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rpa_vision_v3/agent_rust/lea_uia/src/main.rs
Dom f85d56ac05 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>
2026-04-10 09:30:45 +02:00

565 lines
19 KiB
Rust

// lea_uia — Helper Windows UI Automation pour Léa
//
// Binaire standalone qui expose 3 commandes UIA :
// query → retourne l'élément UIA à une position (x, y)
// find → retrouve un élément par son chemin logique
// capture → liste les éléments visibles (debug)
//
// Communication avec l'agent Python via stdin/stdout JSON.
// Tous les appels sont non-bloquants et retournent du JSON structuré.
//
// Sur Linux (développement) : retourne des stubs d'erreur.
// Sur Windows : utilise UIAutomationCore via `windows-rs`.
use clap::{Parser, Subcommand};
use serde::{Deserialize, Serialize};
#[derive(Parser)]
#[command(name = "lea_uia")]
#[command(about = "Helper UI Automation pour Léa", long_about = None)]
#[command(version)]
struct Cli {
#[command(subcommand)]
command: Commands,
}
#[derive(Subcommand)]
enum Commands {
/// Retourner l'élément UIA à une position donnée (x, y en pixels écran)
Query {
/// Coordonnée X (pixels)
#[arg(long)]
x: i32,
/// Coordonnée Y (pixels)
#[arg(long)]
y: i32,
/// Inclure la hiérarchie des parents (peut être lent)
#[arg(long, default_value_t = true)]
with_parents: bool,
},
/// Rechercher un élément par son chemin logique ou son nom
Find {
/// Nom de l'élément (Name property)
#[arg(long)]
name: Option<String>,
/// Type de contrôle (Button, Edit, MenuItem, etc.)
#[arg(long)]
control_type: Option<String>,
/// AutomationId
#[arg(long)]
automation_id: Option<String>,
/// Limite la recherche à cette fenêtre (titre exact)
#[arg(long)]
window: Option<String>,
/// Timeout en millisecondes
#[arg(long, default_value_t = 2000)]
timeout_ms: u32,
},
/// Lister tous les éléments visibles de la fenêtre active (debug)
Capture {
/// Profondeur maximale de l'arbre
#[arg(long, default_value_t = 3)]
max_depth: u32,
},
/// Vérifier que UIA est disponible et fonctionnel
Health,
}
// =========================================================================
// Modèles de sortie JSON
// =========================================================================
#[derive(Serialize, Deserialize, Debug, Clone)]
struct UiaElement {
/// Nom visible de l'élément
name: String,
/// Type de contrôle (Button, Edit, MenuItem, Window, ...)
control_type: String,
/// Classe Windows (Edit, Static, #32770, ...)
class_name: String,
/// AutomationId (ID interne, parfois vide)
automation_id: String,
/// Rectangle absolu [x1, y1, x2, y2] en pixels écran
bounding_rect: [i32; 4],
/// Est-ce que l'élément est activable
is_enabled: bool,
/// Est-ce que l'élément est visible
is_offscreen: bool,
/// Hiérarchie des parents (chemin logique)
#[serde(skip_serializing_if = "Vec::is_empty")]
parent_path: Vec<ParentHint>,
/// Process owning this element
#[serde(skip_serializing_if = "String::is_empty")]
process_name: String,
}
#[derive(Serialize, Deserialize, Debug, Clone)]
struct ParentHint {
name: String,
control_type: String,
}
#[derive(Serialize, Deserialize, Debug)]
#[serde(tag = "status")]
enum UiaResponse {
#[serde(rename = "ok")]
Ok {
element: Option<UiaElement>,
#[serde(skip_serializing_if = "Vec::is_empty")]
elements: Vec<UiaElement>,
elapsed_ms: u64,
},
#[serde(rename = "not_found")]
NotFound {
reason: String,
elapsed_ms: u64,
},
#[serde(rename = "error")]
Error {
message: String,
code: String,
},
#[serde(rename = "unavailable")]
Unavailable {
reason: String,
},
}
// =========================================================================
// Implémentation Windows
// =========================================================================
#[cfg(windows)]
mod uia_impl {
use super::*;
use std::time::Instant;
use windows::Win32::Foundation::POINT;
use windows::Win32::System::Com::{
CoCreateInstance, CoInitializeEx, CoUninitialize, CLSCTX_INPROC_SERVER,
COINIT_APARTMENTTHREADED,
};
use windows::Win32::UI::Accessibility::{
CUIAutomation, IUIAutomation, IUIAutomationElement, IUIAutomationTreeWalker,
};
struct ComGuard;
impl ComGuard {
fn new() -> windows::core::Result<Self> {
unsafe {
let hr = CoInitializeEx(None, COINIT_APARTMENTTHREADED);
if hr.is_err() {
// RPC_E_CHANGED_MODE : le thread est déjà initialisé → OK
let code = hr.0 as u32;
if code != 0x80010106 {
return Err(windows::core::Error::from(hr));
}
}
}
Ok(Self)
}
}
impl Drop for ComGuard {
fn drop(&mut self) {
unsafe { CoUninitialize() };
}
}
fn get_automation() -> windows::core::Result<IUIAutomation> {
unsafe { CoCreateInstance(&CUIAutomation, None, CLSCTX_INPROC_SERVER) }
}
fn element_to_struct(
element: &IUIAutomationElement,
with_parents: bool,
) -> windows::core::Result<UiaElement> {
let mut result = UiaElement {
name: String::new(),
control_type: String::new(),
class_name: String::new(),
automation_id: String::new(),
bounding_rect: [0, 0, 0, 0],
is_enabled: false,
is_offscreen: true,
parent_path: Vec::new(),
process_name: String::new(),
};
unsafe {
if let Ok(name) = element.CurrentName() {
result.name = name.to_string();
}
if let Ok(ct) = element.CurrentLocalizedControlType() {
result.control_type = ct.to_string();
}
if let Ok(cn) = element.CurrentClassName() {
result.class_name = cn.to_string();
}
if let Ok(aid) = element.CurrentAutomationId() {
result.automation_id = aid.to_string();
}
if let Ok(rect) = element.CurrentBoundingRectangle() {
result.bounding_rect = [rect.left, rect.top, rect.right, rect.bottom];
}
if let Ok(enabled) = element.CurrentIsEnabled() {
result.is_enabled = enabled.as_bool();
}
if let Ok(offscreen) = element.CurrentIsOffscreen() {
result.is_offscreen = offscreen.as_bool();
}
if with_parents {
// Remonter la hiérarchie jusqu'à la Window root
if let Ok(automation) = get_automation() {
let walker = automation.ControlViewWalker();
if let Ok(walker) = walker {
let mut current = element.clone();
for _ in 0..10 {
match walker.GetParentElement(&current) {
Ok(parent) => {
let name = parent
.CurrentName()
.map(|n| n.to_string())
.unwrap_or_default();
let ct = parent
.CurrentLocalizedControlType()
.map(|c| c.to_string())
.unwrap_or_default();
if name.is_empty() && ct.is_empty() {
break;
}
result.parent_path.insert(
0,
ParentHint {
name,
control_type: ct,
},
);
current = parent;
}
Err(_) => break,
}
}
}
}
}
}
Ok(result)
}
pub fn query_at_point(x: i32, y: i32, with_parents: bool) -> UiaResponse {
let start = Instant::now();
let _com = match ComGuard::new() {
Ok(g) => g,
Err(e) => {
return UiaResponse::Error {
message: format!("CoInitializeEx: {}", e),
code: "com_init_failed".into(),
}
}
};
let automation = match get_automation() {
Ok(a) => a,
Err(e) => {
return UiaResponse::Error {
message: format!("CUIAutomation: {}", e),
code: "automation_failed".into(),
}
}
};
let point = POINT { x, y };
let element = unsafe { automation.ElementFromPoint(point) };
match element {
Ok(el) => match element_to_struct(&el, with_parents) {
Ok(e) => UiaResponse::Ok {
element: Some(e),
elements: Vec::new(),
elapsed_ms: start.elapsed().as_millis() as u64,
},
Err(e) => UiaResponse::Error {
message: format!("element_to_struct: {}", e),
code: "extract_failed".into(),
},
},
Err(_) => UiaResponse::NotFound {
reason: format!("Aucun élément UIA à ({}, {})", x, y),
elapsed_ms: start.elapsed().as_millis() as u64,
},
}
}
pub fn find_element(
name: Option<String>,
_control_type: Option<String>,
_automation_id: Option<String>,
_window: Option<String>,
_timeout_ms: u32,
) -> UiaResponse {
let start = Instant::now();
let _com = match ComGuard::new() {
Ok(g) => g,
Err(e) => {
return UiaResponse::Error {
message: format!("CoInitializeEx: {}", e),
code: "com_init_failed".into(),
}
}
};
let automation = match get_automation() {
Ok(a) => a,
Err(e) => {
return UiaResponse::Error {
message: format!("CUIAutomation: {}", e),
code: "automation_failed".into(),
}
}
};
let root = match unsafe { automation.GetRootElement() } {
Ok(r) => r,
Err(e) => {
return UiaResponse::Error {
message: format!("GetRootElement: {}", e),
code: "root_failed".into(),
}
}
};
// Recherche simple par parcours d'arbre (MVP)
// L'arbre UIA peut être énorme → on limite la profondeur
if let Some(target_name) = name {
let walker = unsafe { automation.ControlViewWalker() };
if let Ok(walker) = walker {
if let Some(found) =
walk_and_find(&walker, &root, &target_name, 0, 6, &_control_type, &_automation_id)
{
match element_to_struct(&found, true) {
Ok(e) => {
return UiaResponse::Ok {
element: Some(e),
elements: Vec::new(),
elapsed_ms: start.elapsed().as_millis() as u64,
}
}
Err(e) => {
return UiaResponse::Error {
message: format!("element_to_struct: {}", e),
code: "extract_failed".into(),
}
}
}
}
}
}
UiaResponse::NotFound {
reason: "Aucun élément trouvé".into(),
elapsed_ms: start.elapsed().as_millis() as u64,
}
}
/// Parcours récursif de l'arbre UIA pour trouver un élément par nom
fn walk_and_find(
walker: &IUIAutomationTreeWalker,
element: &IUIAutomationElement,
target_name: &str,
depth: u32,
max_depth: u32,
target_control_type: &Option<String>,
target_automation_id: &Option<String>,
) -> Option<IUIAutomationElement> {
if depth > max_depth {
return None;
}
// Tester l'élément courant
unsafe {
if let Ok(name) = element.CurrentName() {
if name.to_string() == target_name {
// Vérifier les filtres additionnels
let mut matches = true;
if let Some(ct) = target_control_type {
if let Ok(local_ct) = element.CurrentLocalizedControlType() {
if !local_ct.to_string().to_lowercase().contains(&ct.to_lowercase()) {
matches = false;
}
}
}
if matches {
if let Some(aid) = target_automation_id {
if let Ok(local_aid) = element.CurrentAutomationId() {
if local_aid.to_string() != *aid {
matches = false;
}
}
}
}
if matches {
return Some(element.clone());
}
}
}
// Parcourir les enfants
if let Ok(first_child) = walker.GetFirstChildElement(element) {
let mut current = first_child;
loop {
if let Some(found) = walk_and_find(
walker,
&current,
target_name,
depth + 1,
max_depth,
target_control_type,
target_automation_id,
) {
return Some(found);
}
match walker.GetNextSiblingElement(&current) {
Ok(next) => current = next,
Err(_) => break,
}
}
}
}
None
}
pub fn capture_tree(_max_depth: u32) -> UiaResponse {
let start = Instant::now();
let _com = match ComGuard::new() {
Ok(g) => g,
Err(e) => {
return UiaResponse::Error {
message: format!("CoInitializeEx: {}", e),
code: "com_init_failed".into(),
}
}
};
let automation = match get_automation() {
Ok(a) => a,
Err(e) => {
return UiaResponse::Error {
message: format!("CUIAutomation: {}", e),
code: "automation_failed".into(),
}
}
};
let focused = unsafe { automation.GetFocusedElement() };
match focused {
Ok(el) => match element_to_struct(&el, true) {
Ok(e) => UiaResponse::Ok {
element: Some(e),
elements: Vec::new(),
elapsed_ms: start.elapsed().as_millis() as u64,
},
Err(e) => UiaResponse::Error {
message: format!("element_to_struct: {}", e),
code: "extract_failed".into(),
},
},
Err(e) => UiaResponse::Error {
message: format!("GetFocusedElement: {}", e),
code: "focused_failed".into(),
},
}
}
pub fn health_check() -> UiaResponse {
let _com = match ComGuard::new() {
Ok(g) => g,
Err(e) => {
return UiaResponse::Unavailable {
reason: format!("COM init failed: {}", e),
}
}
};
match get_automation() {
Ok(_) => UiaResponse::Ok {
element: None,
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);
}
}
}