• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
webwraith

Windows doesn't want to set the screen buffer size

5 posts in this topic

I am trying to write some simplified wrappers around the Windows console functions in D. However, for some reason, whenever I try and use SetConsoleScreenBufferSize(), I keep getting error 87, which a quick look up under MSDN reveals to be "ERROR_INVALID_PARAMETER".

I have, pretty much, the simplest version of my test code that doesn't run:
module sample;
 
import std.c.windows.windows;
import std.conv;
import std.format;
import std.array;
import std.stdio;
 
alias HANDLE handle;
 
void main(){
auto buff = CreateConsoleScreenBuffer(GENERIC_READ|GENERIC_WRITE, FILE_SHARE_READ|FILE_SHARE_WRITE, null, CONSOLE_TEXTMODE_BUFFER, null);
if( buff == INVALID_HANDLE_VALUE )
throw new Exception("Unable to create new screen buffer. Error: " ~ text( GetLastError() ) );
 
COORD c = {60, 30};
 
// get the console window dims, to make sure this screen buffer is as large or larger
CONSOLE_SCREEN_BUFFER_INFO* csbi = new CONSOLE_SCREEN_BUFFER_INFO;
 
GetConsoleScreenBufferInfo( buff, csbi );
short width = cast(short)(csbi.srWindow.Right-csbi.srWindow.Left);
short height = cast(short)(csbi.srWindow.Bottom-csbi.srWindow.Top);
 
if(c.X<width)
c.X = width;
if(c.Y<height)
c.Y = height;
 
// set the screen buffer size !!!<= THIS IS WHAT DOESN'T WORK!
if(SetConsoleScreenBufferSize( buff, c ) == 0){
auto err = GetLastError();
throw new Exception("Unable to set buffer dimensions. Error: " ~ text(err) );
}
 
SetConsoleTextAttribute( buff, defineAttr( Color.White|Color.Intensity, Color.Blue ) );
setCursor( buff, 2, 28 );
readln();
}
 
enum Color{ Black = 0, Blue = 1, Green = 2, Red = 4, White = 7, Intensity = 8 };
 
ushort defineAttr(Color fg = Color.Red|Color.Green|Color.Blue, Color bg = Color.Black){
ushort val;
 
if(fg & Color.Red)       val |= FOREGROUND_RED;
if(fg & Color.Green)     val |= FOREGROUND_GREEN;
if(fg & Color.Blue)      val |= FOREGROUND_BLUE;
if(fg & Color.Intensity) val |= FOREGROUND_INTENSITY;
 
if(bg & Color.Red)       val |= BACKGROUND_RED;
if(bg & Color.Green)     val |= BACKGROUND_GREEN;
if(bg & Color.Blue)      val |= BACKGROUND_BLUE;
if(bg & Color.Intensity) val |= BACKGROUND_INTENSITY;
 
return val;
}
 
 
void setCursor(handle n, short x, short y){
COORD c = {x, y};
SetConsoleCursorPosition( n, c );
}
 
I don't understand what this "invalid parameter" might be, so if anyone could shine a light on this, I would very much appreciate it.

EDIT: I forgot to mention, I have factored out nearly every function here, but the code is otherwise exactly as written. Also, I have tested on both a brand new screen buffer, as well as on the default, both to the same effect.

SOLVED: I ended up stealing the DOSBox code linked by aqrit.
The original link: http://sourceforge.net/p/dosbox/code-0/HEAD/tree/dosbox/trunk/src/debug/debug_win32.cpp

My implementation:
/// Shamelessly ripped from the DOSBox sources and adapted for D
void setBufferDims(handle n, short w, short h){
	assert(n != INVALID_HANDLE_VALUE, "invalid handle passed to setBufferDims()");
	CONSOLE_SCREEN_BUFFER_INFO csbi;
	SMALL_RECT rect;
	COORD window_dims, win_coords;
	
	if(!GetConsoleScreenBufferInfo(n, &csbi))
		throw new Exception( "Unable to retrieve console screen buffer data. Error: "~text(GetLastError()) );
	
	// get console window size in cols and rows
	win_coords = GetLargestConsoleWindowSize( n );
	if(win_coords.X == 0 && win_coords.Y == 0)
		throw new Exception( "Unable to retrieve largest possible window coordinates: "~text(GetLastError()) );
	window_dims = csbi.dwSize;
	
	rect.Right  = cast(short)(min(w, win_coords.X)-1);
	rect.Bottom = cast(short)(min(h, win_coords.Y)-1);
	rect.Left = rect.Top = 0;
	
	win_coords.X = w;
	win_coords.Y = h;
	
	// if console is smaller than or equal to requested size
	if(csbi.dwSize.X * csbi.dwSize.Y > w * h){
		SetConsoleWindowInfo( n, true, &rect);
		SetConsoleScreenBufferSize( n, win_coords );
	}
	if(csbi.dwSize.X * csbi.dwSize.Y < w * h){// otherwise
		// resize console, then buffer
		SetConsoleScreenBufferSize( n, win_coords );
		SetConsoleWindowInfo( n, true, &rect);
	}
}
Is it wrong that I find it really cool that the D code is almost identical to its C/C++ origins? Edited by webwraith
0

Share this post


Link to post
Share on other sites

Have you tried printing out the values of c.X, c.Y, srWindow, dwSize, dwMaximumWindowSize, and so on? Obviously there is some kind of assumption you are making here that is not holding, I am guessing that it's not correct to take the width and height of the console viewport (srWindow) but that you should probably be using dwSize. In any case, what I would start doing is immediately feeding back the value of dwSize obtained by GetConsoleScreenBufferInfo back into SetConsoleScreenBufferSize which should, hopefully, succeed, as a sanity check. Then start tweaking parameters a bit to see what works and see if the results match your expectations.

1

Share this post


Link to post
Share on other sites
I don't know anything about D calling conventions, but according to Windows calling conventions, the COORD parameter should be passed in as a single LONG parameter (or LONGLONG for x64), because it fits in a single stack element, and it is not a reference/pointer parameter. If the above suggestions don't help, you should look into this.
0

Share this post


Link to post
Share on other sites

I was being confused by the fact that SMALL_RECTs specify, according to MSDN, the "rows and columns of screen-buffer character cells". I had thought it meant the number of columns and rows visible in the window, but apparently not

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0