feat: WPF LauncherUI + per-step SUT focus enforcement (#14)
LauncherUI (src/Recordingtest.LauncherUI/): - 시나리오 폴더 브라우저 + 목록 선택 - SUT(EG-BIM Modeler) 프로세스 자동 탐지 + 상태 표시 - 3초 카운트다운 후 런처 최소화 → 재생 시작 - 재생 중 Console.WriteLine → WPF 로그 박스 실시간 출력 - 중단(Ctrl+C 대체) 버튼 UiaPlayerHost: - _sutHwnd 캐싱 (BringSutToForeground 이후) - EnsureSutForegroundQuick(): Click/Type/Hotkey 직전 포커스 재확인 (GetForegroundWindow != sutHwnd 시 SetForegroundWindow + 300ms 대기) - 매 입력 스텝마다 SUT가 포커스를 잃으면 자동 복구 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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src/Recordingtest.LauncherUI/MainWindow.xaml.cs
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219
src/Recordingtest.LauncherUI/MainWindow.xaml.cs
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using System.Diagnostics;
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using System.IO;
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using System.Text;
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using System.Windows;
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using System.Windows.Media;
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using Microsoft.Win32;
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using Recordingtest.Player;
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using Recordingtest.Player.Model;
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namespace Recordingtest.LauncherUI;
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public partial class MainWindow : Window
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{
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private CancellationTokenSource? _cts;
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private bool _refreshingPath;
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public MainWindow()
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{
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InitializeComponent();
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ScenariosPathBox.Text = FindScenariosDir();
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RefreshScenarioList();
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RefreshSutStatus();
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}
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// ── Scenario folder ─────────────────────────────────────────────────────
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private static string FindScenariosDir()
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{
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var candidates = new[]
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{
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Path.Combine(AppContext.BaseDirectory, "scenarios"),
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Path.Combine(Directory.GetCurrentDirectory(), "scenarios"),
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// walk up 3 levels from exe (dev layout: bin/Debug/net8.0-windows)
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Path.GetFullPath(Path.Combine(AppContext.BaseDirectory, "..", "..", "..", "scenarios")),
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Path.GetFullPath(Path.Combine(AppContext.BaseDirectory, "..", "..", "..", "..", "scenarios")),
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};
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foreach (var c in candidates)
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if (Directory.Exists(c)) return c;
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return Path.Combine(Directory.GetCurrentDirectory(), "scenarios");
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}
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private void RefreshScenarioList()
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{
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var dir = ScenariosPathBox.Text?.Trim() ?? "";
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ScenarioListBox.Items.Clear();
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if (!Directory.Exists(dir)) return;
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foreach (var f in Directory.GetFiles(dir, "*.yaml").OrderBy(x => x))
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ScenarioListBox.Items.Add(Path.GetFileNameWithoutExtension(f));
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if (ScenarioListBox.Items.Count > 0)
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ScenarioListBox.SelectedIndex = ScenarioListBox.Items.Count - 1; // select latest
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}
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private void ScenariosPath_TextChanged(object sender,
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System.Windows.Controls.TextChangedEventArgs e)
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{
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if (_refreshingPath) return;
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RefreshScenarioList();
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}
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private void BrowseScenarios_Click(object sender, RoutedEventArgs e)
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{
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var dlg = new OpenFolderDialog { Title = "시나리오 폴더 선택" };
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if (dlg.ShowDialog() == true)
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{
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_refreshingPath = true;
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ScenariosPathBox.Text = dlg.FolderName;
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_refreshingPath = false;
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RefreshScenarioList();
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}
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}
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private void RefreshScenarios_Click(object sender, RoutedEventArgs e) =>
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RefreshScenarioList();
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// ── SUT status ───────────────────────────────────────────────────────────
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private void RefreshSutStatus()
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{
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var procs = Process.GetProcessesByName("EG-BIM Modeler");
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if (procs.Length > 0)
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{
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SutStatusText.Text = $"✓ EG-BIM Modeler 실행 중 (PID {procs[0].Id})";
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SutStatusText.Foreground = new SolidColorBrush(Color.FromRgb(0x2E, 0x7D, 0x32));
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}
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else
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{
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SutStatusText.Text = "✗ SUT 없음 — EG-BIM Modeler를 먼저 실행하세요";
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SutStatusText.Foreground = new SolidColorBrush(Color.FromRgb(0xC6, 0x28, 0x28));
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}
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}
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private void RefreshSut_Click(object sender, RoutedEventArgs e) => RefreshSutStatus();
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// ── Run / Stop ───────────────────────────────────────────────────────────
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private async void Run_Click(object sender, RoutedEventArgs e)
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{
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if (ScenarioListBox.SelectedItem is not string scenarioName)
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{
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AppendLog("[warn] 시나리오를 선택하세요.");
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return;
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}
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var procs = Process.GetProcessesByName("EG-BIM Modeler");
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if (procs.Length == 0)
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{
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AppendLog("[error] EG-BIM Modeler가 실행 중이 아닙니다.");
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return;
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}
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RunButton.IsEnabled = false;
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StopButton.IsEnabled = true;
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LogBox.Clear();
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AppendLog($"[launcher] 시나리오: {scenarioName}");
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// 3-second countdown so user can move cursor away
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CountdownText.Visibility = Visibility.Visible;
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for (int i = 3; i >= 1; i--)
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{
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CountdownText.Text = $"▶ {i}초 후 시작...";
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await Task.Delay(1000);
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}
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CountdownText.Visibility = Visibility.Collapsed;
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// Minimize launcher so it can't steal focus during playback
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var prevState = WindowState;
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WindowState = WindowState.Minimized;
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_cts = new CancellationTokenSource();
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var scenariosDir = ScenariosPathBox.Text?.Trim() ?? "";
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try
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{
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await Task.Run(() => RunScenario(scenarioName, scenariosDir, _cts.Token));
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}
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catch (OperationCanceledException)
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{
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AppendLog("[launcher] 중단됨.");
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}
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catch (Exception ex)
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{
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AppendLog($"[launcher] 오류: {ex.Message}");
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}
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finally
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{
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WindowState = prevState;
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RunButton.IsEnabled = true;
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StopButton.IsEnabled = false;
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}
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}
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private void Stop_Click(object sender, RoutedEventArgs e) => _cts?.Cancel();
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// ── Playback ─────────────────────────────────────────────────────────────
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private void RunScenario(string scenarioName, string scenariosDir,
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CancellationToken ct)
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{
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var yamlPath = Path.Combine(scenariosDir, scenarioName + ".yaml");
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if (!File.Exists(yamlPath))
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{
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AppendLog($"[error] 파일 없음: {yamlPath}");
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return;
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}
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Scenario scenario;
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try { scenario = ScenarioLoader.LoadFromFile(yamlPath); }
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catch (Exception ex) { AppendLog($"[error] yaml 파싱 실패: {ex.Message}"); return; }
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var app = UiaPlayerHost.AttachByExeName("EG-BIM Modeler.exe");
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if (app is null)
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{
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AppendLog("[error] EG-BIM Modeler 프로세스에 연결할 수 없습니다.");
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return;
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}
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var artifactDir = Path.Combine("artifacts", "launcher-out", scenarioName);
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Directory.CreateDirectory(artifactDir);
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using var host = new UiaPlayerHost(app, artifactDir);
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// Redirect Console.WriteLine → WPF log box
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var prevOut = Console.Out;
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Console.SetOut(new DispatcherWriter(AppendLog));
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try
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{
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host.BringSutToForeground();
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ct.ThrowIfCancellationRequested();
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var engine = new PlayerEngine(new PlayerEngineOptions { PreserveTiming = true });
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engine.Run(scenario, host);
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AppendLog($"[launcher] ✓ {scenarioName} 완료.");
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}
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finally
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{
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Console.SetOut(prevOut);
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}
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}
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// ── Helpers ──────────────────────────────────────────────────────────────
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private void AppendLog(string msg) =>
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Dispatcher.Invoke(() =>
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{
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LogBox.AppendText(msg + "\n");
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LogScroll.ScrollToBottom();
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});
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/// <summary>Redirects Console.WriteLine output to the WPF log box.</summary>
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private sealed class DispatcherWriter : TextWriter
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{
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private readonly Action<string> _log;
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public override Encoding Encoding => Encoding.UTF8;
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public DispatcherWriter(Action<string> log) => _log = log;
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public override void WriteLine(string? value) => _log(value ?? "");
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public override void Write(string? value) { /* absorb partial writes */ }
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}
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}
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