Few days ago I read a blog post about reading console input. It was quite straight-forward explanation and I wondered how difficult would it be to have this done in C#. Well, not really hard at all.
First step is to setup our console. We enable mouse input and we disable quick edit mode:
var handle = NativeMethods.GetStdHandle(NativeMethods.STD_INPUT_HANDLE);
int mode = 0;
if (!(NativeMethods.GetConsoleMode(handle, ref mode))) { throw new Win32Exception(); }
mode |= NativeMethods.ENABLE_MOUSE_INPUT;
mode &= ~NativeMethods.ENABLE_QUICK_EDIT_MODE;
mode |= NativeMethods.ENABLE_EXTENDED_FLAGS;
if (!(NativeMethods.SetConsoleMode(handle, mode))) { throw new Win32Exception(); }
All is left to do next is a simple loop that will check for new input:
while (true) {
if (!(NativeMethods.ReadConsoleInput(handle, ref record, 1, ref recordLen))) { throw new Win32Exception(); }
switch (record.EventType) {
case NativeMethods.MOUSE_EVENT:
//do something
break;
case NativeMethods.KEY_EVENT:
if (record.KeyEvent.wVirtualKeyCode == (int)ConsoleKey.Escape) { return; }
break;
}
}
Check out example program.
PS: Expanding program to handle other key events should be relatively easy since all structures are already in place. Check console reference for more details.
PPS: I really hate C unions. :)
Exactly what I needed. As old schooler, i loved any use of that strange new thing called mouse. load mouse.com to use it ofc! :) Thanks, great article.