--- name: verify 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. --- # Verifying vRIO changes Build + tests (tests are CI's job; run the app for verification): ```powershell dotnet build vrio.sln -v q -nologo # Debug # exe: src\VRio.App\bin\Debug\net48\VRio.App.exe # exe: src\VPlasma.App\bin\Debug\net48\VPlasma.App.exe (companion display) ``` Everything below applies to vPLASMA too. It auto-opens **COM12** on launch (hardwired; status in the title bar), so its serial path tests end-to-end with no UI driving: the script just plays the game writing **COM2** (second com0com pair; vRIO/RIOJoy use COM1⇄COM11). Double-click the glass = self-test pages, right-click = reset. Killing a writer mid-stream can leave stale bytes queued in the com0com buffer — the next session's byte counter will run high; re-run clean before trusting counts. ## Driving the GUI without touching the user's desktop This is the user's live desktop — **never** use SetForegroundWindow + SendKeys/mouse_event: focus-stealing prevention leaves the app behind VS Code and your clicks land in the user's windows. Instead: - **Screenshots**: `PrintWindow(hwnd, dc, 2)` (PW_RENDERFULLCONTENT) — captures the window even when occluded. CopyFromScreen captures whatever is on top; don't use it. - **Canvas input** (stick drags, cell clicks): PostMessage `WM_LBUTTONDOWN/WM_MOUSEMOVE/WM_LBUTTONUP` straight to the canvas child HWND. Find it by descending `RealChildWindowFromPoint` from the form. Canvas geometry is compile-time constant (PanelCanvas.cs): CellW=66, BoxXY = x 416..496, y 6..74 (X/Y stick box). The **first** posted drag after launch can half-land (only the button-down registers); do a throwaway drag first, then the measured one, screenshot **while held** (spring-back recenters on up). - **Checkboxes/buttons**: WinForms controls expose no UIA TogglePattern (they surface as bare Panes) and don't answer BM_GETCHECK — but `SendMessage(hwnd, BM_CLICK, 0, 0)` works. Get the HWND from the UIA element's NativeWindowHandle (find by Name). - **Combo boxes** (COM port pickers): string-carrying messages (`CB_FINDSTRINGEXACT`, `CB_GETLBTEXT`) do **not** marshal across processes — the SendMessage hangs. Compute the item index locally (both apps fill from `SerialPort.GetPortNames()` sorted OrdinalIgnoreCase) and send index-only `CB_SETCURSEL`; the apps read `SelectedItem` lazily so no CBN_SELCHANGE notification is needed. Find the combo child HWND via EnumChildWindows + GetClassName containing `COMBOBOX` (UIA ClassName "ComboBox" doesn't match). - Pattern that works: Add-Type user32 P/Invokes, Start-Process the exe, drive via messages, PrintWindow screenshot to the scratchpad, kill the process in `finally`. ## Environment gotchas - Bindings load from `%APPDATA%\vRIO\bindings.txt` (the user's file), not the built-in defaults — arrow keys are bound to Hat *buttons*, not the joystick axis. Drive axes via the X/Y box. - A real XInput gamepad is connected on this machine ("Controller #1 connected"); the router only writes an axis when its composed value changes, so a centered pad won't fight a canvas drag. - The wire readout (top center, green) shows `GetWireAxis` values — joystick Y is natively negated on the wire (stick up = −80) unless "Invert Y" is checked.