c# trouble displaying unicode card suits between different versions of Windows - c#

Using c# .net 4.7.1, I'm trying to make a console app Blackjack game and I'm having trouble displaying the card suits to the console output with different versions of Windows. For Windows 7, this is the Main method that displays the suits correctly:
static void Main(string[] args)
{
string[] Suits = new string[] { "♠", "♣", "♥", "♦" };
Methods.Print(Suits[0] + " " + Suits[1] + " " + Suits[2] + " " + Suits[3]);
Console.ReadLine();
....
}
the suits display as I want them, like this:
But if I run my program with this Main method in it on my Windows 10 machine they display like this:
I've found that if I include this line in my Main method on my Windows 10 machine then the suits display as I want them to:
Console.OutputEncoding = System.Text.Encoding.UTF8;
But then that makes it so the suits don't display correctly on my Windows 7 machine. Can anyone help me out with how I can have these card suits display properly regardless of what Windows OS the program is run on? Thanks in advance.

If you want it to work reliably in the console then here is my solution:
static void Main(string[] args)
{
Console.WriteLine("D, C, H, S");
Console.ReadLine();
}
Here are 2 other options:
Check windows versions and test all scenarios using ♠, ♣, ♥, ♦ and Encoding.UTF8;
Gui application.
Windows 7
The problem with Windows7 console and
Console.OutputEncoding = Encoding.UTF8;
Console.WriteLine("♠, ♣, ♥, ♦");
Console.ReadLine();
is most likely the font in console app.
From Console.OutputEncoding Property:
Note that successfully displaying Unicode characters to the console requires the following:
The console must use a TrueType font, such as Lucida Console or Consolas, to display characters.
You can change the font in the Console app's properties:

Thanks to #tymtam for the insight on the issue I'm having. I looked into the possibility of changing the console font as a solution. I found this article that shows how to programmatically change the console font to Lucida Console which is a true type font. Here's my formatted code from that link:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
namespace BlackJack
{
class BlackJack
{
[DllImport("kernel32.dll", SetLastError = true)]
static extern bool SetCurrentConsoleFontEx(IntPtr consoleOutput, bool maximumWindow, ref CONSOLE_FONT_INFO_EX consoleCurrentFontEx);
[DllImport("kernel32.dll", SetLastError = true)]
static extern IntPtr GetStdHandle(int dwType);
[DllImport("kernel32.dll", SetLastError = true)]
static extern int SetConsoleFont(IntPtr hOut, uint dwFontNum);
private const int STD_OUTPUT_HANDLE = -11;
private const int TMPF_TRUETYPE = 4;
private const int LF_FACESIZE = 32;
private static IntPtr INVALID_HANDLE_VALUE = new IntPtr(-1);
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
internal unsafe struct CONSOLE_FONT_INFO_EX
{
internal uint cbSize;
internal uint nFont;
internal COORD dwFontSize;
internal int FontFamily;
internal int FontWeight;
internal fixed char FaceName[LF_FACESIZE];
}
[StructLayout(LayoutKind.Sequential)]
internal struct COORD
{
internal short X;
internal short Y;
internal COORD(short x, short y)
{
X = x;
Y = y;
}
}
public static void SetConsoleFont(string fontName = "Lucida Console")
{
unsafe
{
IntPtr hnd = GetStdHandle(STD_OUTPUT_HANDLE);
if (hnd != INVALID_HANDLE_VALUE)
{
CONSOLE_FONT_INFO_EX info = new CONSOLE_FONT_INFO_EX();
info.cbSize = (uint)Marshal.SizeOf(info);
// Set console font to Lucida Console.
CONSOLE_FONT_INFO_EX newInfo = new CONSOLE_FONT_INFO_EX();
newInfo.cbSize = (uint)Marshal.SizeOf(newInfo);
newInfo.FontFamily = TMPF_TRUETYPE;
IntPtr ptr = new IntPtr(newInfo.FaceName);
Marshal.Copy(fontName.ToCharArray(), 0, ptr, fontName.Length);
// Get some settings from current font.
newInfo.dwFontSize = new COORD(info.dwFontSize.X, info.dwFontSize.Y);
newInfo.FontWeight = info.FontWeight;
SetCurrentConsoleFontEx(hnd, false, ref newInfo);
}
}
}
static void Main(string[] args)
{
Console.OutputEncoding = System.Text.Encoding.UTF8;
SetConsoleFont();
....
}
Two things to note
I had to add this using statement for it to work:
using System.Runtime.InteropServices;
I had to check the Allow unsafe code checkbox located in the Project>Properties>Build screen as shown below:
After making these changes the program runs on both Windows 7 and Windows 10 and it displays the card suits as I want them to. Like I said before, I don't have access to machines that have other versions of Windows on them, so I can only say that this runs on Windows 7 and Windows 10 for sure.

Related

Keyboard layout change not detected in universal windows apps with C#

I wanna detect every keyboard layout change with C#. It doesn't matter whether it is switched by win + space or alt + shift or with mouse...
I wrote a code that works considerably well (see below) for desktop apps. But it doesn't work for UWP apps. If I switch layout while within the UWP app, it is not detected, if I switch to desktop app the change is detected right away... How can I do it to detect any change in the layout? Is there any other way how to find out what layout is active at any given moment no matter what window is active?
My code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Microsoft.Win32;
using System.Runtime.InteropServices;
using System.Globalization;
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
string lastLang = "";
while (true)
{
string langSuffix = GetKeyboardLayoutIdAtTime();
if (!langSuffix.Equals(lastLang))
{
// do something
Console.WriteLine(getCurrentTimeStamp() + ": Changing '" + lastLang + "' to '" + langSuffix + "'.");
lastLang = langSuffix;
}
System.Threading.Thread.Sleep(1000);
}
}
[DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true)]
private static extern IntPtr GetForegroundWindow();
[DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true)]
private static extern int GetWindowThreadProcessId(IntPtr handleWindow, out int lpdwProcessID);
[DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true)]
private static extern IntPtr GetKeyboardLayout(int WindowsThreadProcessID);
public static string GetKeyboardLayoutIdAtTime()
{
IntPtr hWnd = GetForegroundWindow();
int lpdwProcessId;
InputLanguageCollection installedInputLanguages = InputLanguage.InstalledInputLanguages;
CultureInfo currentInputLanguage = null;
int WinThreadProcId = GetWindowThreadProcessId(hWnd, out lpdwProcessId);
IntPtr KeybLayout = GetKeyboardLayout(WinThreadProcId);
// this remain unchanged when I switch layouts in UWP
Console.WriteLine("KL IntPtr: " + KeybLayout);
for (int i = 0; i < installedInputLanguages.Count; i++)
{
if (KeybLayout == installedInputLanguages[i].Handle) currentInputLanguage = installedInputLanguages[i].Culture;
}
if(currentInputLanguage == null)
{
Console.WriteLine(getCurrentTimeStamp() + "current input language is null...");
}
return currentInputLanguage.TwoLetterISOLanguageName;
}
private static string getCurrentTimeStamp()
{
return DateTime.Now.ToString("yyyyMMddHHmmssffff");
}
}
}
In Desktop, we use the Input Method Manager to communicate with an input method editor (IME), which runs as a service. In UWP, we should be able to use the Text Services Framework. There is a document about Alternatives to Windows APIs in Universal Windows Platform (UWP) apps.
So we should be able to use the Windows​.UI​.Text​.Core namespace, it provides types for accessing the Windows core text APIs and the text input server. Windows core text is a client-server system that centralizes the processing of keyboard input into a single server.
We can find the InputLanguageChanged event in the CoreTextServicesManager class. It occurs when the current input language has changed. When we switched the input method by win + space or alt + shift or with mouse, the InputLanguageChanged will be fired.
For example:
public MainPage()
{
this.InitializeComponent();
CoreTextServicesManager textServiceManager = CoreTextServicesManager.GetForCurrentView();
textServiceManager.InputLanguageChanged += TextServiceManager_InputLanguageChanged;
}
private void TextServiceManager_InputLanguageChanged(CoreTextServicesManager sender, object args)
{
Debug.WriteLine("Keyboard layout is changed!");
}

How do I add a console into my Windows form application? [duplicate]

To get stuck in straight away, a very basic example:
using System;
using System.Windows.Forms;
class test
{
static void Main()
{
Console.WriteLine("test");
MessageBox.Show("test");
}
}
If I compile this with default options (using csc at command line), as expected, it will compile to a console application. Also, because I imported System.Windows.Forms, it will also show a message box.
Now, if I use the option /target:winexe, which I think is the same as choosing Windows Application from within project options, as expected I will only see the Message Box and no console output.
(In fact, the moment it is launched from command line, I can issue the next command before the application has even completed).
So, my question is - I know that you can have "windows"/forms output from a console application, but is there anyway to show the console from a Windows application?
this one should work.
using System.Runtime.InteropServices;
private void Form1_Load(object sender, EventArgs e)
{
AllocConsole();
}
[DllImport("kernel32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool AllocConsole();
Perhaps this is over-simplistic...
Create a Windows Form project...
Then: Project Properties -> Application -> Output Type -> Console Application
Then can have Console and Forms running together, works for me
If you are not worrying about opening a console on-command, you can go into the properties for your project and change it to Console Application
.
This will still show your form as well as popping up a console window. You can't close the console window, but it works as an excellent temporary logger for debugging.
Just remember to turn it back off before you deploy the program.
You can call AttachConsole using pinvoke to get a console window attached to a WinForms project: http://www.csharp411.com/console-output-from-winforms-application/
You may also want to consider Log4net ( http://logging.apache.org/log4net/index.html ) for configuring log output in different configurations.
Create a Windows Forms Application, and change the output type to Console.
It will result in both a console and the form to open.
This worked for me, to pipe the output to a file.
Call the console with
cmd /c "C:\path\to\your\application.exe" > myfile.txt
Add this code to your application.
[DllImport("kernel32.dll")]
static extern bool AttachConsole(UInt32 dwProcessId);
[DllImport("kernel32.dll")]
private static extern bool GetFileInformationByHandle(
SafeFileHandle hFile,
out BY_HANDLE_FILE_INFORMATION lpFileInformation
);
[DllImport("kernel32.dll")]
private static extern SafeFileHandle GetStdHandle(UInt32 nStdHandle);
[DllImport("kernel32.dll")]
private static extern bool SetStdHandle(UInt32 nStdHandle, SafeFileHandle hHandle);
[DllImport("kernel32.dll")]
private static extern bool DuplicateHandle(
IntPtr hSourceProcessHandle,
SafeFileHandle hSourceHandle,
IntPtr hTargetProcessHandle,
out SafeFileHandle lpTargetHandle,
UInt32 dwDesiredAccess,
Boolean bInheritHandle,
UInt32 dwOptions
);
private const UInt32 ATTACH_PARENT_PROCESS = 0xFFFFFFFF;
private const UInt32 STD_OUTPUT_HANDLE = 0xFFFFFFF5;
private const UInt32 STD_ERROR_HANDLE = 0xFFFFFFF4;
private const UInt32 DUPLICATE_SAME_ACCESS = 2;
struct BY_HANDLE_FILE_INFORMATION
{
public UInt32 FileAttributes;
public System.Runtime.InteropServices.ComTypes.FILETIME CreationTime;
public System.Runtime.InteropServices.ComTypes.FILETIME LastAccessTime;
public System.Runtime.InteropServices.ComTypes.FILETIME LastWriteTime;
public UInt32 VolumeSerialNumber;
public UInt32 FileSizeHigh;
public UInt32 FileSizeLow;
public UInt32 NumberOfLinks;
public UInt32 FileIndexHigh;
public UInt32 FileIndexLow;
}
static void InitConsoleHandles()
{
SafeFileHandle hStdOut, hStdErr, hStdOutDup, hStdErrDup;
BY_HANDLE_FILE_INFORMATION bhfi;
hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);
hStdErr = GetStdHandle(STD_ERROR_HANDLE);
// Get current process handle
IntPtr hProcess = Process.GetCurrentProcess().Handle;
// Duplicate Stdout handle to save initial value
DuplicateHandle(hProcess, hStdOut, hProcess, out hStdOutDup,
0, true, DUPLICATE_SAME_ACCESS);
// Duplicate Stderr handle to save initial value
DuplicateHandle(hProcess, hStdErr, hProcess, out hStdErrDup,
0, true, DUPLICATE_SAME_ACCESS);
// Attach to console window – this may modify the standard handles
AttachConsole(ATTACH_PARENT_PROCESS);
// Adjust the standard handles
if (GetFileInformationByHandle(GetStdHandle(STD_OUTPUT_HANDLE), out bhfi))
{
SetStdHandle(STD_OUTPUT_HANDLE, hStdOutDup);
}
else
{
SetStdHandle(STD_OUTPUT_HANDLE, hStdOut);
}
if (GetFileInformationByHandle(GetStdHandle(STD_ERROR_HANDLE), out bhfi))
{
SetStdHandle(STD_ERROR_HANDLE, hStdErrDup);
}
else
{
SetStdHandle(STD_ERROR_HANDLE, hStdErr);
}
}
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main(string[] args)
{
// initialize console handles
InitConsoleHandles();
if (args.Length != 0)
{
if (args[0].Equals("waitfordebugger"))
{
MessageBox.Show("Attach the debugger now");
}
if (args[0].Equals("version"))
{
#if DEBUG
String typeOfBuild = "d";
#else
String typeOfBuild = "r";
#endif
String output = typeOfBuild + Assembly.GetExecutingAssembly()
.GetName().Version.ToString();
//Just for the fun of it
Console.Write(output);
Console.Beep(4000, 100);
Console.Beep(2000, 100);
Console.Beep(1000, 100);
Console.Beep(8000, 100);
return;
}
}
}
I found this code here: http://www.csharp411.com/console-output-from-winforms-application/
I thought is was worthy to post it here as well.
There are basically two things that can happen here.
Console output
It is possible for a winforms program to attach itself to the console window that created it (or to a different console window, or indeed to a new console window if desired). Once attached to the console window Console.WriteLine() etc works as expected. One gotcha to this approach is that the program returns control to the console window immediately, and then carries on writing to it, so the user can also type away in the console window. You can use start with the /wait parameter to handle this I think.
Link to start Command syntax
Redirected console output
This is when someone pipes the output from your program somewhere else, eg.
yourapp > file.txt
Attaching to a console window in this case effectively ignores the piping. To make this work you can call Console.OpenStandardOutput() to get a handle to the stream that the output should be piped to. This only works if the output is piped, so if you want to handle both of the scenarios you need to open the standard output and write to it and attach to the console window. This does mean that the output is sent to the console window and to the pipe but its the best solution I could find. Below the code I use to do this.
// This always writes to the parent console window and also to a redirected stdout if there is one.
// It would be better to do the relevant thing (eg write to the redirected file if there is one, otherwise
// write to the console) but it doesn't seem possible.
public class GUIConsoleWriter : IConsoleWriter
{
[System.Runtime.InteropServices.DllImport("kernel32.dll")]
private static extern bool AttachConsole(int dwProcessId);
private const int ATTACH_PARENT_PROCESS = -1;
StreamWriter _stdOutWriter;
// this must be called early in the program
public GUIConsoleWriter()
{
// this needs to happen before attachconsole.
// If the output is not redirected we still get a valid stream but it doesn't appear to write anywhere
// I guess it probably does write somewhere, but nowhere I can find out about
var stdout = Console.OpenStandardOutput();
_stdOutWriter = new StreamWriter(stdout);
_stdOutWriter.AutoFlush = true;
AttachConsole(ATTACH_PARENT_PROCESS);
}
public void WriteLine(string line)
{
_stdOutWriter.WriteLine(line);
Console.WriteLine(line);
}
}
//From your application set the Console to write to your RichTextkBox
//object:
Console.SetOut(new RichTextBoxWriter(yourRichTextBox));
//To ensure that your RichTextBox object is scrolled down when its text is
//changed add this event:
private void yourRichTextBox_TextChanged(object sender, EventArgs e)
{
yourRichTextBox.SelectionStart = yourRichTextBox.Text.Length;
yourRichTextBox.ScrollToCaret();
}
public delegate void StringArgReturningVoidDelegate(string text);
public class RichTextBoxWriter : TextWriter
{
private readonly RichTextBox _richTextBox;
public RichTextBoxWriter(RichTextBox richTexttbox)
{
_richTextBox = richTexttbox;
}
public override void Write(char value)
{
SetText(value.ToString());
}
public override void Write(string value)
{
SetText(value);
}
public override void WriteLine(char value)
{
SetText(value + Environment.NewLine);
}
public override void WriteLine(string value)
{
SetText(value + Environment.NewLine);
}
public override Encoding Encoding => Encoding.ASCII;
//Write to your UI object in thread safe way:
private void SetText(string text)
{
// InvokeRequired required compares the thread ID of the
// calling thread to the thread ID of the creating thread.
// If these threads are different, it returns true.
if (_richTextBox.InvokeRequired)
{
var d = new StringArgReturningVoidDelegate(SetText);
_richTextBox.Invoke(d, text);
}
else
{
_richTextBox.Text += text;
}
}
}
Building on Chaz's answer, in .NET 5 there is a breaking change, so two modifications are required in the project file, i.e. changing OutputType and adding DisableWinExeOutputInference. Example:
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net5.0-windows10.0.17763.0</TargetFramework>
<UseWindowsForms>true</UseWindowsForms>
<DisableWinExeOutputInference>true</DisableWinExeOutputInference>
<Platforms>AnyCPU;x64;x86</Platforms>
</PropertyGroup>
using System;
using System.Runtime.InteropServices;
namespace SomeProject
{
class GuiRedirect
{
[DllImport("kernel32.dll", SetLastError = true)]
private static extern bool AttachConsole(int dwProcessId);
[DllImport("kernel32.dll", SetLastError = true)]
private static extern IntPtr GetStdHandle(StandardHandle nStdHandle);
[DllImport("kernel32.dll", SetLastError = true)]
private static extern bool SetStdHandle(StandardHandle nStdHandle, IntPtr handle);
[DllImport("kernel32.dll", SetLastError = true)]
private static extern FileType GetFileType(IntPtr handle);
private enum StandardHandle : uint
{
Input = unchecked((uint)-10),
Output = unchecked((uint)-11),
Error = unchecked((uint)-12)
}
private enum FileType : uint
{
Unknown = 0x0000,
Disk = 0x0001,
Char = 0x0002,
Pipe = 0x0003
}
private static bool IsRedirected(IntPtr handle)
{
FileType fileType = GetFileType(handle);
return (fileType == FileType.Disk) || (fileType == FileType.Pipe);
}
public static void Redirect()
{
if (IsRedirected(GetStdHandle(StandardHandle.Output)))
{
var initialiseOut = Console.Out;
}
bool errorRedirected = IsRedirected(GetStdHandle(StandardHandle.Error));
if (errorRedirected)
{
var initialiseError = Console.Error;
}
AttachConsole(-1);
if (!errorRedirected)
SetStdHandle(StandardHandle.Error, GetStdHandle(StandardHandle.Output));
}
}
Setting the output type as Console in the project properties will give you a Console application along with the form you created.
if what you want is simple debug output the following works for me. I am using VS 2022 programming in C#
add "using System.Diagnostics"
then
Debug.WriteLine("*****");
Debug.WriteLine(...);
Debug.WriteLine("");
THe output appears in the debug console of VS2022. There is a lot of stuff there so I use the Debug.WriteLine("*****") and Debug.WriteLine("") to help me find my output. You can also clear the debug output after start up.
I am still working but running under VS there is no output when running wo debugging
Why not just leave it as a Window Forms app, and create a simple form to mimic the Console. The form can be made to look just like the black-screened Console, and have it respond directly to key press.
Then, in the program.cs file, you decide whether you need to Run the main form or the ConsoleForm. For example, I use this approach to capture the command line arguments in the program.cs file. I create the ConsoleForm, initially hide it, then pass the command line strings to an AddCommand function in it, which displays the allowed commands. Finally, if the user gave the -h or -? command, I call the .Show on the ConsoleForm and when the user hits any key on it, I shut down the program. If the user doesn't give the -? command, I close the hidden ConsoleForm and Run the main form.
You can any time switch between type of applications, to console or windows. So, you will not write special logic to see the stdout. Also, when running application in debugger, you will see all the stdout in output window. You might also just add a breakpoint, and in breakpoint properties change "When Hit...", you can output any messages, and variables. Also you can check/uncheck "Continue execution", and your breakpoint will become square shaped. So, the breakpoint messages without changhing anything in the application in the debug output window.

Pinvoke "System.AccessViolationException" when trying to import unmanaged dll

I am trying to import a driver dll for a piece of equipment my company uses, but I can't seem to get this to work. I am new to c# so please go easy on me. This is related to a post I made yesterday, I am attempting to convert a C program over to C#.
I wrote this code so that I could start to understand PInvoke
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
namespace PInvokeTest {
class Program {
static void Main(string[] args) {
Int32 session_handle = 0;
Byte state_buffer = 0;
Int16 result = 1, PortNum = 1, PortType = 1;
session_handle = TMExtendedStartSession(PortNum, PortType);
result = TMSearch(session_handle, state_buffer, 1, 1, 0xEC);
if (result == 1)
Console.WriteLine("Device Found");
if (result == -201)
Console.WriteLine("Hardware Driver Not Found");
else
Console.WriteLine("Network Error");
Console.ReadKey();
}
[DllImport("IBFS32.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
public static extern Int32 TMExtendedStartSession(Int16 PortNum, Int16 PortType);
[DllImport("IBFS32.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
public static extern Int16 TMSearch(Int32 session_handle, Byte state_buffer, int p1, int p2, int p3);
}
}
I am trying to use these 2 functions
TMExthendedStartSession http://files.maximintegrated.com/sia_bu/licensed/docs/1-wire_sdk_win/TMEX/exst8l9q.html
and TMSearch
http://files.maximintegrated.com/sia_bu/licensed/docs/1-wire_sdk_win/TMEX/sear1ezy.html
When I run TMExthendedStartSession I get System.AccessViolationException, but when I run TMSearch alone I get a message
"Managed Debugging Assistant 'PInvokeStackImbalance' has detected a problem in 'C:\PInvokeTest\Debug\PInvokeTest.vshost.exe'."
The function TMSearch does return a value of -201 though.
Any help is appreciated.
In 32 bit Windows, the pascal calling convention maps to stdcall. There is a #define near the top of WinDef.h (or minwindef.h in more modern SDKs) that maps pascal to __stdcall.
On top of that, your parameters are all wrong. It should be like this:
[DllImport("IBFS32.dll")]
public static extern int TMExtendedStartSession(
short PortNum,
short PortType,
IntPtr EnhancedOptions
);
[DllImport("IBFS32.dll")]
public static extern short TMSearch(
int session_handle,
IntPtr state_buffer,
short p1,
short p2,
short p3
);
The state_buffer parameter might perhaps be better declared as byte[]. It's hard to tell from here what the semantics are.

adding text decorations to console output

I have a c# .net 3.5 application that writes text to the console using a StreamWriter. Is there a way I can add text decorations like underline and strikethrough to the text that is printed to the console? Possibly using ANSI escape sequences?
TextWriter writer = new StreamWriter(Console.OpenStandardOutput());
writer.WriteLine("some underlined text");
Thanks,
PaulH
In Windows 10 build 16257 and later:
using System;
using System.Runtime.InteropServices;
class Program
{
const int STD_OUTPUT_HANDLE = -11;
const uint ENABLE_VIRTUAL_TERMINAL_PROCESSING = 4;
[DllImport("kernel32.dll", SetLastError = true)]
static extern IntPtr GetStdHandle(int nStdHandle);
[DllImport("kernel32.dll")]
static extern bool GetConsoleMode(IntPtr hConsoleHandle, out uint lpMode);
[DllImport("kernel32.dll")]
static extern bool SetConsoleMode(IntPtr hConsoleHandle, uint dwMode);
static void Main()
{
var handle = GetStdHandle(STD_OUTPUT_HANDLE);
uint mode;
GetConsoleMode(handle, out mode);
mode |= ENABLE_VIRTUAL_TERMINAL_PROCESSING;
SetConsoleMode(handle, mode);
const string UNDERLINE = "\x1B[4m";
const string RESET = "\x1B[0m";
Console.WriteLine("Some " + UNDERLINE + "underlined" + RESET + " text");
}
}
The Windows console does not support ANSI escape sequences. To my knowledge, the only way to change the attributes of an output character is to call SetConsoleTextAttribute before writing the character. Or, in .NET, modify the Console.ForegroundColor or Console.BackgroundColor attributes.
It might be possible to set those properties to custom values (i.e. values not defined by ConsoleColor) with a type cast. But I don't know what good that would do you.
I don't know that I've ever seen strikethrough text on a Windows console, and it's been years since I saw underline. I suppose it's possible, but I don't know how it's done.
I use this code. It's a fixed version of Vladimir Reshetnikov's answer, using the correct escape code for the reset.
private static void WriteUnderline(string s)
{
var handle = GetStdHandle(STD_OUTPUT_HANDLE);
uint mode;
GetConsoleMode(handle, out mode);
mode |= ENABLE_VIRTUAL_TERMINAL_PROCESSING;
SetConsoleMode(handle, mode);
Console.WriteLine($"\x1B[4m{s}\x1B[24m");
}
This will do underlined text, and has the benefit of not resetting any colors you have set.
Short answer, no; the console doesn't allow the use of underlined characters in output.
Longer answer: The screen buffer used by the console is little more than a byte array. Each cursor position is one byte or one character. To create an underline, you either need two characters overlapping (which isn't possible in the console), or you need access to a codepage that uses the upper 128 character values as underlined or strikethrough versions of the lower 128 (I don't know of one).
You can work around this if you are willing to go "double-spaced" for lines that have underlines. Character code 0x00AF (decimal 175) is a "text art" character representing a border across the top of the character space. If you use those in the line underneath your text, presto, underlines.
I found this question and thought I would add to the answers for pre-windows 10 terminal using kernel32 functions,
using System;
using System.Runtime.InteropServices;
namespace color_console
{
class Class1
{
static void Main(string[] args)
{
Class1 c = new Class1();
c.change();
}
[DllImport("kernel32.dll", SetLastError=true)]
public static extern bool SetConsoleTextAttribute(IntPtr hConsoleOutput, CharacterAttributes wAttributes);
[DllImport("kernel32.dll")]
public static extern IntPtr GetStdHandle(int nStdHandle);
[DllImport("kernel32.dll")]
public static extern bool GetConsoleScreenBufferInfo(IntPtr hConsoleOutput,
ref CONSOLE_SCREEN_BUFFER_INFO lpConsoleScreenBufferInfo);
void change()
{
const int STD_OUTPUT_HANDLE = -11;
IntPtr hOut;
hOut = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_SCREEN_BUFFER_INFO ConsoleInfo = new CONSOLE_SCREEN_BUFFER_INFO();
GetConsoleScreenBufferInfo(hOut, ref ConsoleInfo);
CharacterAttributes originalAttributes = (CharacterAttributes)ConsoleInfo.wAttributes;
//write some text
SetConsoleTextAttribute(hOut, CharacterAttributes.FOREGROUND_BLUE);
Console.WriteLine("Blue text");
SetConsoleTextAttribute(hOut, CharacterAttributes.BACKGROUND_RED);
Console.WriteLine("Red background");
SetConsoleTextAttribute(hOut, CharacterAttributes.BACKGROUND_GREEN);
Console.WriteLine("Green background");
SetConsoleTextAttribute(hOut, CharacterAttributes.BACKGROUND_GREEN | CharacterAttributes.BACKGROUND_RED);
Console.WriteLine("Yellow background");
SetConsoleTextAttribute(hOut, CharacterAttributes.FOREGROUND_RED | CharacterAttributes.COMMON_LVB_UNDERSCORE);
Console.WriteLine("Red underlined text");
SetConsoleTextAttribute(hOut, CharacterAttributes.FOREGROUND_RED
| CharacterAttributes.FOREGROUND_BLUE);
Console.WriteLine("Purple text");
SetConsoleTextAttribute(hOut, CharacterAttributes.FOREGROUND_RED
| CharacterAttributes.FOREGROUND_BLUE
| CharacterAttributes.FOREGROUND_INTENSITY);
Console.WriteLine("Purple text intense");
SetConsoleTextAttribute(hOut, CharacterAttributes.FOREGROUND_GREEN
| CharacterAttributes.FOREGROUND_BLUE
| CharacterAttributes.COMMON_LVB_REVERSE_VIDEO);
Console.WriteLine("Aqua reversed text ");
SetConsoleTextAttribute(hOut, CharacterAttributes.FOREGROUND_GREEN
| CharacterAttributes.FOREGROUND_BLUE
| CharacterAttributes.COMMON_LVB_REVERSE_VIDEO
| CharacterAttributes.FOREGROUND_INTENSITY);
Console.WriteLine("Aqua reversed intense text ");
SetConsoleTextAttribute(hOut, CharacterAttributes.COMMON_LVB_GRID_LVERTICAL
| CharacterAttributes.FOREGROUND_GREEN);
Console.WriteLine("What does this do");
SetConsoleTextAttribute(hOut, originalAttributes);
Console.WriteLine("Back to the shire");
}
public enum CharacterAttributes
{
FOREGROUND_BLUE = 0x0001,
FOREGROUND_GREEN = 0x0002,
FOREGROUND_RED = 0x0004,
FOREGROUND_INTENSITY = 0x0008,
BACKGROUND_BLUE = 0x0010,
BACKGROUND_GREEN = 0x0020,
BACKGROUND_RED = 0x0040,
BACKGROUND_INTENSITY = 0x0080,
COMMON_LVB_LEADING_BYTE = 0x0100,
COMMON_LVB_TRAILING_BYTE = 0x0200,
COMMON_LVB_GRID_HORIZONTAL = 0x0400,
COMMON_LVB_GRID_LVERTICAL = 0x0800,
COMMON_LVB_GRID_RVERTICAL = 0x1000,
COMMON_LVB_REVERSE_VIDEO = 0x4000,
COMMON_LVB_UNDERSCORE = 0x8000
}
[StructLayout(LayoutKind.Sequential)]
public struct CONSOLE_SCREEN_BUFFER_INFO
{
public COORD dwSize;
public COORD dwCursorPosition;
public int wAttributes;
public SMALL_RECT srWindow;
public COORD dwMaximumWindowSize;
}
// Standard structures used for interop with kernel32
[StructLayout(LayoutKind.Sequential)]
public struct COORD
{
public short x;
public short y;
}
[StructLayout(LayoutKind.Sequential)]
public struct SMALL_RECT
{
public short Left;
public short Top;
public short Right;
public short Bottom;
}
}
}
Output on my PC
It's pretty easy to change the foreground/background color of console : http://www.dotnetperls.com/console-color but AFAIK there is no way to put some bold text, for example. But I didn't really tried to achieve that so i'm not sure.

How to invoke the screen saver in Windows in C#?

I'd like to invoke the user's screen saver if such is defined, in a Windows environment.
I know it can be done using pure C++ code (and then the wrapping in C# is pretty simple), as suggested here.
Still, for curiosity, I'd like to know if such task can be accomplished by purely managed code using the dot net framework (version 2.0 and above), without p/invoke and without visiting the C++ side (which, in turn, can use windows API pretty easily).
I've an idea, I'm not sure how consistently this would work, so you'd need to research a bit I think, but hopefully it's enough to get you started.
A screen saver is just an executable, and the registry stores the location of this executable in HKCU\Control Panel\Desktop\SCRNSAVE.EXE
On my copy of Vista, this worked for me:
RegistryKey screenSaverKey = Registry.CurrentUser.OpenSubKey(#"Control Panel\Desktop");
if (screenSaverKey != null)
{
string screenSaverFilePath = screenSaverKey.GetValue("SCRNSAVE.EXE", string.Empty).ToString();
if (!string.IsNullOrEmpty(screenSaverFilePath) && File.Exists(screenSaverFilePath))
{
Process screenSaverProcess = Process.Start(new ProcessStartInfo(screenSaverFilePath, "/s")); // "/s" for full-screen mode
screenSaverProcess.WaitForExit(); // Wait for the screensaver to be dismissed by the user
}
}
I think having a .Net library function that does this is highly unlikely - I'm not aware of any. A quick search returned this Code Project tutorial which contains an example of a managed wrapper which you mentioned in your question.
P/invoke exists so that you're able to access OS-specific features, of which screen savers are an example.
I'm not sure you can use completely managed code to do this.
This uses Windows API but is still very simple: Launch System Screensaver from C# Windows Form
Working on any version of windows...
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace HQ.Util.Unmanaged
{
public class ScreenSaverHelper
{
[DllImport("User32.dll")]
public static extern int SendMessage(IntPtr hWnd, uint Msg, IntPtr wParam, IntPtr lParam);
[DllImport("user32.dll", EntryPoint = "GetDesktopWindow")]
private static extern IntPtr GetDesktopWindow();
// Signatures for unmanaged calls
[DllImport("user32.dll", CharSet = CharSet.Auto)]
private static extern bool SystemParametersInfo(int uAction, int uParam, ref int lpvParam, int flags);
// Constants
private const int SPI_GETSCREENSAVERACTIVE = 16;
private const int SPI_SETSCREENSAVERACTIVE = 17;
private const int SPI_GETSCREENSAVERTIMEOUT = 14;
private const int SPI_SETSCREENSAVERTIMEOUT = 15;
private const int SPI_GETSCREENSAVERRUNNING = 114;
private const int SPIF_SENDWININICHANGE = 2;
private const uint DESKTOP_WRITEOBJECTS = 0x0080;
private const uint DESKTOP_READOBJECTS = 0x0001;
private const int WM_CLOSE = 16;
public const uint WM_SYSCOMMAND = 0x112;
public const uint SC_SCREENSAVE = 0xF140;
public enum SpecialHandles
{
HWND_DESKTOP = 0x0,
HWND_BROADCAST = 0xFFFF
}
public static void TurnScreenSaver(bool turnOn = true)
{
// Does not work on Windows 7
// int nullVar = 0;
// SystemParametersInfo(SPI_SETSCREENSAVERACTIVE, 1, ref nullVar, SPIF_SENDWININICHANGE);
// Does not work on Windows 7, can't broadcast. Also not needed.
// SendMessage(new IntPtr((int) SpecialHandles.HWND_BROADCAST), WM_SYSCOMMAND, SC_SCREENSAVE, 0);
SendMessage(GetDesktopWindow(), WM_SYSCOMMAND, (IntPtr)SC_SCREENSAVE, (IntPtr)0);
}
}
}

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