; numTabs++)
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tabSet[numTabs] = (numTabs+1)*8;
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/* Init the cursor save position to HOME */
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cursorPosSave.X = 1;
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cursorPosSave.Y = 1;
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/* Disable scrolling window limits */
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topScrollRow=TOP_EDGE;
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bottomScrollRow=BOTTOM_EDGE;
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conTermMode = ANSI_MODE|WRAP_MODE|REPEAT_MODE;
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hConIn = GetStdHandle(STD_INPUT_HANDLE);
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hConOut = GetStdHandle(STD_OUTPUT_HANDLE);
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/* Init our time-saving mask variables */
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allFore[SC_FLAG] = allBack[SC_FLAG] = 0;
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allFore[CONSOLE_FLAG] = allBack[CONSOLE_FLAG] = 0;
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bothFore[SC_FLAG] = bothBack[SC_FLAG] = 0;
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bothFore[CONSOLE_FLAG] = bothBack[CONSOLE_FLAG] = 0;
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for (i=0; i<NUM_SC_ATTRIBUTES; i++)
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{
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allFore[SC_FLAG] |= scForeMapping[i][SC_FLAG];
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allFore[CONSOLE_FLAG] |= scForeMapping[i][CONSOLE_FLAG];
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allBack[SC_FLAG] |= scBackMapping[i][SC_FLAG];
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allBack[CONSOLE_FLAG] |= scBackMapping[i][CONSOLE_FLAG];
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if (scForeMapping[i][SC_FLAG] && scForeMapping[i][CONSOLE_FLAG])
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{
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bothFore[SC_FLAG] |= scForeMapping[i][SC_FLAG];
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bothFore[CONSOLE_FLAG] |= scForeMapping[i][CONSOLE_FLAG];
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}
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if (scBackMapping[i][SC_FLAG] && scBackMapping[i][CONSOLE_FLAG])
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{
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bothBack[SC_FLAG] |= scBackMapping[i][SC_FLAG];
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bothBack[CONSOLE_FLAG] |= scBackMapping[i][CONSOLE_FLAG];
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}
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}
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conForeColors = conBackColors = 0;
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for (i=0; i<NUM_CON_COLORS; i++)
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{
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conForeColors |= conColorMapping[i][0];
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conBackColors |= conColorMapping[i][1];
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}
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/* Do initial settings for device-independant flags */
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scForeFlags = SC_ASCII;
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scBackFlags = 0;
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GetConsoleScreenBufferInfo(hConOut, &csbi);
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for (i=0; i<NUM_SC_ATTRIBUTES; i++)
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{
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if (csbi.wAttributes & scForeMapping[i][CONSOLE_FLAG])
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scForeFlags |= scForeMapping[i][SC_FLAG];
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if (csbi.wAttributes & scBackMapping[i][CONSOLE_FLAG])
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scBackFlags |= scBackMapping[i][SC_FLAG];
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}
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/* Since the G0/G1 character sets don't really map to
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* USASCII, So come as close as we can. By default, it'll
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* just print the ascii character. For the graphics characters
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* I was able to identify, change that mapping.
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*/
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for (i=0; i<256; i++)
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{
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G0Chars[i] = i;
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G1Chars[i] = i;
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}
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G1Chars['a']=(char)177;
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G1Chars['f']=(char)248;
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G1Chars['g']=(char)241;
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G1Chars['j']=(char)217;
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G1Chars['k']=(char)191;
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G1Chars['l']=(char)218;
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G1Chars['m']=(char)192;
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G1Chars['n']=(char)197;
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G1Chars['o']=(char)196;
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G1Chars['p']=(char)196;
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G1Chars['q']=(char)196;
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G1Chars['r']=(char)196;
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G1Chars['s']=(char)196;
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G1Chars['t']=(char)195;
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G1Chars['u']=(char)180;
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G1Chars['v']=(char)193;
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G1Chars['w']=(char)194;
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G1Chars['x']=(char)179;
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G1Chars['y']=(char)243;
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G1Chars['z']=(char)242;
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return(0);
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}
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/* beAbsoluteCursor -
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*
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* Given an input row and column, move the cursor to the
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* absolute screen coordinates requested. Note that if the
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* display window has scrollbars, the column is adjusted
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* to take that into account, but the row is not. This allows
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* for large scrollback in terminal windows.
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*
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* ROW must be able to accept CUR_ROW, TOP_EDGE, BOTTOM_EDGE,
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* or a row number.
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*
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* COLUMN must be able to accept CUR_COL, LEFT_EDGE, RIGHT_EDGE,
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* or a column number.
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*/
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int
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beAbsoluteCursor(
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int row,
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int col
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)
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{
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CONSOLE_SCREEN_BUFFER_INFO csbi;
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COORD cursorPos;
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GetConsoleScreenBufferInfo(hConOut, &csbi);
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if (row == CUR_ROW)
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row = csbi.dwCursorPosition.Y;
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else if (row == TOP_EDGE)
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row = csbi.srWindow.Top;
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else if (row == BOTTOM_EDGE)
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row = csbi.srWindow.Bottom;
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else
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row += csbi.srWindow.Top - 1;
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if (col == CUR_COL)
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col = csbi.dwCursorPosition.X;
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else if (col == LEFT_EDGE)
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col = 0;
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else if (col == RIGHT_EDGE)
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col = csbi.dwSize.X-1;
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else
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col -= 1;
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cursorPos.X = col;
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cursorPos.Y = row;
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SetConsoleCursorPosition(hConOut, cursorPos);
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return(0);
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}
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/* beOffsetCursor -
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*
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* Given an input row and column offset, move the cursor by that
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* many positions. For instance, row=0 and column=-1 would move
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* the cursor left a single column.
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*
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* If the cursor can't move the requested amount, results are
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* unpredictable.
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*/
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int
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beOffsetCursor(
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int row,
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int column
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)
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{
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CONSOLE_SCREEN_BUFFER_INFO csbi;
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COORD cursorPos;
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GetConsoleScreenBufferInfo(hConOut, &csbi);
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cursorPos = csbi.dwCursorPosition;
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cursorPos.X += column;
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cursorPos.Y += row;
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if (cursorPos.X < 0)
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cursorPos.X = 0;
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if (cursorPos.X >= csbi.dwSize.X)
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{
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cursorPos.X -= csbi.dwSize.X;
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cursorPos.Y += 1;
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}
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if (cursorPos.Y < 0)
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cursorPos.Y = 0;
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SetConsoleCursorPosition(hConOut, cursorPos);
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return(0);
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}
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/* beRestoreCursor -
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*
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* Saved cursor position should be stored in a static
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* variable in the back end. This function restores the
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* cursor to the position stored in that variable.
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*/
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int
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beRestoreCursor(void)
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{
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CONSOLE_SCREEN_BUFFER_INFO csbi;
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COORD cursorPos;
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GetConsoleScreenBufferInfo(hConOut, &csbi);
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cursorPos = csbi.dwCursorPosition;
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cursorPos.Y += cursorPosSave.Y;
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SetConsoleCursorPosition(hConOut, cursorPos);
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return(0);
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}
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/* beSaveCursor -
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*
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* The back-end should maintain a static variable with the
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* last STORED cursor position in it. This function replaces
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* the contents of that variable with the current cursor position.
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* The cursor may be restored to this position by using the
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* beRestoreCursor function.
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*/
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int
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beSaveCursor(void)
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{
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CONSOLE_SCREEN_BUFFER_INFO csbi;
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GetConsoleScreenBufferInfo(hConOut, &csbi);
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cursorPosSave = csbi.dwCursorPosition;
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cursorPosSave.Y -= csbi.srWindow.Top;
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return(0);
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}
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/* beGetTextAttributes -
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*
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* given a pointer to 'fore'ground and 'back'ground ints,
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* fill them with a device-independant description of the
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* current foreground and background colors, as well as any
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* font information in the foreground variable.
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*/
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int
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beGetTextAttributes(
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int *fore,
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int *back
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)
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{
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CONSOLE_SCREEN_BUFFER_INFO csbi;
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int i;
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/* Since it's entirely possible that the text attributes were
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* changed without our terminal being notified, we might as well
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* make sure they're accurate.
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*/
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/* First, strip out everything in the screen buffer variables
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* that we can detect
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*/
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scForeFlags &= ~bothFore[SC_FLAG];
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scBackFlags &= ~bothBack[SC_FLAG];
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/* Now, find out what the real settings are, and set the
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* flag values accordingly.
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*/
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GetConsoleScreenBufferInfo(hConOut, &csbi);
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/* If reverse video is set, we need to reverse our color mappings
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* before any calculations get made.
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*/
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if (scForeFlags & SC_RV)
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{
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int tmpFore, tmpBack;
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tmpFore = csbi.wAttributes & conForeColors;
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tmpBack = csbi.wAttributes & conBackColors;
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csbi.wAttributes &= ~(conForeColors | conBackColors);
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for (i=0; i<NUM_CON_COLORS; i++)
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{
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if (tmpFore & conColorMapping[i][0])
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csbi.wAttributes |= conColorMapping[i][1];
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if (tmpBack & conColorMapping[i][1])
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csbi.wAttributes |= conColorMapping[i][0];
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}
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}
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/* Now, do the actual translation between our detectable
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* console text attributes and the corresponding device-independant
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* attributes.
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*/
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for (i=0; i<NUM_SC_ATTRIBUTES; i++)
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{
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if (csbi.wAttributes & scForeMapping[i][CONSOLE_FLAG])
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scForeFlags |= scForeMapping[i][SC_FLAG];
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if (csbi.wAttributes & scBackMapping[i][CONSOLE_FLAG])
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scBackFlags |= scBackMapping[i][SC_FLAG];
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}
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/* Finally, copy our updated sc flags into the variables
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* passed in
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*/
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if (fore != NULL)
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*fore = scForeFlags;
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if (back != NULL)
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*back = scBackFlags;
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return(0);
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}
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/* beSetTextAttributes -
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*
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* Given a foreground and a background device independant (SC) color and font
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* specification, apply these to the display, and save the state in the
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* static screen variables.
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*
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* Note that many font-specific constants (bold/underline/reverse, G0/G1/ASCII)
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* are stored ONLY in the foreground specification.
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*/
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int
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beSetTextAttributes(
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int fore,
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int back
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)
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{
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CONSOLE_SCREEN_BUFFER_INFO csbi;
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int i;
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WORD wAttributes;
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/* First off, let's assign these settings into our
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* device-independant holder.
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*/
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scForeFlags = fore;
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scBackFlags = back;
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/* Next, determine the console's actual current settings */
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GetConsoleScreenBufferInfo(hConOut, &csbi);
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/* Mask out any of the attributes which can be set via
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* our device-independant options. Since the console settings
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* have additional options, we need to retain those so we don't
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* do something unpleasant to our I/O abilities, for instance.
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*/
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wAttributes = csbi.wAttributes;
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wAttributes &= ~(bothFore[CONSOLE_FLAG] | bothBack[CONSOLE_FLAG]);
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/* Now, loop through the device-independant possibilities for
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* flags, and modify our console flags as appropriate.
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*/
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for (i=0; i<NUM_SC_ATTRIBUTES; i++)
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{
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if (scForeFlags & scForeMapping[i][SC_FLAG])
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wAttributes |= scForeMapping[i][CONSOLE_FLAG];
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if (scBackFlags & scBackMapping[i][SC_FLAG])
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wAttributes |= scBackMapping[i][CONSOLE_FLAG];
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}
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|
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/* One last unpleasantry: if reverse video is set, then we should
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* reverse the foreground and background colors
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*/
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if (scForeFlags & SC_RV)
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{
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int tmpFore, tmpBack;
|
|
|
|
tmpFore = wAttributes & conForeColors;
|
|
tmpBack = wAttributes & conBackColors;
|
|
|
|
wAttributes &= ~(conForeColors | conBackColors);
|
|
|
|
for (i=0; i<NUM_CON_COLORS; i++)
|
|
{
|
|
if (tmpFore & conColorMapping[i][0])
|
|
wAttributes |= conColorMapping[i][1];
|
|
|
|
if (tmpBack & conColorMapping[i][1])
|
|
wAttributes |= conColorMapping[i][0];
|
|
}
|
|
}
|
|
|
|
/* The appropriate colors, etc. should be set in
|
|
* the wAttributes variable now. Apply them to the
|
|
* current console.
|
|
*/
|
|
|
|
SetConsoleTextAttribute(hConOut, wAttributes);
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* beRawTextOut-
|
|
*
|
|
* The name of this function is misleading. Given a pointer to
|
|
* ascii text and a count of bytes to print, print them to the
|
|
* display device. If wrapping is enabled, wrap text. If there is a
|
|
* scrolling region set and the cursor is in it,
|
|
* scroll only within that region. 'beRawTextOut' means that it's guaranteed
|
|
* not to have control sequences within the text.
|
|
*/
|
|
|
|
int
|
|
beRawTextOut(
|
|
char *text,
|
|
int len
|
|
)
|
|
{
|
|
int i,j;
|
|
|
|
/* If there's no work to do, return immediately. */
|
|
if ((text == NULL)||(len == 0))
|
|
return(0);
|
|
|
|
i=0;
|
|
|
|
/* Otherwise, loop through the text until all of it has been output */
|
|
while (i < len)
|
|
{
|
|
/* This inner loop serves to divide the raw text to output into
|
|
* explicit lines. While the 'RawPrintLine' may still have to
|
|
* break lines to do text wrapping, explicit line breaks are
|
|
* handled right here.
|
|
*/
|
|
j=i;
|
|
while ((text[j] != '\n')&&(j<len))
|
|
{
|
|
j++;
|
|
}
|
|
|
|
RawPrintLine(text+i, j-i, (text[j] == '\n'));
|
|
|
|
i = j+1;
|
|
}
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* RawPrintLine -
|
|
*
|
|
* This routine is a helper for beRawTextOut. It is given a
|
|
* line of text which is guaranteed not to have any newlines
|
|
* or control characters (which need to be interpreted) in it.
|
|
* It prints out the text, wrapping if necessary, and handles
|
|
* scrolling or truncation.
|
|
*
|
|
* If scrollAtEnd is true, an extra carriage return (scroll) is
|
|
* performed after the text has been printed out.
|
|
*/
|
|
|
|
int
|
|
RawPrintLine(
|
|
char *text,
|
|
int len,
|
|
int scrollAtEnd
|
|
)
|
|
{
|
|
int i, end;
|
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
|
DWORD dwWritten;
|
|
|
|
if ((scrollAtEnd == FALSE) && ((text == NULL)||(len == 0)))
|
|
return(0);
|
|
|
|
GetConsoleScreenBufferInfo(hConOut, &csbi);
|
|
|
|
/* find out how far to the first tab or end of text */
|
|
|
|
if (text != NULL)
|
|
{
|
|
for (end=0; end<len; end++)
|
|
{
|
|
if (text[end] == '\t')
|
|
break;
|
|
}
|
|
|
|
if (end > (csbi.dwSize.X - csbi.dwCursorPosition.X))
|
|
end = (csbi.dwSize.X - csbi.dwCursorPosition.X);
|
|
|
|
/* If we're in non-ascii mode, we need to do a little
|
|
* magic to get the right characters out.
|
|
*/
|
|
|
|
if (scForeFlags & SC_G1)
|
|
{
|
|
for (i=0; i<end; i++)
|
|
{
|
|
text[i] = G1Chars[text[i]];
|
|
}
|
|
}
|
|
|
|
/* actually print out the text. */
|
|
|
|
WriteConsole(hConOut,text,(DWORD)end,&dwWritten,NULL);
|
|
|
|
if (end == (csbi.dwSize.X - csbi.dwCursorPosition.X))
|
|
Scroll(CUR_ROW);
|
|
|
|
if ( (!(conTermMode & WRAP_MODE))
|
|
&& (end == (csbi.dwSize.X - csbi.dwCursorPosition.X))
|
|
)
|
|
end = len;
|
|
|
|
if (end != len)
|
|
{
|
|
if (text[end] == '\t')
|
|
{
|
|
beAdvanceToTab();
|
|
RawPrintLine(text+end+1,len - (end+1), FALSE);
|
|
}
|
|
else
|
|
{
|
|
RawPrintLine(text+end, len-end, FALSE);
|
|
beAbsoluteCursor(CUR_ROW,1);
|
|
beOffsetCursor(1,0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Now that we've printed this line, scroll if we need to.
|
|
* Note that a scroll implies a newline.
|
|
*/
|
|
|
|
if (scrollAtEnd)
|
|
{
|
|
Scroll(CUR_ROW);
|
|
beAbsoluteCursor(CUR_ROW,1);
|
|
beOffsetCursor(1,0);
|
|
}
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* Scroll -
|
|
*
|
|
* Given a row specification, calculate a scroll executed in that
|
|
* row. It could be within a scroll range, or outside of it.
|
|
*
|
|
* For some ungodly reason, I made this routine handle the TOP_EDGE,
|
|
* BOTTOM_EDGE, and CUR_ROW specifiers as well as a real row.
|
|
*/
|
|
|
|
int
|
|
Scroll(
|
|
int row
|
|
)
|
|
{
|
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
|
SMALL_RECT scrollRect;
|
|
COORD dest;
|
|
CHAR_INFO fillChar;
|
|
|
|
GetConsoleScreenBufferInfo(hConOut, &csbi);
|
|
|
|
if (row == TOP_EDGE)
|
|
row = csbi.srWindow.Top;
|
|
else if (row == BOTTOM_EDGE)
|
|
row = csbi.srWindow.Bottom;
|
|
else if (row == CUR_ROW)
|
|
row = csbi.dwCursorPosition.Y;
|
|
else
|
|
row += csbi.srWindow.Top;
|
|
|
|
/* Escape out if we don't really need to scroll */
|
|
|
|
if ( (row < (csbi.dwSize.Y-1))
|
|
&& ((row-csbi.srWindow.Top + 1) < bottomScrollRow)
|
|
)
|
|
return(0);
|
|
|
|
/* NT console requires a fill character for scrolling. */
|
|
|
|
fillChar.Char.AsciiChar=' ';
|
|
fillChar.Attributes = csbi.wAttributes;
|
|
|
|
/* Determine the rectangle of text to scroll. Under NT this
|
|
* is actually an overlap-safe block-copy.
|
|
*/
|
|
scrollRect.Left = 0;
|
|
scrollRect.Top = 1;
|
|
scrollRect.Right = csbi.dwSize.X;
|
|
scrollRect.Bottom = row;
|
|
|
|
if (topScrollRow != TOP_EDGE)
|
|
{
|
|
scrollRect.Top = csbi.srWindow.Top + topScrollRow + 1;
|
|
}
|
|
|
|
if ( (bottomScrollRow != BOTTOM_EDGE)
|
|
&& ((csbi.srWindow.Top+bottomScrollRow) < scrollRect.Bottom)
|
|
)
|
|
{
|
|
scrollRect.Bottom = csbi.srWindow.Top + bottomScrollRow;
|
|
}
|
|
|
|
dest.X = 0;
|
|
dest.Y = scrollRect.Top - 1;
|
|
|
|
ScrollConsoleScreenBuffer(hConOut,&scrollRect,NULL,
|
|
dest, &fillChar);
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* beEraseText -
|
|
*
|
|
* Given a 'from' and a 'to' position in display coordinates,
|
|
* this function will fill in all characters between the two
|
|
* (inclusive) with spaces. Note that the coordinates do NOT
|
|
* specify a rectangle. erasing from (1,1) to (2,2) erases
|
|
* all of the first row, and the first two characters of the
|
|
* second.
|
|
*
|
|
* Note that this routine must be able to handle TOP_EDGE,
|
|
* BOTTOM_EDGE, LEFT_EDGE, RIGHT_EDGE, CUR_ROW, and CUR_COL
|
|
* in the appropriate parameters.
|
|
*/
|
|
|
|
int
|
|
beEraseText(
|
|
int rowFrom,
|
|
int colFrom,
|
|
int rowTo,
|
|
int colTo
|
|
)
|
|
{
|
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
|
COORD dest, saveCursor;
|
|
DWORD nLength, dwWritten;
|
|
|
|
GetConsoleScreenBufferInfo(hConOut, &csbi);
|
|
|
|
saveCursor = csbi.dwCursorPosition;
|
|
|
|
/* Convert the row and column specifications into
|
|
* buffer coordinates
|
|
*/
|
|
if (rowFrom == CUR_ROW)
|
|
rowFrom = csbi.dwCursorPosition.Y;
|
|
else if (rowFrom == TOP_EDGE)
|
|
rowFrom = csbi.srWindow.Top;
|
|
else
|
|
rowFrom += csbi.srWindow.Top -1;
|
|
|
|
if (colFrom == CUR_COL)
|
|
colFrom = csbi.dwCursorPosition.X;
|
|
else if (colFrom == LEFT_EDGE)
|
|
colFrom = 0;
|
|
else
|
|
colFrom -= 1;
|
|
|
|
if (rowTo == CUR_ROW)
|
|
rowTo = csbi.dwCursorPosition.Y;
|
|
else if (rowTo == BOTTOM_EDGE)
|
|
rowTo = csbi.srWindow.Bottom;
|
|
else
|
|
rowTo += csbi.srWindow.Top-1;
|
|
|
|
if (colTo == CUR_COL)
|
|
colTo = csbi.dwCursorPosition.X;
|
|
else if (colTo == RIGHT_EDGE)
|
|
colTo = csbi.dwSize.X;
|
|
else
|
|
colTo -= 1;
|
|
|
|
/* We're going to erase by filling a continuous range of
|
|
* character cells with spaces. Note that this has displeasing
|
|
* asthetics under NT, as highlighting appears to be immune.
|
|
*/
|
|
nLength = (rowTo - rowFrom)*csbi.dwSize.X;
|
|
nLength += colTo - colFrom;
|
|
|
|
dest.X = colFrom;
|
|
dest.Y = rowFrom;
|
|
|
|
FillConsoleOutputCharacter(hConOut, ' ', nLength, dest, &dwWritten);
|
|
FillConsoleOutputAttribute(hConOut, csbi.wAttributes, nLength, dest, &dwWritten);
|
|
|
|
SetConsoleCursorPosition(hConOut, saveCursor);
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* beDeleteText -
|
|
*
|
|
* Given a screen cursor 'from' and 'to' position, this function
|
|
* will delete all text between the two. Text will be scrolled
|
|
* up as appropriate to fill the deleted space. Note that, as in
|
|
* beEraseText, the two coordinates don't specify a rectangle, but
|
|
* rather a starting position and ending position. In other words,
|
|
* deleting from (1,1) to (2,2) should move the text from (2,3) to the
|
|
* end of the second row to (1,1), move line 3 up to line 2, and so on.
|
|
*
|
|
* This function must be able to process TOP_EDGE, BOTTOM_EDGE, LEFT_EDGE,
|
|
* RIGHT_EDGE, CUR_ROW, and CUR_COL specifications in the appropriate
|
|
* variables as well as regular row and column specifications.
|
|
*/
|
|
|
|
int
|
|
beDeleteText(
|
|
int rowFrom,
|
|
int colFrom,
|
|
int rowTo,
|
|
int colTo
|
|
)
|
|
{
|
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
|
COORD dest, saveCursor;
|
|
CHAR_INFO fillChar;
|
|
|
|
GetConsoleScreenBufferInfo(hConOut, &csbi);
|
|
|
|
saveCursor = csbi.dwCursorPosition;
|
|
|
|
if (rowFrom == CUR_ROW)
|
|
rowFrom = csbi.dwCursorPosition.Y;
|
|
else if (rowFrom == TOP_EDGE)
|
|
rowFrom = csbi.srWindow.Top;
|
|
else
|
|
rowFrom += csbi.srWindow.Top -1;
|
|
|
|
if (colFrom == CUR_COL)
|
|
colFrom = csbi.dwCursorPosition.X;
|
|
else if (colFrom == LEFT_EDGE)
|
|
colFrom = 0;
|
|
else
|
|
colFrom -= 1;
|
|
|
|
if (rowTo == CUR_ROW)
|
|
rowTo = csbi.dwCursorPosition.Y;
|
|
else if (rowTo == BOTTOM_EDGE)
|
|
rowTo = csbi.srWindow.Bottom;
|
|
else
|
|
rowTo += csbi.srWindow.Top-1;
|
|
|
|
if (colTo == CUR_COL)
|
|
colTo = csbi.dwCursorPosition.X;
|
|
else if (colTo == RIGHT_EDGE)
|
|
colTo = csbi.dwSize.X;
|
|
else
|
|
colTo -= 1;
|
|
|
|
fillChar.Char.AsciiChar=' ';
|
|
fillChar.Attributes = csbi.wAttributes;
|
|
|
|
/* Now that we've got the from and to positions
|
|
* set correctly, we need to delete appropriate
|
|
* rows and columns.
|
|
*/
|
|
|
|
dest.X = colFrom;
|
|
dest.Y = rowFrom;
|
|
|
|
/* BUGBUG - need to implement this. What can I say, I'm lazy :) */
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* beInsertRow -
|
|
*
|
|
* Given a row number or CUR_ROW, TOP_EDGE or BOTTOM_EDGE as an input,
|
|
* this function will scroll all text from the current row down down by one,
|
|
* and create a blank row under the cursor.
|
|
*/
|
|
|
|
int
|
|
beInsertRow(
|
|
int row
|
|
)
|
|
{
|
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
|
COORD dest;
|
|
CHAR_INFO fillChar;
|
|
SMALL_RECT scrollRect;
|
|
|
|
GetConsoleScreenBufferInfo(hConOut, &csbi);
|
|
|
|
fillChar.Char.AsciiChar=' ';
|
|
fillChar.Attributes = csbi.wAttributes;
|
|
|
|
if (row == CUR_ROW)
|
|
row = csbi.dwCursorPosition.Y;
|
|
else if (row == TOP_EDGE)
|
|
row = csbi.srWindow.Top;
|
|
else if (row == BOTTOM_EDGE)
|
|
row = csbi.srWindow.Bottom;
|
|
else
|
|
row += csbi.srWindow.Top-1;
|
|
|
|
dest.X = 0;
|
|
dest.Y = row+1;
|
|
|
|
scrollRect.Top = row;
|
|
scrollRect.Left = 0;
|
|
scrollRect.Right = csbi.dwSize.X;
|
|
scrollRect.Bottom = csbi.srWindow.Bottom;
|
|
|
|
ScrollConsoleScreenBuffer(hConOut, &scrollRect, NULL, dest, &fillChar);
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* beTransmitText -
|
|
*
|
|
* Given a pointer to text and byte count, this routine should transmit data
|
|
* to whatever host made the request it's responding to. Typically this routin
|
|
* should transmit data as though the user had typed it in.
|
|
*/
|
|
|
|
int
|
|
beTransmitText(
|
|
char *text,
|
|
int len
|
|
)
|
|
{
|
|
if ((text == NULL) || (len < 1))
|
|
return(0);
|
|
|
|
/* BUGBUG - need to implement this. */
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* beAdvanceToTab -
|
|
*
|
|
* This routine will destructively advance the cursor to the
|
|
* next set tab, or to the end of the line if there are no
|
|
* more tabs to the right of the cursor.
|
|
*/
|
|
|
|
int
|
|
beAdvanceToTab(void)
|
|
{
|
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
|
int i, col, tocol;
|
|
COORD dest;
|
|
DWORD dwWritten;
|
|
|
|
GetConsoleScreenBufferInfo(hConOut,&csbi);
|
|
|
|
col = csbi.dwCursorPosition.X+1;
|
|
|
|
dest = csbi.dwCursorPosition;
|
|
|
|
for(i=0; i<numTabs; i++)
|
|
{
|
|
if (col < tabSet[i])
|
|
{
|
|
tocol = tabSet[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i == numTabs)
|
|
{
|
|
tocol = csbi.dwSize.X;
|
|
}
|
|
|
|
FillConsoleOutputCharacter(hConOut, ' ', tocol-col,
|
|
dest, &dwWritten);
|
|
|
|
beOffsetCursor(0,tocol-col);
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* beClearTab -
|
|
*
|
|
* This function accepts a constant, and will try to clear tabs
|
|
* appropriately. Its argument is either
|
|
* ALL_TABS, meaning all tabs should be removed
|
|
* CUR_COL, meaning the tab in the current column should be wiped, or
|
|
* a column value, meaning if there's a tab there it should be wiped.
|
|
*
|
|
*/
|
|
|
|
int
|
|
beClearTab(
|
|
int col
|
|
)
|
|
{
|
|
int i, j;
|
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
|
|
|
if (col == ALL_TABS)
|
|
{
|
|
tabSet[0] = 0;
|
|
numTabs = 0;
|
|
return(0);
|
|
}
|
|
|
|
if (col == CUR_COL)
|
|
{
|
|
GetConsoleScreenBufferInfo(hConOut,&csbi);
|
|
col = csbi.dwCursorPosition.X+1;
|
|
}
|
|
|
|
for (i=0; i<numTabs; i++)
|
|
{
|
|
if (tabSet[i] == col)
|
|
{
|
|
numTabs -= 1;
|
|
|
|
for (j=i; j<numTabs; j++)
|
|
tabSet[j]=tabSet[j+1];
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
return(0);
|
|
}
|
|
|
|
/* beSetScrollingRows -
|
|
*
|
|
* Given a pair of row numbers, this routine will set the scrolling
|
|
* rows to those values. Note that this routine will accept
|
|
* TOP_ROW and BOTTOM_ROW as values, meaning that scrolling should
|
|
* be enabled for the entire display, regardless of resizing.
|
|
*/
|
|
|
|
int
|
|
beSetScrollingRows(
|
|
int fromRow,
|
|
int toRow
|
|
)
|
|
{
|
|
if (fromRow > toRow)
|
|
return(-1);
|
|
|
|
topScrollRow = fromRow;
|
|
bottomScrollRow = toRow;
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* beRingBell -
|
|
*
|
|
* Ring the system bell once.
|
|
*/
|
|
|
|
int
|
|
beRingBell(void)
|
|
{
|
|
MessageBeep((UINT)-1);
|
|
return(0);
|
|
}
|
|
|
|
|
|
/* beGetTermMode -
|
|
*
|
|
* Return the value of conTermMode, which is the terminal settings which
|
|
* can be queried/set by <esc>[?#h/l.
|
|
*/
|
|
|
|
int
|
|
beGetTermMode()
|
|
{
|
|
return(conTermMode);
|
|
}
|
|
|
|
|
|
/* beSetTermMode -
|
|
*
|
|
* Set the terminal as requested, assuming we can. Right now we only handle a
|
|
* couple of the possible flags, but we store many of the others.
|
|
*/
|
|
|
|
int beSetTermMode(
|
|
int newMode
|
|
)
|
|
{
|
|
int i, changes;
|
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
|
COORD newSize;
|
|
SMALL_RECT newWindowRect;
|
|
DWORD dwConMode;
|
|
|
|
changes = conTermMode ^ newMode;
|
|
|
|
/* For each bit set in 'changes', determine the
|
|
* appropriate course of action.
|
|
*/
|
|
|
|
for (i=0; i < NUM_TERM_ATTR_MODES; i++)
|
|
{
|
|
if (termAttrMode[i] & changes)
|
|
{
|
|
switch(termAttrMode[i])
|
|
{
|
|
case COL132_MODE:
|
|
GetConsoleScreenBufferInfo(hConOut, &csbi);
|
|
newSize.Y = csbi.dwSize.Y;
|
|
newSize.X = (newMode & COL132_MODE) ? 132 : 80;
|
|
if (newSize.X != csbi.dwSize.X)
|
|
{
|
|
newWindowRect.Top = csbi.srWindow.Top;
|
|
newWindowRect.Bottom = csbi.srWindow.Bottom;
|
|
newWindowRect.Left = 0;
|
|
newWindowRect.Right = csbi.dwSize.X - 1;
|
|
SetConsoleScreenBufferSize(hConOut, newSize);
|
|
SetConsoleWindowInfo(hConOut, TRUE, &newWindowRect);
|
|
}
|
|
break;
|
|
|
|
case WRAP_MODE:
|
|
GetConsoleMode(hConOut,&dwConMode);
|
|
if ( (newMode & WRAP_MODE)
|
|
&& (! (dwConMode & ENABLE_WRAP_AT_EOL_OUTPUT))
|
|
)
|
|
{
|
|
dwConMode |= ENABLE_WRAP_AT_EOL_OUTPUT;
|
|
SetConsoleMode(hConOut, dwConMode);
|
|
}
|
|
if ( (!(newMode & WRAP_MODE))
|
|
&& (dwConMode & ENABLE_WRAP_AT_EOL_OUTPUT)
|
|
)
|
|
{
|
|
dwConMode &= ~ENABLE_WRAP_AT_EOL_OUTPUT;
|
|
SetConsoleMode(hConOut, dwConMode);
|
|
}
|
|
break;
|
|
|
|
case CURSORAPPL_MODE:
|
|
case ANSI_MODE:
|
|
case SMOOTHSCROLL_MODE:
|
|
case REVSCREEN_MODE:
|
|
case ORIGINREL_MODE:
|
|
case REPEAT_MODE:
|
|
/* bugbug - we don't handle any of these. */
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
conTermMode = newMode;
|
|
|
|
return(0);
|
|
}
|