Project verify skill: drive the GUI via PostMessage + PrintWindow
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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---
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name: verify
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description: Build, launch, and drive the vRIO WinForms app to verify changes at the GUI surface — screenshots via PrintWindow, input via PostMessage, no focus stealing.
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---
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# Verifying vRIO changes
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Build + tests (tests are CI's job; run the app for verification):
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```powershell
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dotnet build vrio.sln -v q -nologo # Debug
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# exe: src\VRio.App\bin\Debug\net48\VRio.App.exe
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```
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## Driving the GUI without touching the user's desktop
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This is the user's live desktop — **never** use SetForegroundWindow +
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SendKeys/mouse_event: focus-stealing prevention leaves the app behind
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VS Code and your clicks land in the user's windows. Instead:
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- **Screenshots**: `PrintWindow(hwnd, dc, 2)` (PW_RENDERFULLCONTENT) —
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captures the window even when occluded. CopyFromScreen captures
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whatever is on top; don't use it.
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- **Canvas input** (stick drags, cell clicks): PostMessage
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`WM_LBUTTONDOWN/WM_MOUSEMOVE/WM_LBUTTONUP` straight to the canvas
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child HWND. Find it by descending `RealChildWindowFromPoint` from the
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form. Canvas geometry is compile-time constant (PanelCanvas.cs):
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CellW=66, BoxXY = x 416..496, y 6..74 (X/Y stick box).
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The **first** posted drag after launch can half-land (only the
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button-down registers); do a throwaway drag first, then the measured
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one, screenshot **while held** (spring-back recenters on up).
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- **Checkboxes/buttons**: WinForms controls expose no UIA TogglePattern
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(they surface as bare Panes) and don't answer BM_GETCHECK — but
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`SendMessage(hwnd, BM_CLICK, 0, 0)` works. Get the HWND from the UIA
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element's NativeWindowHandle (find by Name).
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- Pattern that works: Add-Type user32 P/Invokes, Start-Process the exe,
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drive via messages, PrintWindow screenshot to the scratchpad, kill
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the process in `finally`.
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## Environment gotchas
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- Bindings load from `%APPDATA%\vRIO\bindings.txt` (the user's file),
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not the built-in defaults — arrow keys are bound to Hat *buttons*,
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not the joystick axis. Drive axes via the X/Y box.
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- A real XInput gamepad is connected on this machine ("Controller #1
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connected"); the router only writes an axis when its composed value
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changes, so a centered pad won't fight a canvas drag.
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- The wire readout (top center, green) shows `GetWireAxis` values —
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joystick Y is natively negated on the wire (stick up = −80) unless
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"Invert Y" is checked.
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