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ReadConsoleOutput (kernel32)
 
.
Summary

C# Signature:

[DllImport("kernel32.dll")]
static extern bool ReadConsoleOutput(IntPtr hConsoleOutput, [Out] CHAR_INFO []
   lpBuffer, COORD dwBufferSize, COORD dwBufferCoord,
   ref SMALL_RECT lpReadRegion);

User-Defined Types:

    //these may be defined elsewhere on this site, but it seems handy to have them
    // all in one place

    //CHAR_INFO struct, which was a union in the old days
    // so we want to use LayoutKind.Explicit to mimic it as closely
    // as we can
    [StructLayout(LayoutKind.Explicit)]
    private struct CHAR_INFO
    {
        [FieldOffset(0)]
        internal char UnicodeChar;
        [FieldOffset(0)]
        internal char AsciiChar;
        [FieldOffset(2)] //2 bytes seems to work properly
        internal UInt16 Attributes;
    }

    //COORD struct
    [StructLayout(LayoutKind.Sequential)]
    private struct COORD
    {
        public short X;
        public short Y;
    }

    //SMALL_RECT struct
    [StructLayout(LayoutKind.Sequential)]
    private struct SMALL_RECT
    {
        public short Left;
        public short Top;
        public short Right;
        public short Bottom;
    }

Notes:

None.

Tips & Tricks:

Please add some!

Sample Code:

    //Note #1: this isn't a complete program, but it's a lot better to start
    // from than nothing. There's so much stuff to set up here, the code sample
    // ends up getting pretty long in a hurry.

    //so, a call might look something like this
    //note: this reads a 3x3 block of characters around "Me".
    // could be used in a simple game, etc. (obviously, to
    // test this you're going to have to put it into a
    // class)

    [DllImport("kernel32.dll")]
    static extern IntPtr GetStdHandle(int nStdHandle);

    [DllImport("kernel32.dll")]
    static extern bool ReadConsoleOutput(IntPtr hConsoleOutput, [Out] CHAR_INFO[]
       lpBuffer, COORD dwBufferSize, COORD dwBufferCoord,
       ref SMALL_RECT lpReadRegion);

    /*okay, now the actual code*/

    // Call kernel32.dll GetStdHandle to get a handle to the console's
     // STDOUT screen buffer (which we'll need so we can read the
     // stuff that's on the screen)
    IntPtr hStdOut;
    private const int STD_OUTPUT_HANDLE = -11;
     hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);

     // we're going to read a 3x3 square buffer from the console.
     // so the buffer array needs to be 3 x 3 = 9 structs in size
     CHAR_INFO[] myCharInfo = new CHAR_INFO[9];

    //I just picked (4,5) as a good arbitrary center for reading
    short meX = 4;//pick an arbitrary column on the screen
    short meY = 5;//pick an arbitrary row on the screen

    //set up the dimensions of my buffer (3 by 3)
     COORD myBufferSize;
     myBufferSize.X = 3;
     myBufferSize.Y = 3;

     //set up where within the buffer to PUT what we read
    //(my buffer is only 3x3 and I'm reading a 3x3 square
    // so I better start writing to the buffer at 0,0 or
    // I'm going to overflow the buffer)
     COORD myBufferPosition;
     myBufferPosition.X = 0;
     myBufferPosition.Y = 0;

     //set up what part of the screen buffer to read.
    //(any Left, Right, Top, Bottom could be used. I just thought
    // this made an interesting example.)
     SMALL_RECT mySmallRect;
     mySmallRect.Left = (short)(meX - 1); //one space to the left of Me
     mySmallRect.Right = (short)(meX + 1); //one space to the right of Me
     mySmallRect.Top = (short)(meY - 1); //one space above me
     mySmallRect.Bottom = (short)(meY + 1); //one space below me

     //do the actual read of the screen buffer using
     // kernel32.dll's ReadConsoleOutput function
     ReadConsoleOutput(hStdOut, myCharInfo,
        myBufferSize, myBufferPosition,
        ref mySmallRect);

    //and now myCharInfo should be what we read. We can process that
    //however we like

Alternative Managed API:

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(Sources at MSDN forums say there isn't one.)

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