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terminal_windows.c
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terminal_windows.c
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/*
* gbsplay is a Gameboy sound player
*
* 2020 (C) by Tobias Diedrich <ranma+gbsplay@tdiedrich.de>
*
* Licensed under GNU GPL v1 or, at your option, any later version.
*/
#include <unistd.h>
#include <stdlib.h>
#include <windows.h>
#include "common.h"
#include "terminal.h"
HANDLE hStdin = INVALID_HANDLE_VALUE;
HANDLE hStdout = INVALID_HANDLE_VALUE;
DWORD oldInMode;
DWORD oldOutMode;
BOOL WINAPI ctrl_handler(DWORD dwCtrlType)
{
printf(_("\nCaught signal %d, exiting...\n"), (int)dwCtrlType);
restore_terminal();
exit(1);
}
void setup_terminal(void)
{
DWORD newInMode = ENABLE_WINDOW_INPUT;
DWORD newOutMode;
hStdin = GetStdHandle(STD_INPUT_HANDLE);
hStdout = GetStdHandle(STD_OUTPUT_HANDLE);
if (hStdin == INVALID_HANDLE_VALUE || hStdout == INVALID_HANDLE_VALUE) {
fprintf(stderr, "Failed to get console handles\n");
return;
}
if (!GetConsoleMode(hStdin, &oldInMode)) {
fprintf(stderr, "Failed to get input mode\n");
return;
}
if (!GetConsoleMode(hStdout, &oldOutMode)) {
fprintf(stderr, "Failed to get output mode\n");
return;
}
if (!SetConsoleCtrlHandler(ctrl_handler, true)) {
fprintf(stderr, "Failed to set ctrl handler\n");
}
if (!SetConsoleMode(hStdin, newInMode)) {
fprintf(stderr, "Failed to set new input mode\n");
}
newOutMode = oldOutMode | ENABLE_VIRTUAL_TERMINAL_PROCESSING | DISABLE_NEWLINE_AUTO_RETURN;
if (!SetConsoleMode(hStdout, newOutMode)) {
newOutMode = oldOutMode | ENABLE_VIRTUAL_TERMINAL_PROCESSING;
if (!SetConsoleMode(hStdout, newOutMode)) {
fprintf(stderr, "Failed to enable virtual terminal mode\n");
}
}
}
void restore_terminal(void)
{
if (hStdin != INVALID_HANDLE_VALUE) {
SetConsoleMode(hStdin, oldInMode);
}
if (hStdout != INVALID_HANDLE_VALUE) {
SetConsoleMode(hStdout, oldOutMode);
}
}
long get_input(char *c) {
DWORD numEvents = 0;
INPUT_RECORD inBuf;
KEY_EVENT_RECORD *ker;
if (!GetNumberOfConsoleInputEvents(hStdin, &numEvents) || numEvents == 0) {
return 0;
}
if (!ReadConsoleInput(hStdin, &inBuf, 1, &numEvents)) {
return 0;
}
if (numEvents == 0 || inBuf.EventType != KEY_EVENT) {
return 0;
}
ker = &inBuf.Event.KeyEvent;
if (!ker->bKeyDown) {
/* Key up! */
*c = ker->uChar.AsciiChar;
return 1;
}
return 0;
}