use std::io;
use winapi::shared::minwindef::WORD;
use winapi::um::wincon::{
self, FOREGROUND_BLUE as FG_BLUE, FOREGROUND_GREEN as FG_GREEN,
FOREGROUND_INTENSITY as FG_INTENSITY, FOREGROUND_RED as FG_RED,
};
use winapi_util as winutil;
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;
/// 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.
///
/// 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.
#[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) -> winutil::HandleRef {
match *self {
HandleKind::Stdout => winutil::HandleRef::stdout(),
HandleKind::Stderr => winutil::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 = winutil::console::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<()> {
winutil::console::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 = winutil::console::mode(&handle)?;
let new_mode = if yes { old_mode | vt } else { old_mode & !vt };
if old_mode == new_mode {
return Ok(());
}
winutil::console::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,
}
}
}