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Make wincolor crate compilable on non-Windows platforms.

This commit is contained in:
Andrew Gallant 2016-11-20 15:44:19 -05:00
parent d06f84ced3
commit df72d8d1e0
2 changed files with 231 additions and 221 deletions

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@ -3,6 +3,8 @@ This crate provides a safe and simple Windows specific API to control
text attributes in the Windows console. Text attributes are limited to text attributes in the Windows console. Text attributes are limited to
foreground/background colors, as well as whether to make colors intense or not. foreground/background colors, as well as whether to make colors intense or not.
Note that on non-Windows platforms, this crate is empty but will compile.
# Example # Example
```no_run ```no_run
@ -15,228 +17,13 @@ con.reset().unwrap();
println!("This text will be normal."); println!("This text will be normal.");
``` ```
*/ */
#[cfg(windows)]
extern crate kernel32; extern crate kernel32;
#[cfg(windows)]
extern crate winapi; extern crate winapi;
use std::io; #[cfg(windows)]
use std::mem; pub use win::*;
use winapi::{DWORD, HANDLE, WORD}; #[cfg(windows)]
use winapi::winbase::STD_OUTPUT_HANDLE; mod win;
use winapi::wincon::{
FOREGROUND_BLUE as FG_BLUE,
FOREGROUND_GREEN as FG_GREEN,
FOREGROUND_RED as FG_RED,
FOREGROUND_INTENSITY as FG_INTENSITY,
};
const FG_CYAN: DWORD = FG_BLUE | FG_GREEN;
const FG_MAGENTA: DWORD = FG_BLUE | FG_RED;
const FG_YELLOW: DWORD = FG_GREEN | FG_RED;
const FG_WHITE: DWORD = 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 {
handle: HANDLE,
start_attr: TextAttributes,
cur_attr: TextAttributes,
}
unsafe impl Send for Console {}
impl Drop for Console {
fn drop(&mut self) {
unsafe { kernel32::CloseHandle(self.handle); }
}
}
impl Console {
/// 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> {
let mut info = unsafe { mem::zeroed() };
let (handle, res) = unsafe {
let handle = kernel32::GetStdHandle(STD_OUTPUT_HANDLE);
(handle, kernel32::GetConsoleScreenBufferInfo(handle, &mut info))
};
if res == 0 {
return Err(io::Error::last_os_error());
}
let attr = TextAttributes::from_word(info.wAttributes);
Ok(Console {
handle: handle,
start_attr: attr,
cur_attr: attr,
})
}
/// Applies the current text attributes.
fn set(&mut self) -> io::Result<()> {
let attr = self.cur_attr.to_word();
let res = unsafe {
kernel32::SetConsoleTextAttribute(self.handle, attr)
};
if res == 0 {
return Err(io::Error::last_os_error());
}
Ok(())
}
/// 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()
}
}
/// 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 as WORD
}
fn from_word(word: WORD) -> TextAttributes {
let attr = word as DWORD;
TextAttributes {
fg_color: Color::from_fg(attr),
fg_intense: Intense::from_fg(attr),
bg_color: Color::from_bg(attr),
bg_intense: Intense::from_bg(attr),
}
}
}
/// Whether to use intense colors or not.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum Intense {
Yes,
No,
}
impl Intense {
fn to_bg(&self) -> DWORD {
self.to_fg() << 4
}
fn from_bg(word: DWORD) -> Intense {
Intense::from_fg(word >> 4)
}
fn to_fg(&self) -> DWORD {
match *self {
Intense::No => 0,
Intense::Yes => FG_INTENSITY,
}
}
fn from_fg(word: DWORD) -> Intense {
if word & FG_INTENSITY > 0 {
Intense::Yes
} else {
Intense::No
}
}
}
/// The set of available colors for use with a Windows console.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum Color {
Black,
Blue,
Green,
Red,
Cyan,
Magenta,
Yellow,
White,
}
impl Color {
fn to_bg(&self) -> DWORD {
self.to_fg() << 4
}
fn from_bg(word: DWORD) -> Color {
Color::from_fg(word >> 4)
}
fn to_fg(&self) -> DWORD {
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: DWORD) -> 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,
}
}
}

223
wincolor/src/win.rs Normal file
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@ -0,0 +1,223 @@
use std::io;
use std::mem;
use kernel32;
use winapi::{DWORD, HANDLE, WORD};
use winapi::winbase::STD_OUTPUT_HANDLE;
use winapi::wincon::{
FOREGROUND_BLUE as FG_BLUE,
FOREGROUND_GREEN as FG_GREEN,
FOREGROUND_RED as FG_RED,
FOREGROUND_INTENSITY as FG_INTENSITY,
};
const FG_CYAN: DWORD = FG_BLUE | FG_GREEN;
const FG_MAGENTA: DWORD = FG_BLUE | FG_RED;
const FG_YELLOW: DWORD = FG_GREEN | FG_RED;
const FG_WHITE: DWORD = 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 {
handle: HANDLE,
start_attr: TextAttributes,
cur_attr: TextAttributes,
}
unsafe impl Send for Console {}
impl Drop for Console {
fn drop(&mut self) {
unsafe { kernel32::CloseHandle(self.handle); }
}
}
impl Console {
/// 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> {
let mut info = unsafe { mem::zeroed() };
let (handle, res) = unsafe {
let handle = kernel32::GetStdHandle(STD_OUTPUT_HANDLE);
(handle, kernel32::GetConsoleScreenBufferInfo(handle, &mut info))
};
if res == 0 {
return Err(io::Error::last_os_error());
}
let attr = TextAttributes::from_word(info.wAttributes);
Ok(Console {
handle: handle,
start_attr: attr,
cur_attr: attr,
})
}
/// Applies the current text attributes.
fn set(&mut self) -> io::Result<()> {
let attr = self.cur_attr.to_word();
let res = unsafe {
kernel32::SetConsoleTextAttribute(self.handle, attr)
};
if res == 0 {
return Err(io::Error::last_os_error());
}
Ok(())
}
/// 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()
}
}
/// 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 as WORD
}
fn from_word(word: WORD) -> TextAttributes {
let attr = word as DWORD;
TextAttributes {
fg_color: Color::from_fg(attr),
fg_intense: Intense::from_fg(attr),
bg_color: Color::from_bg(attr),
bg_intense: Intense::from_bg(attr),
}
}
}
/// Whether to use intense colors or not.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum Intense {
Yes,
No,
}
impl Intense {
fn to_bg(&self) -> DWORD {
self.to_fg() << 4
}
fn from_bg(word: DWORD) -> Intense {
Intense::from_fg(word >> 4)
}
fn to_fg(&self) -> DWORD {
match *self {
Intense::No => 0,
Intense::Yes => FG_INTENSITY,
}
}
fn from_fg(word: DWORD) -> Intense {
if word & FG_INTENSITY > 0 {
Intense::Yes
} else {
Intense::No
}
}
}
/// The set of available colors for use with a Windows console.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum Color {
Black,
Blue,
Green,
Red,
Cyan,
Magenta,
Yellow,
White,
}
impl Color {
fn to_bg(&self) -> DWORD {
self.to_fg() << 4
}
fn from_bg(word: DWORD) -> Color {
Color::from_fg(word >> 4)
}
fn to_fg(&self) -> DWORD {
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: DWORD) -> 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,
}
}
}