Porting an old DOS TUI to ncurses - terminal

I would like to have some advice about how to port an old C++ program written for MS-DOS in the early 90s.
This program implements a quite complex text-user interface. The interface code is well separated from the logic, and I don't think it would be too difficult to make it use ncurses.
Being a complete novice, I have a few questions:
The DOS program intercepts interrupt 0x33 to handle mouse events. The interrupt handler store events in a FIFO, which the main program pools periodically. (Every element in the FIFO is a C structure containing information about the nature of the event, the position of the mouse and the state of its buttons.) To keep the logic of the code unchanged, I was thinking of firing a thread which calls getch() asynchronously within an infinite loop and fills the FIFO in the same way the old program did. My idea is that this thread, and only this thread, should access stdin, while the main thread would only have the responsibility to access stdout (through add_wch() and similar). Is ncurses safe to use in this way, or do stdin/stdout accesses need to be always done within the same thread?
The way colors are set in this app is quite byzantine, as it uses the concept of "inherited palettes". Basically, a window usually specifies the background and foreground colors, and every widget within that window sets the foreground only (but a few widgets redefine both fg/bg). I understand that ncurses' attr() always wants to specify colors using pairs, which must be initialized using initp(), and this doesn't play nicely with the logic of this program. I am therefore thinking of using tiparm() to directly send setaf/setbf sequences when the program wants to change the fg/bg color, respectively. (I would lose the ability to run the code on terminals which do not support setaf/setbf, but this would not be a huge loss.) Is it safe to send setaf/setbf control sequences and then call functions like add_wch(), or should the latter be used only in association with attr()?
I could write a few test scripts to check that my ideas work, but I would not be sure that this approach is supposed to work always.
Thanks for any help!

There's a lot of possibilities - but the approach described sounds like terminfo (low-level) rather than curses, except for the mention of add_wch. Rather than tiparm, a curses application would use wattr_set, init_pair, start_color, etc.
ncurses I/O has to be in one thread; while ncurses can be compiled to help (by using mutexes in some places), packagers have generally ignored that (and even with that configuration, application developers still would have work to do).
Further reading:
curses color manipulation routines
curses character and window attribute control routines
curses thread support

Related

Is there any way to determine if a program uses a specific Windows API functions?

Ok, it may be a bit difficult to explain:
Suppose someone creates a Windows application (using C# or any other language) that uses the GetDesktopWindow() function on the user32.dll to capture a Screenshot and then sends this image to any online service.
Since it's custom made application, no anti-virus software will be able to determine that it's a virus because it's still an unknown application for it. Also, there are legitimate uses for such API, so it's not necessarily a virus, it can be a harmless window capture tool or some kind of espionage tool.
What I want to know is: Is there any way to see what a specific EXE file does regarding the Windows functions? Can I know if "myapp.exe" uses GetDesktopWindow() of user32.dll?
This is only one example. There are plenty other Windows endpoints that I would like to know when they're used by any application.
Is there a way to do that?
It depends to what lengths you want to go doing that. It's essentially a game of cat and mouse - bad actors will attempt to find new ways to circumvent your detection by jumping through some obscure hoops, you will add more sophisticated detection methods for those tricks, they will think of new tricks, and so on.
Also, it depends on whether you want to statically or dynamically determine that, and whether you actually want to know if GetDesktopWindow is called or if "the program gets a handle to the desktop window" (which can be achieved in other ways as well).
Here is a non-exhaustive list of ideas:
You could statically determine whether the function is imported by looking at the import directory. Research the PE file structure to find out more. This article may help.
This method of detection can be easily circumvented by dynamically importing the function using LoadLibrary and GetProcAddress.
You could scan the file for the string GetDesktopWindow to detect possible usage for dynamic import.
This method of detection can be easily circumvented by packing, encrypting or otherwise obfuscating the name of the dynamically imported function.
You could dynamically observe whether the GetDesktopWindow function gets called by registering an AppInit_DLL or a global hook which is injected into every new process and hook the GetDesktopWindow function from inside the process by overwriting its first bytes with a jump to your own code, notifying your detection component somehow, executing the original bytes and jumping back. (Microsoft Detours can help there.)
This method of detection can be circumvented if the target notices the hook and removes it before calling, since its in its own process space. (You could also do some tricks with acting like a debugger and setting a hardware breakpoint on the first instruction of GetDesktopWindow, but yet again there would be ways to detect or circumvent that since the target could also modify the debug registers.)
You could build a driver that does this from kernel-mode instead, but now we are getting really deep.
Note that until now we focused on the actual GetDesktopWindow function from user32.dll. But what if the target will just use a different way to achieve its goal of getting a desktop window handle?
The desktop window handle for the current thread is stored in the TIB (thread information block) which is accessible via fs:[18] from user mode. You can see this in the GetDesktopWindow source code of ReactOS which is pretty accurate compared to Microsoft's actual implementation (which you can verify by looking at it in a debugger). The target could therefore just access the TIB and extract this value, without even calling GetDesktopWindow at all.
The target could just take a known top-level window such as the shell's hidden compatibility window which you'll get via GetShellWindow() or - to avoid detection of GetShellWindow too - for example FindWindow(NULL, "Program Manager") (or even a newly created window!) and call GetAncestor(hWnd, GA_PARENT) on it to get the desktop window handle.
I'm sure, with some creativity, your adversaries will come up with more clever ideas than these.
Also, if we take this one step further and take a look at the ultimate goal of taking a screenshot, there as well exist other ways to achieve that. First example coming to mind: They could use keybd_event to emulate pressing the PrnSc key and then read the screenshot out of the clipboard data.
So it's all a matter of how far you want to take this.
By the way, you may find the drltrace project interesting - it is a library call tracer.

How can I send keyboard input to a OpenGL/DirectX game window?

How can I simulate a keypress in a game window (using any programming language in Windows)?
AutoHotKeys Scripts and .NET SendKeys functions do not work...
Using AutoIt!3 (which is quite similar to AutoHotKeys), you'd use Send() (http://www.autoitscript.com/autoit3/docs/functions/Send.htm), but make sure to have the game window active (WinActivate()) before you do.
I've used this to interact with Second Life (which uses OpenGL) succesfully. You may require a Sleep() period between simulated key presses, since not all games implement good keyboard buffers.
If this doesn't work, the game is probably accessing the hardware drivers directly, and your only option is to hook into the keyboard drivers.
If the game is polling asynchonously, you want to use the down and up modifiers flags:
Send("{left down}") ; hold down the LEFT key
Sleep(10) ; keep it pressed for 10 milliseconds
Send("{left up}") ; release the LEFT key
Figuring out how long to keep the key pressed depends entirely on how frequently the program you're trying to control is polling the keyboard; no way to know for sure.
Any programming language? My recommendation is to write up a little app in C or C++ (although you could also do this in a .NET app with P/Invoke).
Specifically, you're looking for the SendInput function from the Win32 API, which can send low-level keyboard and mouse input to an application. It does this in terms of an INPUT structure that contains the information you want to send.
Of course, use of this function is subject to UIPI, which means that the application you're injecting input into must be running at an equal or lesser integrity level than the application that is doing the injecting.
However, since this function is generally what SendKeys uses under the covers, that last little caveat might be why it isn't working. It's hard to say exactly; you don't tell us what you mean by "do not work".

Pipe output(stdout) from running process Win32Api

I need to get (or pipe) the output from a process that is already running, using the windows api.
Basically my application should allow the user to select a window to pipe the input from, and all input will be displayed in a console. I would also be looking on how to get a pipe on stderr later on.
Important: I did not start the process using CreateProcess() or otherwise. The process is already running, and all I have is the handle to the process (returned from GetWindowThreadProcessId()).
The cleanest way of doing this without causing any ill effects, such that may occur if you used the method Adam implied of swapping the existing stdout handle with your own, is to use hooking.
If you inject a thread into the existing application and swap calls to WriteFile with an intercepted version that will first give you a copy of what's being written (filtered by handle, source, whatever) then pass it along to the real ::WriteFile with no harm done. Or you can intercept the call higher up by only swapping out printf or whichever call it is that the software is using (some experimentation needed, obviously).
HOWEVER, Adam is spot-on when he says this isn't what you want to do. This is a last resort, so think very, very carefully before going down this line!
Came across this article from MS while searching on the topic.
http://support.microsoft.com/kb/190351
The concept of piping input and output on Unix is trivial, there seems no great reason for it to be so complex on Windows. - Karl
Whatever you're trying to do, you're doing it wrong. If you're interacting with a program for which you have the source code, create a defined interface for your IPC: create a socket, a named pipe, windows messaging, shared memory segment, COM server, or whatever your preferred IPC mechanism is. Do not try to graft IPC onto a program that wasn't intending to do IPC.
You have no control over how that process's stdout was set up, and it is not yours to mess with. It was created by its parent process and handed off to the child, and from there on out, it's in control of the child. You don't go in and change the carpets in somebody else's house.
Do not even think of going into that process, trying to CloseHandle its stdout, and CreateFile a new stdout pointing to your pipe. That's a recipe for disaster and will result in quirky behavior and "impossible" crashes.
Even if you could do what you wanted to do, what would happen if two programs did this?

How to deal with a second event-loop with message-dispatch?

I am working on a program which is essentially single-threaded, and its only thread is the main event-loop thread. Consequently, all its data structures are basically not protected by anything like critical region.
Things work fine until it recently integrates some new functions based on DirectShow API. Some DirectShow APIs open a second event-loop and within that second loop it dispatch messages (i.e. invoke other event-handling callbacks unpredictably). So when a second event-handling function is invoked, it might damage the data struct which is being accessed by the function that invokes the DirectShow API.
I have some experience in kernel programming. And what comes in my mind is that, for a single-threaded program, how it should deal with its data structure is very like how kernel should deal with per-CPU data structure. And in kernel, when a function accesses per-CPU data, it must disable the interrupt (very like the message-dispatching in a second event-loop). However, I find there is no easy way to either avoid invoke DirectShow API or to prevent the create of a second event-loop within them, is there any way?
mutexes. semaphores. locking. whatever name you want to call it, that's what you need.
There are several possible solutions that come to mind, depending on exactly what's going wrong and your code:
Make sure your data structures are in a consistent state before calling any APIs that run a modal loop.
If that's not possible, you can use a simple boolean variable to protect the structure. If it's set, then simply abort any attempt to update it or queue the update for later. Another option is to abort the previous operation.
If the problem is user generated events, then disable the problematic menus or buttons while the operation is in progress. Alternatively, you could display a modal dialog.

Speeding up text output on Windows, for a console

We have an application that has one or more text console windows that all essentially represent serial ports (text input and output, character by character). These windows have turned into a major performance problem in the way they are currently code... we manage to spend a very significant chunk of time in them.
The current code is structured by having the window living its own little life, and the main application thread driving it across "SendMessage()" calls. This message-passing seems to be the cause of incredible overhead. Basically, having a detour through the OS feels to be the wrong thing to do.
Note that we do draw text lines as a whole where appropriate, so that easy optimization is already done.
I am not an expert in Windows coding, so I need to ask the community if there is some other architecture to drive the display of text in a window than sending messages like this? It seems pretty heavyweight.
Note that this is in C++ or plain C, as the main application is a portable C/C++/some other languages program that also runs on Linux and Solaris.
We did some more investigations, seems that half of the overhead is preparing and sending each message using SendMessage, and the other half is the actual screen drawing. The SendMessage is done between functions in the same file...
So I guess all the advice given below is correct:
Look for how much things are redrawn
Draw things directly
Chunk drawing operations in time, to not send every character to the screen, aiming for 10 to 20 Hz update rate of the serial console.
Can you accept ALL answers?
I agree with Will Dean that the drawing in a console window or a text box is a performance bottleneck by itself. You first need to be sure that this isn't your problem. You say that you draw each line as a whole, but even this could be a problem, if the data throughput is too high.
I recommend that you don't use the SendMessage to pass data from the main application to the text window. Instead, use some other means of communication. Are these in the same process? If not, you could use shared memory. Even a file in the disk could do in some circumstances. Have the main application write to this file and the text console read from it. You could send a SendMessage notification to the text console to inform it to update the view. But do not send the message whenever a new line arrives. Define a minimum interval between two subsequent updates.
You should try profiling properly, but in lieu of that I would stop worrying about the SendMessage, which almost certainly not your problem, and think about the redrawing of the window itself.
You describe these are 'text console windows', but then say you have multiple of them - are they actually Windows Consoles? Or are they something your application is drawing?
If the latter, then I would be looking at measuring my paint code, and whether I'm invalidating too much of a window on each update.
Are the output windows part of the same application? It almost sounds like they aren't...
If they are, you should look into the Observer design pattern to get away from SendMessage(). I've used it for the same type of use case, and it worked beautifully for me.
If you can't make a change like that, perhaps you could buffer your output for something like 100ms so that you don't have so many out-going messages per second, but it should also update at a comfortable rate.
Are the output windows part of the
same application? It almost sounds
like they aren't...
Yes they are, all in the same process.
I did not write this code... but it seems like SendMessage is a bit heavy for this all in one application case.
You describe these are 'text console
windows', but then say you have
multiple of them - are they actually
Windows Consoles? Or are they
something your application is drawing?
Our app is drawing them, they are not regular windows consoles.
Note that we also need to get data back when a user types into the console, as we quite often have interactive serial sessions. Think of it as very similar to what you would see in a serial terminal program -- but using an external application is obviously even more expensive than what we have now.
If you can't make a change like that,
perhaps you could buffer your output
for something like 100ms so that you
don't have so many out-going messages
per second, but it should also update
at a comfortable rate.
Good point. Right now, every single character output causes a message to be sent.
And when we scroll the window up when a newline comes, then we redraw it line-by-line.
Note that we also have a scrollback buffer of arbitrary size, but scrolling back is an interactive case with much lower performance requirements.

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