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use std::io;
use std::mem;
use winapi::shared::minwindef::WORD;
use winapi::um::consoleapi::{GetConsoleMode, SetConsoleMode};
use winapi::um::wincon::{
self, GetConsoleScreenBufferInfo, SetConsoleTextAttribute,
CONSOLE_SCREEN_BUFFER_INFO, FOREGROUND_BLUE as FG_BLUE,
FOREGROUND_GREEN as FG_GREEN, FOREGROUND_INTENSITY as FG_INTENSITY,
FOREGROUND_RED as FG_RED,
};
use crate::{AsHandleRef, HandleRef};
const FG_CYAN: WORD = FG_BLUE | FG_GREEN;
const FG_MAGENTA: WORD = FG_BLUE | FG_RED;
const FG_YELLOW: WORD = FG_GREEN | FG_RED;
const FG_WHITE: WORD = FG_BLUE | FG_GREEN | FG_RED;
/// Query the given handle for information about the console's screen buffer.
///
/// The given handle should represent a console. Otherwise, an error is
/// returned.
///
/// This corresponds to calling [`GetConsoleScreenBufferInfo`].
///
pub fn screen_buffer_info<H: AsHandleRef>(
h: H,
) -> io::Result<ScreenBufferInfo> {
unsafe {
let mut info: CONSOLE_SCREEN_BUFFER_INFO = mem::zeroed();
let rc = GetConsoleScreenBufferInfo(h.as_raw(), &mut info);
if rc == 0 {
return Err(io::Error::last_os_error());
}
Ok(ScreenBufferInfo(info))
}
}
/// Set the text attributes of the console represented by the given handle.
///
/// This corresponds to calling [`SetConsoleTextAttribute`].
///
pub fn set_text_attributes<H: AsHandleRef>(
h: H,
attributes: u16,
) -> io::Result<()> {
if unsafe { SetConsoleTextAttribute(h.as_raw(), attributes) } == 0 {
Err(io::Error::last_os_error())
} else {
Ok(())
}
}
/// Query the mode of the console represented by the given handle.
///
/// This corresponds to calling [`GetConsoleMode`], which describes the return
/// value.
///
pub fn mode<H: AsHandleRef>(h: H) -> io::Result<u32> {
let mut mode = 0;
if unsafe { GetConsoleMode(h.as_raw(), &mut mode) } == 0 {
Err(io::Error::last_os_error())
} else {
Ok(mode)
}
}
/// Set the mode of the console represented by the given handle.
///
/// This corresponds to calling [`SetConsoleMode`], which describes the format
/// of the mode parameter.
///
pub fn set_mode<H: AsHandleRef>(h: H, mode: u32) -> io::Result<()> {
if unsafe { SetConsoleMode(h.as_raw(), mode) } == 0 {
Err(io::Error::last_os_error())
} else {
Ok(())
}
}
/// Represents console screen buffer information such as size, cursor position
/// and styling attributes.
///
/// This wraps a [`CONSOLE_SCREEN_BUFFER_INFO`].
///
#[derive(Clone)]
pub struct ScreenBufferInfo(CONSOLE_SCREEN_BUFFER_INFO);
impl ScreenBufferInfo {
/// Returns the size of the console screen buffer, in character columns and
/// rows.
///
/// This corresponds to `dwSize`.
pub fn size(&self) -> (i16, i16) {
(self.0.dwSize.X, self.0.dwSize.Y)
}
/// Returns the position of the cursor in terms of column and row
/// coordinates of the console screen buffer.
///
/// This corresponds to `dwCursorPosition`.
pub fn cursor_position(&self) -> (i16, i16) {
(self.0.dwCursorPosition.X, self.0.dwCursorPosition.Y)
}
/// Returns the character attributes associated with this console.
///
/// This corresponds to `wAttributes`.
///
/// See [`char info`] for more details.
///
pub fn attributes(&self) -> u16 {
self.0.wAttributes
}
/// Returns the maximum size of the console window, in character columns
/// and rows, given the current screen buffer size and font and the screen
/// size.
pub fn max_window_size(&self) -> (i16, i16) {
(self.0.dwMaximumWindowSize.X, self.0.dwMaximumWindowSize.Y)
}
/// Returns the console screen buffer coordinates of the upper-left and
/// lower-right corners of the display window.
///
/// This corresponds to `srWindow`.
pub fn window_rect(&self) -> SmallRect {
SmallRect {
left: self.0.srWindow.Left,
top: self.0.srWindow.Top,
right: self.0.srWindow.Right,
bottom: self.0.srWindow.Bottom,
}
}
}
/// Defines the coordinates of the upper left and lower right corners of a rectangle.
///
/// This corresponds to [`SMALL_RECT`].
///
pub struct SmallRect {
pub left: i16,
pub top: i16,
pub right: i16,
pub bottom: i16,
}
/// A Windows console.
///
/// This represents a very limited set of functionality available to a Windows
/// console. In particular, it can only change text attributes such as color
/// and intensity. This may grow over time. If you need more routines, please
/// file an issue and/or PR.
///
/// There is no way to "write" to this console. Simply write to
/// stdout or stderr instead, while interleaving instructions to the console
/// to change text attributes.
///
/// A common pitfall when using a console is to forget to flush writes to
/// stdout before setting new text attributes.
///
/// # Example
/// ```no_run
/// # #[cfg(windows)]
/// # {
/// use winapi_util::console::{Console, Color, Intense};
///
/// let mut con = Console::stdout().unwrap();
/// con.fg(Intense::Yes, Color::Cyan).unwrap();
/// println!("This text will be intense cyan.");
/// con.reset().unwrap();
/// println!("This text will be normal.");
/// # }
/// ```
#[derive(Debug)]
pub struct Console {
kind: HandleKind,
start_attr: TextAttributes,
cur_attr: TextAttributes,
}
#[derive(Clone, Copy, Debug)]
enum HandleKind {
Stdout,
Stderr,
}
impl HandleKind {
fn handle(&self) -> HandleRef {
match *self {
HandleKind::Stdout => HandleRef::stdout(),
HandleKind::Stderr => HandleRef::stderr(),
}
}
}
impl Console {
/// Get a console for a standard I/O stream.
fn create_for_stream(kind: HandleKind) -> io::Result<Console> {
let h = kind.handle();
let info = screen_buffer_info(&h)?;
let attr = TextAttributes::from_word(info.attributes());
Ok(Console { kind: kind, start_attr: attr, cur_attr: attr })
}
/// Create a new Console to stdout.
///
/// If there was a problem creating the console, then an error is returned.
pub fn stdout() -> io::Result<Console> {
Self::create_for_stream(HandleKind::Stdout)
}
/// Create a new Console to stderr.
///
/// If there was a problem creating the console, then an error is returned.
pub fn stderr() -> io::Result<Console> {
Self::create_for_stream(HandleKind::Stderr)
}
/// Applies the current text attributes.
fn set(&mut self) -> io::Result<()> {
set_text_attributes(self.kind.handle(), self.cur_attr.to_word())
}
/// Apply the given intensity and color attributes to the console
/// foreground.
///
/// If there was a problem setting attributes on the console, then an error
/// is returned.
pub fn fg(&mut self, intense: Intense, color: Color) -> io::Result<()> {
self.cur_attr.fg_color = color;
self.cur_attr.fg_intense = intense;
self.set()
}
/// Apply the given intensity and color attributes to the console
/// background.
///
/// If there was a problem setting attributes on the console, then an error
/// is returned.
pub fn bg(&mut self, intense: Intense, color: Color) -> io::Result<()> {
self.cur_attr.bg_color = color;
self.cur_attr.bg_intense = intense;
self.set()
}
/// Reset the console text attributes to their original settings.
///
/// The original settings correspond to the text attributes on the console
/// when this `Console` value was created.
///
/// If there was a problem setting attributes on the console, then an error
/// is returned.
pub fn reset(&mut self) -> io::Result<()> {
self.cur_attr = self.start_attr;
self.set()
}
/// Toggle virtual terminal processing.
///
/// This method attempts to toggle virtual terminal processing for this
/// console. If there was a problem toggling it, then an error returned.
/// On success, the caller may assume that toggling it was successful.
///
/// When virtual terminal processing is enabled, characters emitted to the
/// console are parsed for VT100 and similar control character sequences
/// that control color and other similar operations.
pub fn set_virtual_terminal_processing(
&mut self,
yes: bool,
) -> io::Result<()> {
let vt = wincon::ENABLE_VIRTUAL_TERMINAL_PROCESSING;
let handle = self.kind.handle();
let old_mode = mode(&handle)?;
let new_mode = if yes { old_mode | vt } else { old_mode & !vt };
if old_mode == new_mode {
return Ok(());
}
set_mode(&handle, new_mode)
}
}
/// A representation of text attributes for the Windows console.
#[derive(Copy, Clone, Debug, Eq, PartialEq)]
struct TextAttributes {
fg_color: Color,
fg_intense: Intense,
bg_color: Color,
bg_intense: Intense,
}
impl TextAttributes {
fn to_word(&self) -> WORD {
let mut w = 0;
w |= self.fg_color.to_fg();
w |= self.fg_intense.to_fg();
w |= self.bg_color.to_bg();
w |= self.bg_intense.to_bg();
w
}
fn from_word(word: WORD) -> TextAttributes {
TextAttributes {
fg_color: Color::from_fg(word),
fg_intense: Intense::from_fg(word),
bg_color: Color::from_bg(word),
bg_intense: Intense::from_bg(word),
}
}
}
/// Whether to use intense colors or not.
#[allow(missing_docs)]
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum Intense {
Yes,
No,
}
impl Intense {
fn to_bg(&self) -> WORD {
self.to_fg() << 4
}
fn from_bg(word: WORD) -> Intense {
Intense::from_fg(word >> 4)
}
fn to_fg(&self) -> WORD {
match *self {
Intense::No => 0,
Intense::Yes => FG_INTENSITY,
}
}
fn from_fg(word: WORD) -> Intense {
if word & FG_INTENSITY > 0 {
Intense::Yes
} else {
Intense::No
}
}
}
/// The set of available colors for use with a Windows console.
#[allow(missing_docs)]
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum Color {
Black,
Blue,
Green,
Red,
Cyan,
Magenta,
Yellow,
White,
}
impl Color {
fn to_bg(&self) -> WORD {
self.to_fg() << 4
}
fn from_bg(word: WORD) -> Color {
Color::from_fg(word >> 4)
}
fn to_fg(&self) -> WORD {
match *self {
Color::Black => 0,
Color::Blue => FG_BLUE,
Color::Green => FG_GREEN,
Color::Red => FG_RED,
Color::Cyan => FG_CYAN,
Color::Magenta => FG_MAGENTA,
Color::Yellow => FG_YELLOW,
Color::White => FG_WHITE,
}
}
fn from_fg(word: WORD) -> Color {
match word & 0b111 {
FG_BLUE => Color::Blue,
FG_GREEN => Color::Green,
FG_RED => Color::Red,
FG_CYAN => Color::Cyan,
FG_MAGENTA => Color::Magenta,
FG_YELLOW => Color::Yellow,
FG_WHITE => Color::White,
_ => Color::Black,
}
}
}