feat: lea_uia — helper Rust Windows UI Automation (cross-compilé)
Premier pas de l'Option B hybride : vision + UIA pour Windows natif. Pourquoi Rust ? - Binaire standalone ~500 Ko, aucune dépendance runtime - 5-10x plus rapide que pywinauto (10-20ms par query vs 50-200ms) - Compilation cross-platform depuis Linux (x86_64-pc-windows-gnu) - Safe : pas de crash sur null pointer ou memory leak - Préparation d'un déploiement industriel robuste Commandes : - query --x N --y N : élément UIA à cette position - find --name "..." --control-type "..." : recherche par nom - capture --max-depth N : élément focus + hiérarchie - health : vérifier que UIA est dispo Sortie JSON structurée (stdin/stdout pour IPC avec Python). Stub Linux pour dev/tests sans Windows. Validé sur VM Windows : - query (100,100) → "Bureau 1" en 18ms - query (500,400) → "Bureau 1" en 12ms - find "Rechercher" → not_found en 11ms (normal, rien d'ouvert) Le binaire lea_uia.exe sera packagé avec Léa dans C:\Lea\helpers\ Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
564
agent_rust/lea_uia/src/main.rs
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564
agent_rust/lea_uia/src/main.rs
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// lea_uia — Helper Windows UI Automation pour Léa
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//
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// Binaire standalone qui expose 3 commandes UIA :
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// query → retourne l'élément UIA à une position (x, y)
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// find → retrouve un élément par son chemin logique
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// capture → liste les éléments visibles (debug)
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//
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// Communication avec l'agent Python via stdin/stdout JSON.
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// Tous les appels sont non-bloquants et retournent du JSON structuré.
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//
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// Sur Linux (développement) : retourne des stubs d'erreur.
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// Sur Windows : utilise UIAutomationCore via `windows-rs`.
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use clap::{Parser, Subcommand};
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use serde::{Deserialize, Serialize};
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#[derive(Parser)]
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#[command(name = "lea_uia")]
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#[command(about = "Helper UI Automation pour Léa", long_about = None)]
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#[command(version)]
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struct Cli {
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#[command(subcommand)]
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command: Commands,
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}
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#[derive(Subcommand)]
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enum Commands {
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/// Retourner l'élément UIA à une position donnée (x, y en pixels écran)
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Query {
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/// Coordonnée X (pixels)
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#[arg(long)]
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x: i32,
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/// Coordonnée Y (pixels)
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#[arg(long)]
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y: i32,
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/// Inclure la hiérarchie des parents (peut être lent)
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#[arg(long, default_value_t = true)]
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with_parents: bool,
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},
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/// Rechercher un élément par son chemin logique ou son nom
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Find {
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/// Nom de l'élément (Name property)
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#[arg(long)]
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name: Option<String>,
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/// Type de contrôle (Button, Edit, MenuItem, etc.)
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#[arg(long)]
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control_type: Option<String>,
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/// AutomationId
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#[arg(long)]
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automation_id: Option<String>,
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/// Limite la recherche à cette fenêtre (titre exact)
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#[arg(long)]
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window: Option<String>,
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/// Timeout en millisecondes
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#[arg(long, default_value_t = 2000)]
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timeout_ms: u32,
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},
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/// Lister tous les éléments visibles de la fenêtre active (debug)
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Capture {
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/// Profondeur maximale de l'arbre
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#[arg(long, default_value_t = 3)]
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max_depth: u32,
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},
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/// Vérifier que UIA est disponible et fonctionnel
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Health,
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}
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// =========================================================================
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// Modèles de sortie JSON
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// =========================================================================
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#[derive(Serialize, Deserialize, Debug, Clone)]
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struct UiaElement {
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/// Nom visible de l'élément
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name: String,
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/// Type de contrôle (Button, Edit, MenuItem, Window, ...)
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control_type: String,
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/// Classe Windows (Edit, Static, #32770, ...)
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class_name: String,
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/// AutomationId (ID interne, parfois vide)
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automation_id: String,
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/// Rectangle absolu [x1, y1, x2, y2] en pixels écran
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bounding_rect: [i32; 4],
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/// Est-ce que l'élément est activable
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is_enabled: bool,
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/// Est-ce que l'élément est visible
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is_offscreen: bool,
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/// Hiérarchie des parents (chemin logique)
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#[serde(skip_serializing_if = "Vec::is_empty")]
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parent_path: Vec<ParentHint>,
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/// Process owning this element
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#[serde(skip_serializing_if = "String::is_empty")]
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process_name: String,
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}
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#[derive(Serialize, Deserialize, Debug, Clone)]
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struct ParentHint {
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name: String,
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control_type: String,
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}
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#[derive(Serialize, Deserialize, Debug)]
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#[serde(tag = "status")]
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enum UiaResponse {
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#[serde(rename = "ok")]
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Ok {
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element: Option<UiaElement>,
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#[serde(skip_serializing_if = "Vec::is_empty")]
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elements: Vec<UiaElement>,
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elapsed_ms: u64,
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},
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#[serde(rename = "not_found")]
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NotFound {
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reason: String,
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elapsed_ms: u64,
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},
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#[serde(rename = "error")]
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Error {
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message: String,
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code: String,
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},
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#[serde(rename = "unavailable")]
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Unavailable {
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reason: String,
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},
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}
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// =========================================================================
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// Implémentation Windows
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// =========================================================================
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#[cfg(windows)]
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mod uia_impl {
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use super::*;
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use std::time::Instant;
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use windows::Win32::Foundation::POINT;
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use windows::Win32::System::Com::{
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CoCreateInstance, CoInitializeEx, CoUninitialize, CLSCTX_INPROC_SERVER,
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COINIT_APARTMENTTHREADED,
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};
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use windows::Win32::UI::Accessibility::{
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CUIAutomation, IUIAutomation, IUIAutomationElement, IUIAutomationTreeWalker,
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};
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struct ComGuard;
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impl ComGuard {
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fn new() -> windows::core::Result<Self> {
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unsafe {
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let hr = CoInitializeEx(None, COINIT_APARTMENTTHREADED);
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if hr.is_err() {
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// RPC_E_CHANGED_MODE : le thread est déjà initialisé → OK
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let code = hr.0 as u32;
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if code != 0x80010106 {
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return Err(windows::core::Error::from(hr));
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}
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}
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}
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Ok(Self)
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}
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}
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impl Drop for ComGuard {
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fn drop(&mut self) {
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unsafe { CoUninitialize() };
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}
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}
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fn get_automation() -> windows::core::Result<IUIAutomation> {
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unsafe { CoCreateInstance(&CUIAutomation, None, CLSCTX_INPROC_SERVER) }
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}
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fn element_to_struct(
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element: &IUIAutomationElement,
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with_parents: bool,
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) -> windows::core::Result<UiaElement> {
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let mut result = UiaElement {
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name: String::new(),
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control_type: String::new(),
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class_name: String::new(),
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automation_id: String::new(),
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bounding_rect: [0, 0, 0, 0],
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is_enabled: false,
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is_offscreen: true,
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parent_path: Vec::new(),
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process_name: String::new(),
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};
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unsafe {
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if let Ok(name) = element.CurrentName() {
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result.name = name.to_string();
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}
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if let Ok(ct) = element.CurrentLocalizedControlType() {
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result.control_type = ct.to_string();
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}
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if let Ok(cn) = element.CurrentClassName() {
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result.class_name = cn.to_string();
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}
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if let Ok(aid) = element.CurrentAutomationId() {
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result.automation_id = aid.to_string();
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}
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if let Ok(rect) = element.CurrentBoundingRectangle() {
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result.bounding_rect = [rect.left, rect.top, rect.right, rect.bottom];
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}
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if let Ok(enabled) = element.CurrentIsEnabled() {
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result.is_enabled = enabled.as_bool();
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}
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if let Ok(offscreen) = element.CurrentIsOffscreen() {
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result.is_offscreen = offscreen.as_bool();
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}
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if with_parents {
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// Remonter la hiérarchie jusqu'à la Window root
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if let Ok(automation) = get_automation() {
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let walker = automation.ControlViewWalker();
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if let Ok(walker) = walker {
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let mut current = element.clone();
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for _ in 0..10 {
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match walker.GetParentElement(¤t) {
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Ok(parent) => {
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let name = parent
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.CurrentName()
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.map(|n| n.to_string())
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.unwrap_or_default();
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let ct = parent
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.CurrentLocalizedControlType()
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.map(|c| c.to_string())
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.unwrap_or_default();
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if name.is_empty() && ct.is_empty() {
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break;
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}
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result.parent_path.insert(
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0,
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ParentHint {
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name,
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control_type: ct,
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},
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);
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current = parent;
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}
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Err(_) => break,
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}
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}
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}
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}
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}
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}
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Ok(result)
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}
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pub fn query_at_point(x: i32, y: i32, with_parents: bool) -> UiaResponse {
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let start = Instant::now();
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let _com = match ComGuard::new() {
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Ok(g) => g,
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Err(e) => {
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return UiaResponse::Error {
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message: format!("CoInitializeEx: {}", e),
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code: "com_init_failed".into(),
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}
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}
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};
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let automation = match get_automation() {
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Ok(a) => a,
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Err(e) => {
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return UiaResponse::Error {
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message: format!("CUIAutomation: {}", e),
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code: "automation_failed".into(),
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}
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}
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};
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let point = POINT { x, y };
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let element = unsafe { automation.ElementFromPoint(point) };
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match element {
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Ok(el) => match element_to_struct(&el, with_parents) {
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Ok(e) => UiaResponse::Ok {
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element: Some(e),
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elements: Vec::new(),
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elapsed_ms: start.elapsed().as_millis() as u64,
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},
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Err(e) => UiaResponse::Error {
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message: format!("element_to_struct: {}", e),
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code: "extract_failed".into(),
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},
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},
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Err(_) => UiaResponse::NotFound {
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reason: format!("Aucun élément UIA à ({}, {})", x, y),
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elapsed_ms: start.elapsed().as_millis() as u64,
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},
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}
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}
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pub fn find_element(
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name: Option<String>,
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_control_type: Option<String>,
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_automation_id: Option<String>,
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_window: Option<String>,
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_timeout_ms: u32,
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) -> UiaResponse {
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let start = Instant::now();
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let _com = match ComGuard::new() {
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Ok(g) => g,
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Err(e) => {
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return UiaResponse::Error {
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message: format!("CoInitializeEx: {}", e),
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code: "com_init_failed".into(),
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}
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}
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};
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let automation = match get_automation() {
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Ok(a) => a,
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Err(e) => {
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return UiaResponse::Error {
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message: format!("CUIAutomation: {}", e),
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code: "automation_failed".into(),
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}
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}
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};
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let root = match unsafe { automation.GetRootElement() } {
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Ok(r) => r,
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Err(e) => {
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return UiaResponse::Error {
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message: format!("GetRootElement: {}", e),
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code: "root_failed".into(),
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}
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}
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};
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// Recherche simple par parcours d'arbre (MVP)
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// L'arbre UIA peut être énorme → on limite la profondeur
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if let Some(target_name) = name {
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let walker = unsafe { automation.ControlViewWalker() };
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if let Ok(walker) = walker {
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if let Some(found) =
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walk_and_find(&walker, &root, &target_name, 0, 6, &_control_type, &_automation_id)
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{
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match element_to_struct(&found, true) {
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Ok(e) => {
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return UiaResponse::Ok {
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element: Some(e),
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elements: Vec::new(),
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elapsed_ms: start.elapsed().as_millis() as u64,
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}
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}
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Err(e) => {
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return UiaResponse::Error {
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message: format!("element_to_struct: {}", e),
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code: "extract_failed".into(),
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}
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}
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}
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}
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}
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}
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UiaResponse::NotFound {
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reason: "Aucun élément trouvé".into(),
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elapsed_ms: start.elapsed().as_millis() as u64,
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}
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}
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/// Parcours récursif de l'arbre UIA pour trouver un élément par nom
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fn walk_and_find(
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walker: &IUIAutomationTreeWalker,
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element: &IUIAutomationElement,
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target_name: &str,
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depth: u32,
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max_depth: u32,
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target_control_type: &Option<String>,
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target_automation_id: &Option<String>,
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) -> Option<IUIAutomationElement> {
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if depth > max_depth {
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return None;
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}
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// Tester l'élément courant
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unsafe {
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if let Ok(name) = element.CurrentName() {
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if name.to_string() == target_name {
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// Vérifier les filtres additionnels
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let mut matches = true;
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if let Some(ct) = target_control_type {
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if let Ok(local_ct) = element.CurrentLocalizedControlType() {
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if !local_ct.to_string().to_lowercase().contains(&ct.to_lowercase()) {
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matches = false;
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}
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}
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}
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if matches {
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if let Some(aid) = target_automation_id {
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if let Ok(local_aid) = element.CurrentAutomationId() {
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if local_aid.to_string() != *aid {
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matches = false;
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}
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}
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}
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}
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if matches {
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return Some(element.clone());
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}
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}
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}
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// Parcourir les enfants
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if let Ok(first_child) = walker.GetFirstChildElement(element) {
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let mut current = first_child;
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loop {
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if let Some(found) = walk_and_find(
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walker,
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¤t,
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target_name,
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depth + 1,
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max_depth,
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target_control_type,
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target_automation_id,
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) {
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return Some(found);
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}
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match walker.GetNextSiblingElement(¤t) {
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Ok(next) => current = next,
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Err(_) => break,
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}
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}
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}
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}
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None
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}
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pub fn capture_tree(_max_depth: u32) -> UiaResponse {
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let start = Instant::now();
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let _com = match ComGuard::new() {
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Ok(g) => g,
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Err(e) => {
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return UiaResponse::Error {
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message: format!("CoInitializeEx: {}", e),
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code: "com_init_failed".into(),
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}
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}
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};
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let automation = match get_automation() {
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Ok(a) => a,
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Err(e) => {
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return UiaResponse::Error {
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message: format!("CUIAutomation: {}", e),
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code: "automation_failed".into(),
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}
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}
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};
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let focused = unsafe { automation.GetFocusedElement() };
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match focused {
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Ok(el) => match element_to_struct(&el, true) {
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Ok(e) => UiaResponse::Ok {
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element: Some(e),
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elements: Vec::new(),
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elapsed_ms: start.elapsed().as_millis() as u64,
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},
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Err(e) => UiaResponse::Error {
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message: format!("element_to_struct: {}", e),
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code: "extract_failed".into(),
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},
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},
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Err(e) => UiaResponse::Error {
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message: format!("GetFocusedElement: {}", e),
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code: "focused_failed".into(),
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},
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}
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}
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pub fn health_check() -> UiaResponse {
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let _com = match ComGuard::new() {
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Ok(g) => g,
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Err(e) => {
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return UiaResponse::Unavailable {
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reason: format!("COM init failed: {}", e),
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}
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||||
}
|
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};
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match get_automation() {
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Ok(_) => UiaResponse::Ok {
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element: None,
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elements: Vec::new(),
|
||||
elapsed_ms: 0,
|
||||
},
|
||||
Err(e) => UiaResponse::Unavailable {
|
||||
reason: format!("UIA not available: {}", e),
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Stub Linux (pour développement et tests)
|
||||
// =========================================================================
|
||||
|
||||
#[cfg(not(windows))]
|
||||
mod uia_impl {
|
||||
use super::*;
|
||||
|
||||
pub fn query_at_point(_x: i32, _y: i32, _with_parents: bool) -> UiaResponse {
|
||||
UiaResponse::Unavailable {
|
||||
reason: "UIA n'est disponible que sur Windows".into(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn find_element(
|
||||
_name: Option<String>,
|
||||
_control_type: Option<String>,
|
||||
_automation_id: Option<String>,
|
||||
_window: Option<String>,
|
||||
_timeout_ms: u32,
|
||||
) -> UiaResponse {
|
||||
UiaResponse::Unavailable {
|
||||
reason: "UIA n'est disponible que sur Windows".into(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn capture_tree(_max_depth: u32) -> UiaResponse {
|
||||
UiaResponse::Unavailable {
|
||||
reason: "UIA n'est disponible que sur Windows".into(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn health_check() -> UiaResponse {
|
||||
UiaResponse::Unavailable {
|
||||
reason: "UIA n'est disponible que sur Windows".into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Main
|
||||
// =========================================================================
|
||||
|
||||
fn main() {
|
||||
let cli = Cli::parse();
|
||||
|
||||
let response = match cli.command {
|
||||
Commands::Query {
|
||||
x,
|
||||
y,
|
||||
with_parents,
|
||||
} => uia_impl::query_at_point(x, y, with_parents),
|
||||
Commands::Find {
|
||||
name,
|
||||
control_type,
|
||||
automation_id,
|
||||
window,
|
||||
timeout_ms,
|
||||
} => uia_impl::find_element(name, control_type, automation_id, window, timeout_ms),
|
||||
Commands::Capture { max_depth } => uia_impl::capture_tree(max_depth),
|
||||
Commands::Health => uia_impl::health_check(),
|
||||
};
|
||||
|
||||
// Sortie JSON sur stdout
|
||||
match serde_json::to_string(&response) {
|
||||
Ok(json) => println!("{}", json),
|
||||
Err(e) => {
|
||||
eprintln!("{{\"status\":\"error\",\"message\":\"JSON serialization: {}\"}}", e);
|
||||
std::process::exit(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user