genesis-3d_engine/Engine/foundation/io/win32/win32consolehandler.cc
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

184 lines
5.4 KiB
C++

/****************************************************************************
Copyright (c) 2010, Radon Labs GmbH
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifdef WIN32
#include "stdneb.h"
#include "win32consolehandler.h"
#include "core/coreserver.h"
#include "core/sysfunc.h"
#include "threading/thread.h"
namespace Win32
{
__ImplementClass(Win32::Win32ConsoleHandler, 'W32C', IO::ConsoleHandler);
using namespace Util;
//------------------------------------------------------------------------------
/**
*/
Win32ConsoleHandler::Win32ConsoleHandler()
{
// obtain handle to stdout
this->stdoutHandle = GetStdHandle(STD_OUTPUT_HANDLE);
this->stdinHandle = GetStdHandle(STD_INPUT_HANDLE);
this->stderrHandle = GetStdHandle(STD_ERROR_HANDLE);
n_assert(INVALID_HANDLE_VALUE != this->stdoutHandle);
n_assert(INVALID_HANDLE_VALUE != this->stdinHandle);
n_assert(INVALID_HANDLE_VALUE != this->stderrHandle);
}
//------------------------------------------------------------------------------
/**
*/
void
Win32ConsoleHandler::Print(const String& s)
{
DWORD charsWritten;
DWORD out;
if (GetConsoleMode(this->stdoutHandle, &out))
{
WriteConsole(this->stdoutHandle, s.AsCharPtr(), s.Length(), &charsWritten, NULL);
}
else
{
WriteFile(this->stdoutHandle, s.AsCharPtr(), s.Length(), &charsWritten, NULL);
}
#ifdef NEBULA3_DEBUG
OutputDebugString(s.AsCharPtr());
#endif
}
//------------------------------------------------------------------------------
/**
*/
void
Win32ConsoleHandler::DebugOut(const String& s)
{
OutputDebugString(s.AsCharPtr());
}
//------------------------------------------------------------------------------
/**
*/
void
Win32ConsoleHandler::Error(const String& msg)
{
const char* threadName = Threading::Thread::GetMyThreadName();
const char* appName = "???";
if (0 == threadName)
{
threadName = "UnKnown";
}
if (Core::CoreServer::HasInstance())
{
appName = Core::CoreServer::Instance()->GetAppName().Value();
}
String str;
str.Format("*** ERROR ***\nApplication: %s\nThread: %s\nError: %s", appName, threadName, msg.AsCharPtr());
DWORD charsWritten;
WriteConsole(this->stderrHandle, str.AsCharPtr(), str.Length(), &charsWritten, NULL);
Core::SysFunc::Error(str.AsCharPtr());
}
//------------------------------------------------------------------------------
/**
*/
void
Win32ConsoleHandler::Warning(const String& s)
{
DWORD charsWritten;
WriteConsole(this->stderrHandle, s.AsCharPtr(), s.Length(), &charsWritten, NULL);
#ifdef _DEBUG
OutputDebugString(s.AsCharPtr());
#endif
}
//------------------------------------------------------------------------------
/**
*/
void
Win32ConsoleHandler::Confirm(const String& s)
{
DWORD charsWritten;
WriteConsole(this->stderrHandle, s.AsCharPtr(), s.Length(), &charsWritten, NULL);
#ifdef _DEBUG
OutputDebugString(s.AsCharPtr());
#endif
Core::SysFunc::MessageBox(s.AsCharPtr());
}
//------------------------------------------------------------------------------
/**
Since we are blocking the app waiting for user input, we always provide
input.
*/
bool
Win32ConsoleHandler::HasInput()
{
const DWORD maxNumEvents = 32;
DWORD numEvents = 0;
INPUT_RECORD buf[maxNumEvents];
BOOL success = PeekConsoleInput(this->stdinHandle, buf, maxNumEvents, &numEvents);
if (success && (numEvents > 0))
{
IndexT i;
for (i = 0; i < (SizeT)numEvents; i++)
{
if (buf[i].EventType == KEY_EVENT)
{
return true;
}
}
// if no key events where accumuluated we need to clear the
// buffer to prevent a dead-lock
FlushConsoleInputBuffer(this->stdinHandle);
}
return false;
}
//------------------------------------------------------------------------------
/**
Get user input from the console.
*/
String
Win32ConsoleHandler::GetInput()
{
String result;
const DWORD bufNumChars = 4096;
DWORD numCharsRead = 0;
TCHAR buf[bufNumChars];
BOOL success = ReadConsole(this->stdinHandle, buf, bufNumChars, &numCharsRead, NULL);
if (success && (numCharsRead > 0))
{
result.Set(buf, numCharsRead);
result.TrimRight("\n\r");
}
return result;
}
}; // namespace IO
#endif