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@@ -0,0 +1,139 @@
|
||||
# Debugging PowerToys
|
||||
|
||||
This document covers techniques and tools for debugging PowerToys.
|
||||
|
||||
## Pre-Debugging Setup
|
||||
|
||||
Before you can start debugging PowerToys, you need to set up your development environment:
|
||||
|
||||
1. Fork the repository and clone it to your machine
|
||||
2. Navigate to the repository root directory
|
||||
3. Run `git submodule update --init --recursive` to initialize all submodules
|
||||
4. Change directory to `.config` and run `winget configure .\configuration.vsEnterprise.winget` (pick the configuration file that matches your Visual Studio distribution)
|
||||
|
||||
### Optional: Building Outside Visual Studio
|
||||
|
||||
You can build the entire solution from the command line, which is sometimes faster than building within Visual Studio:
|
||||
|
||||
1. Open `Developer Command Prompt for VS`
|
||||
2. Navigate to the repository root directory
|
||||
3. Run the following command(don't forget to set the correct platform):
|
||||
```pwsh
|
||||
msbuild -restore -p:RestorePackagesConfig=true -p:Platform=ARM64 -m PowerToys.slnx /tl /p:NuGetInteractive="true"
|
||||
```
|
||||
4. This process should complete in approximately 13-14 minutes for a full build
|
||||
|
||||
## Debugging Techniques
|
||||
|
||||
### Visual Studio Debugging
|
||||
|
||||
To debug the PowerToys application in Visual Studio, set the `runner` project as your start-up project, then start the debugger.
|
||||
|
||||
Some PowerToys modules must be run with the highest permission level if the current user is a member of the Administrators group. The highest permission level is required to be able to perform some actions when an elevated application (e.g. Task Manager) is in the foreground or is the target of an action. Without elevated privileges some PowerToys modules will still work but with some limitations:
|
||||
|
||||
- The `FancyZones` module will not be able to move an elevated window to a zone.
|
||||
- The `Shortcut Guide` module will not appear if the foreground window belongs to an elevated application.
|
||||
|
||||
Therefore, it is recommended to run Visual Studio with elevated privileges when debugging these scenarios. If you want to avoid running Visual Studio with elevated privileges and don't mind the limitations described above, you can do the following: open the `runner` project properties and navigate to the `Linker -> Manifest File` settings, edit the `UAC Execution Level` property and change it from `highestAvailable (level='highestAvailable')` to `asInvoker (/level='asInvoker').
|
||||
|
||||
### Shell Process Debugging Tool
|
||||
|
||||
The Shell Process Debugging Tool is a Visual Studio extension that helps debug multiple processes, which is especially useful for PowerToys modules started by the runner.
|
||||
|
||||
#### Debugging Setup Process
|
||||
|
||||
1. Install ["Debug Child Processes"](https://marketplace.visualstudio.com/items?itemName=vsdbgplat.MicrosoftChildProcessDebuggingPowerTool2022) Visual Studio extension
|
||||
2. Configure which processes to debug and what debugger to use for each
|
||||
3. Start PowerToys from Visual Studio
|
||||
4. The extension will automatically attach to specified child processes when launched
|
||||
|
||||
#### Debugging Color Picker Example
|
||||
|
||||
1. Set breakpoints in both ColorPicker and its module interface
|
||||
2. Use Shell Process Debugging to attach to ColorPickerUI.exe
|
||||
3. Debug .NET and native code together
|
||||
4. Runner needs to be running to properly test activation
|
||||
|
||||
#### Debugging DLL Main/Module Interface
|
||||
|
||||
- Breakpoints in DLL code will be hit when loaded by runner
|
||||
- No special setup needed as DLL is loaded into runner process
|
||||
|
||||
#### Debugging Short-Lived Processes
|
||||
|
||||
- For processes with short lifetimes (like in Workspaces)
|
||||
- List all processes explicitly in debugging configuration
|
||||
- Set correct debugger type (.NET debugger for C# code)
|
||||
|
||||
### Finding Registered Events
|
||||
|
||||
1. Run WinObj tool from SysInternals as administrator
|
||||
2. Search for event name
|
||||
3. Shows handles to the event (typically runner and module)
|
||||
|
||||
### Common Debugging Usage Patterns
|
||||
|
||||
#### Debugging with Bug Report
|
||||
1. Check module-specific logs for exceptions/crashes
|
||||
2. Copy user's settings to your AppData to reproduce their configuration
|
||||
3. Check Event Viewer XML files if logs don't show crashes
|
||||
4. Compare installation_folder_structure.txt to detect corrupted installations
|
||||
5. Check installer logs for installation-related issues
|
||||
6. Look at Windows version and language settings for patterns across users
|
||||
|
||||
#### Installer Debugging
|
||||
- Can only build installer in Release mode
|
||||
- Typically debug using logs and message boxes
|
||||
- Logs located in:
|
||||
- `%LOCALAPPDATA%\Temp\PowerToys_bootstrapper_*.log` - MSI tool logs
|
||||
- `%LOCALAPPDATA%\Temp\PowerToys_*.log` - Custom installer logs
|
||||
- Logs in Bug Reports are useful for troubleshooting installation issues
|
||||
|
||||
#### Settings UI Debugging
|
||||
- Use shell process debugging to connect to newly created processes
|
||||
- Debug the `PowerToys.Settings.exe` process
|
||||
- Add breakpoints as needed for troubleshooting
|
||||
- Logs are stored in the local app directory: `%LOCALAPPDATA%\Microsoft\PowerToys`
|
||||
- Check Event Viewer for application crashes related to `PowerToys.Settings.exe`
|
||||
- Crash dumps can be obtained from Event Viewer
|
||||
|
||||
### Debugging Command Palette
|
||||
Command Palette can be easily debugged using the solution filter in `src/modules/cmdpal/Command Palette.slnf`. This will open Command Palette as its own Visual Studio solution that can be run and debugged directly in Visual Studio without the need for the Shell Process Debugging Tool.
|
||||
|
||||
|
||||
## Troubleshooting Build Errors
|
||||
|
||||
### Missing Image Files or Corrupted Build State
|
||||
|
||||
If you encounter build errors about missing image files (e.g., `.png`, `.ico`, or other assets), this typically indicates a corrupted build state. To resolve:
|
||||
|
||||
1. **Clean the solution in Visual Studio**: Build > Clean Solution
|
||||
|
||||
Or from the command line (`Developer Command Prompt for VS`):
|
||||
```pwsh
|
||||
msbuild PowerToys.slnx /t:Clean /p:Platform=x64 /p:Configuration=Debug
|
||||
```
|
||||
|
||||
2. **Delete build output and package folders** from the repository root:
|
||||
- `x64/`
|
||||
- `ARM64/`
|
||||
- `Debug/`
|
||||
- `Release/`
|
||||
- `packages/`
|
||||
|
||||
3. **Rebuild the solution**
|
||||
|
||||
#### Helper Script
|
||||
|
||||
A PowerShell script is available to automate this cleanup:
|
||||
|
||||
```pwsh
|
||||
.\tools\build\clean-artifacts.ps1
|
||||
```
|
||||
|
||||
This script will run MSBuild Clean and remove the build folders listed above. Use `-SkipMSBuildClean` if you only want to delete the folders without running MSBuild Clean.
|
||||
|
||||
After cleaning, rebuild with:
|
||||
```pwsh
|
||||
msbuild -restore -p:RestorePackagesConfig=true -p:Platform=x64 -m PowerToys.slnx
|
||||
```
|
||||
@@ -0,0 +1,149 @@
|
||||
## Developing PowerToys with Visual Studio Code
|
||||
|
||||
This guide shows how to build, debug, and contribute to PowerToys using VS Code instead of (or alongside) full Visual Studio. It focuses on common inner‑loop tasks for C++, .NET, and mixed scenarios present in the solution.
|
||||
|
||||
> PowerToys is a large mixed C++ / C# / WinAppSDK solution. VS Code works well for incremental development and quick module iterations, but occasionally you may still prefer full Visual Studio for designer tooling or specialized diagnostics.
|
||||
|
||||
---
|
||||
VS Code extensions Needed:
|
||||
|
||||
| Area | Extension | Notes |
|
||||
|------|-----------|-------|
|
||||
| C++ | ms-vscode.cpptools | IntelliSense, debugging (cppvsdbg) |
|
||||
| C# | ms-dotnettools.csdevkit (or C#) | Language service / test explorer |
|
||||
|
||||
---
|
||||
|
||||
## Building in VS Code
|
||||
### Configure Developer PowerShell for VS for more convenient development experience in VS Code
|
||||
1. Configure profile in settings, entry: `terminal.integrated.profiles.windows`
|
||||
2. Add below config as entry (choose VS 2026 or VS 2022 based on your installation):
|
||||
|
||||
**For Visual Studio 2026 (recommended):**
|
||||
```json
|
||||
"Developer PowerShell for VS": {
|
||||
// Configure based on your preference
|
||||
"path": "C:\\Program Files\\WindowsApps\\Microsoft.PowerShell_7.5.2.0_arm64__8wekyb3d8bbwe\\pwsh.exe",
|
||||
"args": [
|
||||
"-NoExit",
|
||||
"-Command",
|
||||
"& {",
|
||||
"$orig = Get-Location;",
|
||||
// Adjust path based on your edition (Community/Professional/Enterprise)
|
||||
"& 'C:\\Program Files\\Microsoft Visual Studio\\18\\Enterprise\\Common7\\Tools\\Launch-VsDevShell.ps1';",
|
||||
"Set-Location $orig",
|
||||
"}"
|
||||
]
|
||||
},
|
||||
```
|
||||
|
||||
**For Visual Studio 2022:**
|
||||
```json
|
||||
"Developer PowerShell for VS 2022": {
|
||||
// Configure based on your preference
|
||||
"path": "C:\\Program Files\\WindowsApps\\Microsoft.PowerShell_7.5.2.0_arm64__8wekyb3d8bbwe\\pwsh.exe",
|
||||
"args": [
|
||||
"-NoExit",
|
||||
"-Command",
|
||||
"& {",
|
||||
"$orig = Get-Location;",
|
||||
// Adjust path based on your edition (Community/Professional/Enterprise)
|
||||
"& 'C:\\Program Files\\Microsoft Visual Studio\\2022\\Enterprise\\Common7\\Tools\\Launch-VsDevShell.ps1';",
|
||||
"Set-Location $orig",
|
||||
"}"
|
||||
]
|
||||
},
|
||||
```
|
||||
|
||||
3. [Optional] Set your Developer PowerShell profile as the default, so that you can get a deep integration with vscode coding agent.
|
||||
|
||||
4. Now you can build with plain `msbuild` or configure tasks.json in below section.
|
||||
Or reach out to "tools\build\BUILD-GUIDELINES.md"
|
||||
|
||||
### Sample plain msbuild command
|
||||
```powershell
|
||||
# Restore:
|
||||
msbuild powertoys.slnx -t:restore -p:configuration=debug -p:platform=x64 -m
|
||||
|
||||
# Build powertoys slnx
|
||||
msbuild powertoys.slnx -p:configuration=debug -p:platform=x64 -m
|
||||
|
||||
# dotnet project
|
||||
msbuild src\settings-ui\Settings.UI\PowerToys.Settings.csproj -p:Platform=x64 -p:Configuration=Debug -m
|
||||
|
||||
# native project
|
||||
msbuild "src\modules\MouseUtils\FindMyMouse\FindMyMouse.vcxproj" -p:Configuration=Debug -p:Platform=x64 -m
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Debugging
|
||||
|
||||
### Existing launch configuration
|
||||
|
||||
The repo provides `.vscode/launch.json` with:
|
||||
|
||||
- `Run PowerToys.exe (no build)`: Launches the already-built executable at `x64/Debug/PowerToys.exe` using `cppvsdbg`.
|
||||
|
||||
Build first, then press F5. To switch configuration (Release / ARM64) either edit the path or create additional launch entries.
|
||||
|
||||
### Attaching to a running instance
|
||||
|
||||
If PowerToys is already running, you can attach to that process:
|
||||
|
||||
2. VS Code command palette: “C/C++: (Windows) Attach to Process”.
|
||||
3. Filter for `PowerToys.exe` / module-specific processes.
|
||||
|
||||
### Debugging managed components
|
||||
|
||||
Many modules have a managed component loaded into the PowerToys process. `cppvsdbg` can debug mixed mode, but if you need richer .NET inspection you can create a second configuration using `type: coreclr` and `processId` attachment after the native launch, or just attach separately:
|
||||
|
||||
Similar for attach to managed code.
|
||||
> Note: In arm64 machine, can only debug arm64 code.
|
||||
|
||||
```jsonc
|
||||
{
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Run native executable (no build)",
|
||||
"type": "cppvsdbg",
|
||||
"request": "launch",
|
||||
"program": "${workspaceFolder}\\x64\\Debug\\PowerToys.exe",
|
||||
"args": [],
|
||||
"stopAtEntry": false,
|
||||
"cwd": "${workspaceFolder}",
|
||||
"environment": [],
|
||||
"console": "integratedTerminal"
|
||||
},
|
||||
{
|
||||
"name": "C/C++ Attach to PowerToys Process (native)",
|
||||
"type": "cppvsdbg",
|
||||
"request": "attach",
|
||||
"processId": "${command:pickProcess}",
|
||||
"symbolSearchPath": "${workspaceFolder}\\x64\\Debug;${workspaceFolder}\\Debug;${workspaceFolder}\\symbols"
|
||||
},
|
||||
{
|
||||
"name": "Run managed code (managed, no build)",
|
||||
"type": "coreclr",
|
||||
"request": "launch",
|
||||
"program": "${workspaceFolder}\\arm64\\Debug\\WinUI3Apps\\PowerToys.Settings.exe",
|
||||
"args": [],
|
||||
"cwd": "${workspaceFolder}",
|
||||
"env": {},
|
||||
"console": "internalConsole",
|
||||
"stopAtEntry": false
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
---
|
||||
|
||||
## 6. Common tasks & tips
|
||||
|
||||
| Task | Command / Action | Notes |
|
||||
|------|------------------|-------|
|
||||
| Clean | `git clean -xdf` (careful) or `msbuild /t:Clean PowerToys.slnx` | Deep clean removes packages & build outputs |
|
||||
| Rebuild single project | `msbuild path\to\proj.vcxproj /t:Rebuild -p:Platform=x64 -p:Configuration=Debug` | Faster than whole solution |
|
||||
| Generate installer (rare in inner loop) | See `tools\build\build-installer.ps1` | Usually not needed for local debug |
|
||||
| Resource conversion errors | Re-run restore + build | Triggers custom PowerShell targets |
|
||||
@@ -0,0 +1,146 @@
|
||||
# PowerToys Development Guidelines
|
||||
|
||||
## Using Open Source Packages and Libraries
|
||||
|
||||
### License Considerations
|
||||
- MIT license is generally acceptable for inclusion in the project
|
||||
- For any license other than MIT, double check with the PM team
|
||||
- All external packages or projects must be mentioned in the `notice.md` file
|
||||
- Even if a license permits free use, it's better to verify with the team
|
||||
|
||||
### Safety and Quality Considerations
|
||||
- Ensure the code being included is safe to use
|
||||
- Avoid repositories or packages that are not widely used
|
||||
- Check for packages with significant downloads/usage and good ratings
|
||||
- Important because our pipeline signs external DLLs with Microsoft certificate
|
||||
- Unsafe code signed with Microsoft certificate can cause serious issues
|
||||
|
||||
## Code Signing
|
||||
|
||||
### Signing JSON File
|
||||
- Modifications to the signing JSON file are typically done manually
|
||||
- When adding new DLLs (internal PowerToys modules or external libraries)
|
||||
- When the release pipeline fails with a list of unsigned DLLs/executables:
|
||||
- For PowerToys DLLs, manually add them to the list
|
||||
- For external DLLs, verify they're safe to sign before including
|
||||
|
||||
### File Signing Requirements
|
||||
- All DLLs and executables must be signed
|
||||
- New files need to be added to the signing configuration
|
||||
- CI checks if all files are signed
|
||||
- Even Microsoft-sourced dependencies are signed if they aren't already
|
||||
|
||||
## Performance Measurement
|
||||
|
||||
- Currently no built-in timers to measure PowerToys startup time
|
||||
- Startup measurement could be added in the runner:
|
||||
- At the start of the main method
|
||||
- After all module interface DLLs are loaded
|
||||
- Alternative: use profilers or Visual Studio profiler
|
||||
- Startup currently takes some time due to:
|
||||
- Approximately 20 module interface DLLs that need to be loaded
|
||||
- Modules that are started during loading
|
||||
- No dashboards or dedicated tools for performance measurement
|
||||
- Uses System.Diagnostics.Stopwatch in code
|
||||
- Performance data is logged to default PowerToys logs
|
||||
- Can search logs for stopwatch-related messages to diagnose performance issues
|
||||
- Some telemetry events contain performance information
|
||||
|
||||
## Dependency Management
|
||||
|
||||
### WinRT SDK and CS/WinRT
|
||||
- Updates to WinRT SDK and CS/WinRT are done periodically
|
||||
- WinRT SDK often requires higher versions of CS/WinRT or vice versa
|
||||
- Check for new versions in NuGet.org or Visual Studio's NuGet Package Explorer
|
||||
- Prefer stable versions over preview versions
|
||||
- Best practice: Update early in the release cycle to catch potential regressions
|
||||
|
||||
### WebView2
|
||||
- Used for components like monotone file preview
|
||||
- WebView2 version is related to the WebView runtime in Windows
|
||||
- Previous issues with Windows Update installing new WebView runtime versions
|
||||
- WebView team now includes PowerToys testing in their release cycle
|
||||
- When updating WebView2:
|
||||
- Update the version
|
||||
- Open a PR
|
||||
- Perform sanity checks on components that use WebView2
|
||||
|
||||
### General Dependency Update Process
|
||||
- When updating via Visual Studio, it will automatically update dependencies
|
||||
- After updates, perform:
|
||||
- Clean build
|
||||
- Sanity check that all modules still work
|
||||
- Open PR with changes
|
||||
|
||||
## Testing Requirements
|
||||
|
||||
### Multiple Computers
|
||||
- **Mouse Without Borders**: Requires multiple physical computers for proper testing
|
||||
- Testing with VMs is not recommended as it may cause confusion between host and guest mouse input
|
||||
- At least 2 computers are needed, sometimes testing with 3 is done
|
||||
- Testing is usually assigned to team members known to have multiple computers
|
||||
|
||||
### Multiple Monitors
|
||||
- Some utilities require multiple monitors for testing
|
||||
- At least 2 monitors are recommended
|
||||
- One monitor should be able to use different DPI settings
|
||||
|
||||
### Fuzzing Testing
|
||||
- Security team requires fuzzing testing for modules that handle file I/O or user input
|
||||
- Helps identify vulnerabilities and bugs by feeding random, invalid, or unexpected data
|
||||
- PowerToys integrates with Microsoft's OneFuzz service for automated testing
|
||||
- Both .NET (C#) and C++ modules have different fuzzing implementation approaches
|
||||
- New modules handling file I/O or user input should implement fuzzing tests
|
||||
- For detailed setup instructions, see [Fuzzing Testing in PowerToys](../tools/fuzzingtesting.md)
|
||||
|
||||
### Testing Process
|
||||
- For reporting bugs during the release candidate testing:
|
||||
1. Discuss in team chat
|
||||
2. Determine if it's a regression (check if bug exists in previous version)
|
||||
3. Check if an issue is already open
|
||||
4. Open a new issue if needed
|
||||
5. Decide on criticality for the release (if regression)
|
||||
|
||||
### Release Testing
|
||||
- Team follows a release checklist
|
||||
- Includes testing for WinGet configuration
|
||||
- Sign-off process:
|
||||
- Teams sign off on modules independently
|
||||
- Regressions found in first release candidates lead to PRs
|
||||
- Second release candidate verified fixes
|
||||
- Command Palette needs separate sign-off
|
||||
- Final verification ensures modules don't crash with Command Palette integration
|
||||
|
||||
## PR Management and Release Process
|
||||
|
||||
### PR Review Process
|
||||
- PM team typically tags PRs with "need review"
|
||||
- Small fixes from community that don't change much are usually accepted
|
||||
- PM team adds tags like "need review" to highlight PRs
|
||||
- PMs set priorities (sometimes using "info.90" tags)
|
||||
- PMs decide which PRs to prioritize
|
||||
- Team members can help get PRs merged when there's flexibility
|
||||
|
||||
### PR Approval Requirements
|
||||
- PRs need approval from code owners before merging
|
||||
- New team members can approve PRs but final approval comes from code owners
|
||||
|
||||
### PR Priority Handling
|
||||
- Old PRs sometimes "slip through the cracks" if not high priority
|
||||
- PMs tag important PRs with "priority one" to indicate they should be included in release
|
||||
- Draft PRs are generally not prioritized
|
||||
|
||||
### Specific PR Types
|
||||
- CI-related PRs need review and code owner approval
|
||||
- Feature additions (like GPO support) need PM decision on whether the feature is wanted
|
||||
- Bug fixes related to Watson errors sometimes don't have corresponding issue links
|
||||
- Command Palette is considered high priority for the upcoming release
|
||||
|
||||
## Project Management Notes
|
||||
|
||||
- Be careful about not merging incomplete features into main
|
||||
- Feature branches should be used for work in progress
|
||||
- PRs touching installer files should be carefully reviewed
|
||||
- Incomplete features should not be merged into main
|
||||
- Use feature branches (feature/name-of-feature) for work-in-progress features
|
||||
- Only merge to main when complete or behind experimentation flags
|
||||
@@ -0,0 +1,223 @@
|
||||
# Localization
|
||||
|
||||
## Table of Contents
|
||||
1. [Localization on the pipeline (CDPX)](#localization-on-the-pipeline-cdpx)
|
||||
1. [UWP Special case](#uwp-special-case)
|
||||
2. [Enabling localization on a new project](#enabling-localization-on-a-new-project)
|
||||
1. [C++](#c)
|
||||
2. [C#](#c-1)
|
||||
3. [UWP](#uwp)
|
||||
3. [Lcl Files](#lcl-files)
|
||||
4. [Possible Issues in localization PRs (LEGO)](#possible-issues-in-localization-prs-lego)
|
||||
5. [Enabling localized MSI for a new project](#enabling-localized-msi-for-a-new-project)
|
||||
|
||||
## Localization on the pipeline (CDPX)
|
||||
[The localization step](https://github.com/microsoft/PowerToys/blob/86d77103e9c69686c297490acb04775d43ef8b76/.pipelines/pipeline.user.windows.yml#L45-L52) is run on the pipeline before the solution is built. This step runs the [build-localization](https://github.com/microsoft/PowerToys/blob/main/.pipelines/build-localization.cmd) script, which generates resx files for all the projects with localization enabled using the `Localization.XLoc` package.
|
||||
|
||||
The [`Localization.XLoc`](https://github.com/microsoft/PowerToys/blob/86d77103e9c69686c297490acb04775d43ef8b76/.pipelines/build-localization.cmd#L24-L25) tool is run on the repo root, and it checks for all occurrences of `LocProject.json`. Each localized project has a `LocProject.json` file in the project root, which contains the location of the English resx file, list of languages for localization, and the output path where the localized resx files are to be copied to. In addition to this, some other parameters can be set, such as whether the language ID should be added as a folder in the file path or in the file name. When the CDPX pipeline is run, the localization team is notified of changes in the English resx files. For each project with localization enabled, a `loc` folder (see [the loc folder in the Microsoft.Launcher module](https://github.com/microsoft/PowerToys/tree/main/src/modules/launcher/Microsoft.Launcher/loc) for example) is created in the same directory as the `LocProject.json` file. The folder contains language specific folders which in turn have a nested folder path equivalent to `OutputPath` in the `LocProject.json`. Each of these folders contain one `lcl` file. The `lcl` files contain the English resources along with their translation for that language. These are described in more detail in the [Lcl files section](#lcl-files). Once the `.resx` files are generated, they will be used during the `Build PowerToys` step for localized versions of the modules.
|
||||
|
||||
Since the localization script requires certain nuget packages, the [`restore-localization`](https://github.com/microsoft/PowerToys/blob/main/.pipelines/restore-localization.cmd) script is run before running `build-localization` to install all the required packages. This script must [run in the `restore` step](https://github.com/microsoft/PowerToys/blob/86d77103e9c69686c297490acb04775d43ef8b76/.pipelines/pipeline.user.windows.yml#L37-L39) of pipeline because [the host is network isolated](https://onebranch.visualstudio.com/Pipeline/_wiki/wikis/Pipeline.wiki/2066/Consuming-Packages-in-a-CDPx-Pipeline?anchor=overview) at the `build` step. The [Toolset package source](https://github.com/microsoft/PowerToys/blob/86d77103e9c69686c297490acb04775d43ef8b76/.pipelines/pipeline.user.windows.yml#L23) is used for this.
|
||||
|
||||
The process and variables that can be tweaked on the pipeline are described in more detail on [onebranch (account required) under Localization](https://onebranch.visualstudio.com/Pipeline/_wiki/wikis/Pipeline.wiki/290/Localization).
|
||||
|
||||
The localized resource dlls for C# projects are added to the MSI only for build on the pipeline. This is done by checking if the [`IsPipeline` variable is defined](https://github.com/microsoft/PowerToys/blob/f92bd6ffd38014c228544bb8d68d0937ce4c2b6d/installer/PowerToysSetup/Product.wxs#L804-L805), which gets defined before [building the installer on the pipeline](https://github.com/microsoft/PowerToys/blob/f92bd6ffd38014c228544bb8d68d0937ce4c2b6d/.pipelines/build-installer.cmd#L4). This is done because the localized resx files are only present on the pipeline, and not having this check would result in the installer project failing to build locally.
|
||||
|
||||
## Enabling localization on a new project
|
||||
To enable localization on a new project, the first step is to create a file `LocProject.json` in the project root.
|
||||
|
||||
For example, for a project in the folder `src\path` where the resx file is present in `resources\Resources.resx`, the LocProject.json file will contain the following:
|
||||
```
|
||||
{
|
||||
"Projects": [
|
||||
{
|
||||
"LanguageSet": "Azure_Languages",
|
||||
"LocItems": [
|
||||
{
|
||||
"SourceFile": "src\\path\\resources\\Resources.resx",
|
||||
"CopyOption": "LangIDOnName",
|
||||
"OutputPath": "src\\path\\resources"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
The rest of the steps depend on the project type and are covered in the sections below. The steps to add the localized files to the MSI can be found in [Enabling localized MSI for a new project](#Enabling-localized-MSI-for-a-new-project).
|
||||
|
||||
### C++
|
||||
C++ projects do not support `resx` files, and instead use `rc` files along with `resource.h` files. The CDPX pipeline however doesn't support localizing `rc` files and the other alternative they support is directly translating the resources from the binary which makes it harder to maintain resources. To avoid this, a custom script has been added which expects a resx file and converts the entries to an rc file with a string table and adds resource declarations to a resource.h file so that the resources can be compiled with the C++ project.
|
||||
|
||||
If you already have a .rc file, copy the string table to a separate txt file and run the [convert-stringtable-to-resx.ps1](https://github.com/microsoft/PowerToys/blob/main/tools/build/convert-stringtable-to-resx.ps1) script on it. This script is not very robust to input, and requires the data in a specific format, where `IDS_ResName L"ResourceValue"` and any number of spaces can be present in between. The script converts this file to the format expected by [`resgen`](https://learn.microsoft.com/dotnet/framework/tools/resgen-exe-resource-file-generator#Convert), which will convert it to resx. The resource names are changed from all uppercase to title case, and the `IDS_` prefix is removed. Escape characters might have to be manually replaced, for example .rc files would have escaped double quotes as `""`, so this should be replaced with just `"` before converting to the resx files.
|
||||
|
||||
After generating the resx file, rename the existing rc and h files to ProjName.base.rc and resource.base.h. In the rc file remove the string table which is to be localized and in the .h file remove all `#define`s corresponding to localized resources. In the vcxproj of the C++ project, add the following build event:
|
||||
```
|
||||
<Target Name="GenerateResourceFiles" BeforeTargets="PrepareForBuild">
|
||||
<Exec LogStandardErrorAsError="false" Command="powershell -NonInteractive -executionpolicy Unrestricted -NoProfile $(SolutionDir)tools\build\convert-resx-to-rc.ps1 $(MSBuildThisFileDirectory) resource.base.h resource.h ProjName.base.rc ProjName.rc" />
|
||||
</Target>
|
||||
```
|
||||
|
||||
This event runs a script which generates a resource.h and ProjName.rc in the `Generated Files` folder using the strings in all the resx files along with the existing information in resource.base.h and ProjName.base.rc. The script is [convert-resx-to-rc.ps1](https://github.com/microsoft/PowerToys/blob/main/tools/build/convert-resx-to-rc.ps1). The script uses [`resgen`](https://learn.microsoft.com/dotnet/framework/tools/resgen-exe-resource-file-generator#Convert) to convert the resx file to a string table expected in the .rc file format. When the resources are added to the rc file the `IDS_` prefix is added and resource names are in uppercase (as it was originally). Any occurrences of `"` in the string resource is escaped as `""` to prevent build errors. The string tables are added to the rc file in the following format:
|
||||
```
|
||||
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
|
||||
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
|
||||
|
||||
STRINGTABLE
|
||||
BEGIN
|
||||
strings
|
||||
END
|
||||
|
||||
#endif
|
||||
```
|
||||
Since there is no API to identify the `AFX_TARG_*`, `LANG_*` or `SUBLANG_*` values from each langId from the pipeline, these are hardcoded in the script (for each language) as done in [lines 50-77 of `convert-resx-to-rc.ps1`](https://github.com/microsoft/PowerToys/blob/f92bd6ffd38014c228544bb8d68d0937ce4c2b6d/tools/build/convert-resx-to-rc.ps1#L50-L77). **If any other languages are added in the future, this script will have to be updated.** In order to determine what are the language codes, you can open the rc file in Resource View, right click the string table and press `Insert Copy` and choose the corresponding language. This autogenerates the required code and can be used to figure out the language codes. The files also add the resource declarations to a resource.h file, starting from 101 by default(this can be changed by an optional argument). Since the output files will be generated in `Generated Files`, any includes in these two files will require an additional `..\` and wherever resource.h is used, it will have to be included as `Generated Files\resource.h`. While adding `resource.base.h` and `ProjName.base.rc` to the vcxproj, these should be modified to not participate in the build to avoid build errors:
|
||||
```
|
||||
<None Include="Resources.resx" />
|
||||
```
|
||||
|
||||
Some rc/resource.h files might be used in multiple projects (for example, KBM). To ensure the projects build for these cases, the build event can be added to the entire directory so that the rc files are generated before any project is built. See [Directory.Build.targets](https://github.com/microsoft/PowerToys/blob/main/src/modules/keyboardmanager/Directory.Build.targets) for an example.
|
||||
|
||||
Check [this PR](https://github.com/microsoft/PowerToys/pull/6104) for an example for making these changes for a C++ project.
|
||||
|
||||
### C#
|
||||
Since C# projects natively support `resx` files, the only step required here is to include all the resx files in the build. For .NET Core projects this is done automatically and the .csproj does not need to be modified. For other projects, the following line needs to be added:
|
||||
```
|
||||
<EmbeddedResource Include="Properties\Resources.*.resx" />
|
||||
```
|
||||
|
||||
**Note:** Building with localized resources may cause a build warning `Referenced assembly 'mscorlib.dll' targets a different processor` which is a VS bug. More details can be found in [PowerToys issue #7269](https://github.com/microsoft/PowerToys/issues/7269).
|
||||
|
||||
**Note:** If a project needs to be migrated from XAML resources to resx, the easiest way to convert the resources would be to change to format to `=` separates resources by either manually (by Ctrl+H on a text editor), or by a script, and then running [`resgen`](https://learn.microsoft.com/dotnet/framework/tools/resgen-exe-resource-file-generator#Convert) on `Developer Command Prompt for VS` to convert it to resx format.
|
||||
```
|
||||
<system:String x:Key="wox_plugin_calculator_plugin_name">Calculator</system:String>
|
||||
<system:String x:Key="wox_plugin_calculator_plugin_description">Allows to do mathematical calculations.(Try 5*3-2 in Wox)</system:String>
|
||||
<system:String x:Key="wox_plugin_calculator_not_a_number">Not a number (NaN)</system:String>
|
||||
```
|
||||
to
|
||||
```
|
||||
wox_plugin_calculator_plugin_name=Calculator
|
||||
wox_plugin_calculator_plugin_description=Allows to do mathematical calculations.(Try 5*3-2 in Wox)
|
||||
wox_plugin_calculator_not_a_number=Not a number (NaN)
|
||||
```
|
||||
After adding the resx file to the project along with the resource generator, references to the strings will have to be replaced with `Properties.Resources.resName` rather than the custom APIs. Check [this PR](https://github.com/microsoft/PowerToys/pull/6165) for an example of the changes required.
|
||||
|
||||
### UWP
|
||||
UWP projects expect `resw` files rather than `resx` (the format is almost the same). Unlike other C# projects, the files are expected in the format `fullLangId\Resources.resw`. To include these files in the build, replace the following line in the csproj:
|
||||
```
|
||||
<PRIResource Include="Strings\en-us\Resources.resw" />
|
||||
```
|
||||
to
|
||||
```
|
||||
<PRIResource Include="Strings\*\Resources.resw" />
|
||||
```
|
||||
|
||||
## Lcl Files
|
||||
Lcl files contain all the resources that are present in the English resx file, along with a translation if it has been added.
|
||||
|
||||
For example, an entry for a resource in the lcl file looks like this:
|
||||
```
|
||||
<Item ItemId=";EditKeyboard_WindowName" ItemType="0;.resx" PsrId="211" Leaf="true">
|
||||
<Str Cat="Text">
|
||||
<Val><![CDATA[Remap keys]]></Val>
|
||||
<Tgt Cat="Text" Stat="Loc" Orig="New">
|
||||
<Val><![CDATA[Remapper des touches]]></Val>
|
||||
</Tgt>
|
||||
</Str>
|
||||
<Disp Icon="Str" />
|
||||
</Item>
|
||||
```
|
||||
The `<Tgt>` element would not be present in the initial commits of the lcl files, as only the English version of the string would be present.
|
||||
|
||||
**Note:** The CDPX Localization system has a fail-safe check on the lcl files, where if the English string value which is present inside `<Val><![CDATA[*]]></Val>` does not match the value present in the English Resources.resx file then the translated value will not be copied to the localized resx file. This is present so that obsolete translations would not be loaded when the English resource has changed, and the English string will be used rather than the obsolete translation.
|
||||
|
||||
## Possible Issues in localization PRs (LEGO)
|
||||
Since the LEGO PRs update some of the strings in LCL files at a time, there can be multiple PRs which modify the same files, leading to merge conflicts. In most cases this would show up on GitHub as a merge conflict, but sometimes a bad git merge may occur, and the file could end up with incorrect formatting, such as two `<Tgt>` elements for a single resource. These can be fixed by ensuring the elements follow the format described in [this section](#lcl-files). To catch such errors, the build farm should be run for every LEGO PR and if any error occurs in the localization step, we should check the corresponding resx/lcl files for conflicts.
|
||||
|
||||
## Enabling localized MSI for a new project
|
||||
For C++ and UWP projects no additional files are generated with localization that need to be added to the MSI. For C++ projects all the resources are added to the dll/exe, while for UWP projects they are added to the `resources.pri` file (which is present even for an unlocalized project). To verify if the localized resources are added to the `resources.pri` file the following steps can be done:
|
||||
- Open `Developer Command Prompt for VS`
|
||||
- After navigating to the folder containing the pri file, run the following command:
|
||||
|
||||
makepri.exe dump /if .\resources.pri
|
||||
- Check the contents of the `resources.pri.xml` file that is generated from the command. The last section of the file will contain the resources with the strings in all the languages:
|
||||
```
|
||||
<NamedResource name="GeneralSettings_RunningAsAdminText" uri="ms-resource://f4f787a5-f0ae-47a9-be89-5408b1dd2b47/Resources/GeneralSettings_RunningAsAdminText">
|
||||
<Candidate qualifiers="Language-FR" type="String">
|
||||
<Value>Running as administrator</Value>
|
||||
</Candidate>
|
||||
<Candidate qualifiers="Language-EN-US" isDefault="true" type="String">
|
||||
<Value>Running as administrator</Value>
|
||||
</Candidate>
|
||||
</NamedResource>
|
||||
```
|
||||
|
||||
For C# projects, satellite dlls are generated when the project is built. For a project named `ProjName`, files are created in the format `langId\ProjName.resources.dll` where `langId` is in the same format as the lcl files. The satellite dlls need to be included with the MSI, but they must be added only if the solution is built from the build farm, as the localized resx files will not be present on local machines (and that could cause local builds of the installer to fail).
|
||||
This can be done by adding the directory name of the project to [Product.wxs near line 806](https://github.com/microsoft/PowerToys/blob/f92bd6ffd38014c228544bb8d68d0937ce4c2b6d/installer/PowerToysSetup/Product.wxs#L806) and a resource component for the project can be created in [Product.wxs near lines 845-847](https://github.com/microsoft/PowerToys/blob/f92bd6ffd38014c228544bb8d68d0937ce4c2b6d/installer/PowerToysSetup/Product.wxs#L845-L847) in this format:
|
||||
```
|
||||
<Component Id="ProjName_$(var.IdSafeLanguage)_Component" Directory="Resource$(var.IdSafeLanguage)ProjNameInstallFolder">
|
||||
<File Id="ProjName_$(var.IdSafeLanguage)_File" Source="$(var.BinX64Dir)modules\ProjName\$(var.Language)\ProjName.resources.dll" />
|
||||
</Component>
|
||||
```
|
||||
|
||||
We should also ensure the new dlls are signed by the pipeline. Currently all dlls of the form [`*.resources.dll` are signed](https://github.com/microsoft/PowerToys/blob/f92bd6ffd38014c228544bb8d68d0937ce4c2b6d/.pipelines/pipeline.user.windows.yml#L68).
|
||||
|
||||
**Note:** The resource dlls should be added to the MSI project only after the initial commit with the lcl files has been done by the Localization team. Otherwise, the pipeline will fail as there wouldn't be any resx files to generate the dlls.
|
||||
|
||||
## Working With Strings
|
||||
|
||||
In order to support localization **YOU SHOULD NOT** have hardcoded UI display strings in your code. Instead, use resource files to consume strings.
|
||||
|
||||
### For CPP
|
||||
Use [`StringTable` resource][String Table] to store the strings and resource header file(`resource.h`) to store Id's linked to the UI display string. Add the strings with Id's referenced from the header file to the resource-definition script file. You can use [Visual Studio Resource Editor][VS Resource Editor] to create and manage resource files.
|
||||
|
||||
- `resource.h`:
|
||||
|
||||
XXX must be a unique int in the list (mostly the int ID of the last string id plus one):
|
||||
|
||||
```cpp
|
||||
#define IDS_MODULE_DISPLAYNAME XXX
|
||||
```
|
||||
|
||||
- `StringTable` in resource-definition script file `validmodulename.rc`:
|
||||
|
||||
```
|
||||
STRINGTABLE
|
||||
BEGIN
|
||||
IDS_MODULE_DISPLAYNAME L"Module Name"
|
||||
END
|
||||
```
|
||||
|
||||
- Use the `GET_RESOURCE_STRING(UINT resource_id)` method to consume strings in your code.
|
||||
```cpp
|
||||
#include <common.h>
|
||||
|
||||
std::wstring GET_RESOURCE_STRING(IDS_MODULE_DISPLAYNAME)
|
||||
```
|
||||
|
||||
### For C#
|
||||
Use [XML resource file(.resx)][Resx Files] to store the UI display strings and [`Resource Manager`][Resource Manager] to consume those strings in the code. You can use [Visual Studio][Resx Files VS] to create and manage XML resources files.
|
||||
|
||||
- `Resources.resx`
|
||||
|
||||
```xml
|
||||
<data name="ValidUIDisplayString" xml:space="preserve">
|
||||
<value>Description to be displayed on UI.</value>
|
||||
<comment>This text is displayed when XYZ button clicked.</comment>
|
||||
</data>
|
||||
```
|
||||
|
||||
- Use [`Resource Manager`][Resource Manager] to consume strings in code.
|
||||
```csharp
|
||||
System.Resources.ResourceManager manager = new System.Resources.ResourceManager(baseName, assembly);
|
||||
string validUIDisplayString = manager.GetString("ValidUIDisplayString", resourceCulture);
|
||||
```
|
||||
|
||||
In case of Visual Studio is used to create the resource file. Simply use the `Resources` class in auto-generated `Resources.Designer.cs` file to access the strings which encapsulate the [`Resource Manager`][Resource Manager] logic.
|
||||
|
||||
```csharp
|
||||
string validUIDisplayString = Resources.ValidUIDisplayString;
|
||||
```
|
||||
|
||||
[VS Resource Editor]: https://learn.microsoft.com/cpp/windows/resource-editors?view=vs-2019
|
||||
[String Table]: https://learn.microsoft.com/windows/win32/menurc/stringtable-resource
|
||||
[Resx Files VS]: https://learn.microsoft.com/dotnet/framework/resources/creating-resource-files-for-desktop-apps#resource-files-in-visual-studio
|
||||
[Resx Files]: https://learn.microsoft.com/dotnet/framework/resources/creating-resource-files-for-desktop-apps#resources-in-resx-files
|
||||
[Resource Manager]: https://learn.microsoft.com/dotnet/api/system.resources.resourcemanager?view=netframework-4.8
|
||||
@@ -0,0 +1,147 @@
|
||||
# Logging and Telemetry in PowerToys
|
||||
|
||||
## Logging Types in PowerToys
|
||||
|
||||
PowerToys has several types of logging mechanisms:
|
||||
1. Text file logs (application writes logs to files)
|
||||
2. Telemetry/diagnostic data (sent to Microsoft servers)
|
||||
3. Event Viewer logs (used by some utilities like Mouse Without Borders)
|
||||
4. Watson reports (crash reports sent to Microsoft)
|
||||
|
||||
## Log File Locations
|
||||
|
||||
### Regular Logs
|
||||
- Located at: `%LOCALAPPDATA%\Microsoft\PowerToys\Logs`
|
||||
- Organized by utility and sometimes by version
|
||||
- Examples: PowerToys Run logs, module interface logs
|
||||
- C# and C++ components both write logs to these locations
|
||||
|
||||
### Low-Privilege Logs
|
||||
- Some components (like preview handlers and thumbnail providers) are started by Explorer and have low privileges
|
||||
- These components write logs to: `%USERPROFILE%/AppData/LocalLow/Microsoft/PowerToys`
|
||||
- Example: Monaco preview handler logs
|
||||
|
||||
### Module Logs
|
||||
- Logs always stored in user's AppData regardless of installation type
|
||||
- Each module creates its own log
|
||||
- Even with machine-wide installation, logs are per-user
|
||||
- Different users can have different logs even with a machine-wide installation
|
||||
|
||||
## Log Implementation
|
||||
|
||||
### C++ Logging
|
||||
|
||||
In C++ projects we use the awesome [spdlog](https://github.com/gabime/spdlog) library for logging as a git submodule under the `deps` directory. To use it in your project, just include [spdlog.props](/deps/spdlog.props) in a .vcxproj like this:
|
||||
|
||||
```xml
|
||||
<Import Project="..\..\..\deps\spdlog.props" />
|
||||
```
|
||||
It'll add the required include dirs and link the library binary itself.
|
||||
|
||||
- Projects need to include the logging project as a dependency
|
||||
- Uses a git submodule for the actual logging library
|
||||
- Logs are initialized in the main file:
|
||||
```cpp
|
||||
init_logger();
|
||||
```
|
||||
- After initialization, any file can use the logger
|
||||
- Logger settings contain constants like log file locations
|
||||
|
||||
### C# Logging
|
||||
|
||||
For C# projects there is a static logger class in Managed Common called `Logger`.
|
||||
|
||||
To use it, add a project reference to `ManagedCommon` and add the following line of code to all the files using the logger:
|
||||
|
||||
```Csharp
|
||||
using ManagedCommon;
|
||||
```
|
||||
|
||||
In the `Main` function (or a function with a similar meaning (like `App` in a `App.xaml.cs` file)) you have to call `InitializeLogger` and specify the location where the logs will be saved (always use a path scheme similar to this example):
|
||||
|
||||
```Csharp
|
||||
Logger.InitializeLogger("\\FancyZones\\Editor\\Logs");
|
||||
```
|
||||
|
||||
For a low-privilege process you have to set the optional second parameter to `true`:
|
||||
|
||||
```Csharp
|
||||
Logger.InitializeLogger("\\FileExplorer\\Monaco\\Logs", true);
|
||||
```
|
||||
|
||||
The `Logger` class contains the following logging functions:
|
||||
|
||||
```Csharp
|
||||
// Logs an error that the utility encountered
|
||||
Logger.LogError(string message);
|
||||
Logger.LogError(string message, Exception ex);
|
||||
// Logs an error that isn't that grave
|
||||
Logger.LogWarning(string message);
|
||||
// Logs what the app is doing at the moment
|
||||
Logger.LogInfo(string message);
|
||||
// Like LogInfo just with infos important for debugging
|
||||
Logger.LogDebug(string message);
|
||||
// Logs the current state of the utility.
|
||||
Logger.LogTrace();
|
||||
```
|
||||
|
||||
## Log File Management
|
||||
- Currently, most logs are not automatically cleaned up
|
||||
- Some modules have community contributions to clean old logs, but not universally implemented
|
||||
- By default, all info-level logs are written
|
||||
- Debug and trace logs may not be written by default
|
||||
- Log settings can be found in settings.json, but not all APIs honor these settings
|
||||
|
||||
## Telemetry
|
||||
|
||||
### Implementation
|
||||
- Uses Event Tracing for Windows (ETW) for telemetry
|
||||
- Different from the text file logging system
|
||||
- Keys required to send telemetry to the right server
|
||||
- Keys are not stored in the repository
|
||||
- Obfuscated in public code
|
||||
- Replaced during the release process
|
||||
- Stored in private NuGet packages for release builds
|
||||
|
||||
### C++ Telemetry
|
||||
- Managed through trace_base.h which:
|
||||
- Registers the provider
|
||||
- Checks if user has disabled diagnostics
|
||||
- Defines events
|
||||
- Example from Always On Top:
|
||||
```cpp
|
||||
Trace::AlwaysOnTop::Enable(true);
|
||||
```
|
||||
|
||||
### C# Telemetry
|
||||
- Uses PowerToysTelemetry class
|
||||
- WriteEvent method sends telemetry
|
||||
- Projects add a reference to the PowerToys.Telemetry project
|
||||
- Example:
|
||||
```csharp
|
||||
PowerToysTelemetry.Log.WriteEvent(new LauncherShowEvent(hotKey));
|
||||
```
|
||||
|
||||
### User Controls
|
||||
- Settings page allows users to:
|
||||
- Turn off/on sending telemetry
|
||||
- Enable viewing of telemetry data
|
||||
|
||||
### Viewing Telemetry Data
|
||||
- When "Enable viewing" is turned on, PowerToys starts ETW tracing
|
||||
- Saves ETL files for 28 days
|
||||
- Located at: `%LOCALAPPDATA%\Microsoft\PowerToys\ETL` (for most utilities)
|
||||
- Low-privilege components save to a different location
|
||||
- Button in settings converts ETL to XML for user readability
|
||||
- XML format chosen to follow approved compliance pattern from Windows Subsystem for Android
|
||||
- Files older than 28 days are automatically deleted
|
||||
|
||||
## Bug Report Tool
|
||||
|
||||
The [BugReportTool](/tools/BugReportTool) can be triggered via:
|
||||
- Right-click on PowerToys tray icon → Report Bug
|
||||
- Left-click on tray icon → Open Settings → Bug Report Tool
|
||||
|
||||
It creates a zip file on desktop named "PowerToys_Report_[date]_[time].zip" containing logs and system information.
|
||||
|
||||
See [Bug Report Tool](../tools/bug-report-tool.md) for more detailed information about the tool.
|
||||
@@ -0,0 +1,300 @@
|
||||
# 🧭 Creating a new PowerToy: end-to-end developer guide
|
||||
|
||||
First of all, thank you for wanting to contribute to PowerToys. The work we do would not be possible without the support of community supporters like you.
|
||||
|
||||
This guide documents the process of building a new PowerToys utility from scratch, including architecture decisions, integration steps, and common pitfalls.
|
||||
|
||||
---
|
||||
|
||||
## 1. Overview and prerequisites
|
||||
|
||||
A PowerToy module is a self-contained utility integrated into the PowerToys ecosystem. It can be UI-based, service-based, or both.
|
||||
|
||||
### Requirements
|
||||
|
||||
Follow the [Getting Started](../readme.md#getting-started) guide to set up your development environment, then [validate that you are able to build and run](debugging.md) `PowerToys.slnx`.
|
||||
|
||||
Optional:
|
||||
- [WiX v5 toolset](https://github.com/microsoft/PowerToys/tree/main) for the installer
|
||||
|
||||
### Folder structure
|
||||
|
||||
```
|
||||
src/
|
||||
modules/
|
||||
your_module/
|
||||
YourModule.sln
|
||||
YourModuleInterface/
|
||||
YourModuleUI/ (if needed)
|
||||
YourModuleService/ (if needed)
|
||||
```
|
||||
|
||||
---
|
||||
## 2. Design and planning
|
||||
|
||||
### Decide the type of module
|
||||
|
||||
Think about how your module works and which existing modules behave similarly. You are going to want to think about the UI needed for the application, the lifecycle, whether it is a service that is always running or event based. Below are some basic scenarios with some modules to explore. You can write your application in C++ or C#.
|
||||
- **UI-only:** e.g., ColorPicker
|
||||
- **Background service:** e.g., LightSwitch, Awake
|
||||
- **Hybrid (UI + background logic):** e.g., ShortcutGuide
|
||||
- **C++/C# interop:** e.g., PowerRename
|
||||
|
||||
### Write your module interface
|
||||
|
||||
Begin by setting up the [PowerToy module template project](https://github.com/microsoft/PowerToys/tree/main/tools/project_template). This will generate boilerplate for you to begin your new module. Below are the key headers in the Module Interface (`dllmain.cpp`) and an explanation of their purpose:
|
||||
1. This is where module settings are defined. These can be anything from strings, bools, ints, and even custom Enums.
|
||||
```c++
|
||||
struct ModuleSettings {};
|
||||
```
|
||||
|
||||
2. This is the header for the full class. It inherits the PowerToyModuleIface
|
||||
```c++
|
||||
class ModuleInterface : public PowertoyModuleIface
|
||||
{
|
||||
private:
|
||||
// the private members of the class
|
||||
// Can include the enabled variable, logic for event handlers, or hotkeys.
|
||||
public:
|
||||
// the public members of the class
|
||||
// Will include the constructor and initialization logic.
|
||||
}
|
||||
```
|
||||
|
||||
> [!NOTE]
|
||||
> Many of the class functions are boilerplate and need simple string replacements with your module name. The rest of the functions below will require bigger changes.
|
||||
|
||||
3. GPO stands for "Group Policy Object" and allows for administrators to configure settings across a network of machines. It is required that your module is on this list of settings. You can right click the `powertoys_gpo` object to go to the definition and set up the `getConfiguredModuleEnabledValue` for your module.
|
||||
```c++
|
||||
virtual powertoys_gpo::gpo_rule_configured_t gpo_policy_enabled_configuration() override
|
||||
{
|
||||
return powertoys_gpo::getConfiguredModuleEnabledValue();
|
||||
}
|
||||
```
|
||||
|
||||
4. `init_settings()` initializes the settings for the interface. Will either pull from existing settings.json or use defaults.
|
||||
```c++
|
||||
void ModuleInterface::init_settings()
|
||||
```
|
||||
|
||||
5. `get_config` retrieves the settings from the settings.json file.
|
||||
```c++
|
||||
virtual bool get_config(wchar_t* buffer, int* buffer_size) override
|
||||
```
|
||||
|
||||
6. `set_config` sets the new settings to the settings.json file.
|
||||
```c++
|
||||
virtual void set_config(const wchar_t* config) override
|
||||
```
|
||||
|
||||
7. `call_custom_action` allows custom actions to be called based on signals from the settings app.
|
||||
```c++
|
||||
void call_custom_action(const wchar_t* action) override
|
||||
```
|
||||
|
||||
8. Lifecycle events control whether the module is enabled or not, as well as the default status of the module.
|
||||
```c++
|
||||
virtual void enable() // starts the module
|
||||
virtual void disable() // terminates the module and performs any cleanup
|
||||
virtual bool is_enabled() // returns if the module is currently enabled
|
||||
virtual bool is_enabled_by_default() const override // allows the module to dictate whether it should be enabled by default in the PowerToys app.
|
||||
```
|
||||
|
||||
9. Hotkey functions control the status of the hotkey.
|
||||
```c++
|
||||
// takes the hotkey from settings into a format that the interface can understand
|
||||
void parse_hotkey(PowerToysSettings::PowerToyValues& settings)
|
||||
|
||||
// returns the hotkeys from settings
|
||||
virtual size_t get_hotkeys(Hotkey* hotkeys, size_t buffer_size) override
|
||||
|
||||
// performs logic when the hotkey event is fired
|
||||
virtual bool on_hotkey(size_t hotkeyId) override
|
||||
```
|
||||
|
||||
### Notes
|
||||
|
||||
- Keep module logic isolated under `/modules/<YourModule>`
|
||||
- Use shared utilities from [`common`](https://github.com/microsoft/PowerToys/tree/main/src/common) instead of cross-module dependencies
|
||||
- init/set/get config use preset functions to access the settings. Check out the [`settings_objects.h`](https://github.com/microsoft/PowerToys/blob/main/src/common/SettingsAPI/settings_helpers.h) in `src\common\SettingsAPI`
|
||||
|
||||
---
|
||||
## 3. Bootstrapping your module
|
||||
|
||||
1. Use the [template](https://github.com/microsoft/PowerToys/tree/main/tools/project_template) to generate the module interface starter code.
|
||||
2. Update all projects and namespaces with your module name.
|
||||
3. Update GUIDs in `.vcxproj` and solution files.
|
||||
4. Update the functions mentioned in the above section with your custom logic.
|
||||
5. In order for your module to be detected by the runner you are required to add references to various lists. In order to register your module, add the corresponding module reference to the lists that can be found in the following files. (Hint: search other modules names to find the lists quicker)
|
||||
- `src/runner/modules.h`
|
||||
- `src/runner/modules.cpp`
|
||||
- `src/runner/resource.h`
|
||||
- `src/runner/settings_window.h`
|
||||
- `src/runner/settings_window.cpp`
|
||||
- `src/runner/main.cpp`
|
||||
- `src/common/logger.h` (for logging)
|
||||
6. ModuleInterface should build your `ModuleInterface.dll`. This will allow the runner to interact with your service.
|
||||
|
||||
> [!TIP]
|
||||
> Mismatched module IDs are one of the most common causes of load failures. Keep your ID consistent across manifest, registry, and service.
|
||||
|
||||
---
|
||||
## 4. Write your service
|
||||
|
||||
This is going to look different for every PowerToy. It may be easier to develop the application independently, and then link in the PowerToys settings logic later. But you have to write the service first, before connecting it to the runner.
|
||||
|
||||
### Notes
|
||||
|
||||
- This is a separate project from the Module Interface.
|
||||
- You can develop this project using C# or C++.
|
||||
- Set the service icon using the `.rc` file.
|
||||
- Set the service name in the `.vcxproj` by setting the `<TargetName>`
|
||||
```
|
||||
<PropertyGroup>
|
||||
<OutDir>..\..\..\..\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</OutDir>
|
||||
<TargetName>PowerToys.LightSwitchService</TargetName>
|
||||
</PropertyGroup>
|
||||
```
|
||||
- To view the code of the `.vcxproj`, right click the item and select **Unload project**
|
||||
- Use the following functions to interact with settings from your service
|
||||
```
|
||||
ModuleSettings::instance().InitFileWatcher();
|
||||
ModuleSettings::instance().LoadSettings();
|
||||
auto& settings = ModuleSettings::instance().settings();
|
||||
```
|
||||
These come from the `ModuleSettings.h` file that lives with the Service. You can copy this from another module (e.g., Light Switch) and adjust to fit your needs.
|
||||
|
||||
If your module has a user interface:
|
||||
- Use the **WinUI Blank App** template when setting up your project
|
||||
- Use [Windows design best practices](https://learn.microsoft.com/windows/apps/design/basics/)
|
||||
- Use the [WinUI 3 Gallery](https://apps.microsoft.com/detail/9p3jfpwwdzrc) for help with your UI code, and additional guidance.
|
||||
|
||||
## 5. Settings integration
|
||||
|
||||
PowerToys settings are stored per-module as JSON under:
|
||||
|
||||
```
|
||||
%LOCALAPPDATA%\Microsoft\PowerToys\<module>\settings.json
|
||||
```
|
||||
|
||||
### Implementation steps
|
||||
|
||||
- In `src\settings-ui\Settings.UI.Library\` create `<module>Properties.cs` and `<module>Settings.cs`
|
||||
- `<module>Properties.cs` is where you will define your defaults. Every setting needs to be represented here. This should match what was set in the Module Interface.
|
||||
- `<module>Settings.cs`is where your settings.json will be built from. The structure should match the following
|
||||
```cs
|
||||
public ModuleSettings()
|
||||
{
|
||||
Name = ModuleName;
|
||||
Version = Assembly.GetExecutingAssembly().GetName().Version.ToString();
|
||||
Properties = new ModuleProperties(); // settings properties you set above.
|
||||
}
|
||||
```
|
||||
|
||||
- In `src\settings-ui\Settings.UI\ViewModels` create `<module>ViewModel.cs` this is where the interaction happens between your settings page in the PowerToys app and the settings file that is stored on the device. Changes here will trigger the settings watcher via a `NotifyPropertyChanged` event.
|
||||
- Create a `SettingsPage.xaml` at `src\settings-ui\Settings.UI\SettingsXAML\Views`. This will be the page where the user interacts with the settings of your module.
|
||||
- Be sure to use resource strings for user facing strings so they can be localized. (`x:Uid` connects to Resources.resw)
|
||||
```xaml
|
||||
// LightSwitch.xaml
|
||||
<ComboBoxItem
|
||||
x:Uid="LightSwitch_ModeOff"
|
||||
AutomationProperties.AutomationId="OffCBItem_LightSwitch"
|
||||
Tag="Off" />
|
||||
|
||||
// Resources.resw
|
||||
<data name="LightSwitch_ModeOff.Content" xml:space="preserve">
|
||||
<value>Off</value>
|
||||
</data>
|
||||
```
|
||||
> [!IMPORTANT]
|
||||
> In the above example we use `.Content` to target the content of the Combobox. This can change per UI element (e.g., `.Text`, `.Header`, etc.)
|
||||
|
||||
> **Reminder:** Manual changes via external editors (VS Code, Notepad) do **not** trigger the settings watcher. Only changes written through PowerToys trigger reloads.
|
||||
|
||||
---
|
||||
|
||||
### Gotchas:
|
||||
|
||||
- Only use the WinUI 3 framework, _not_ UWP.
|
||||
- Use [`DispatcherQueue`](https://learn.microsoft.com/windows/apps/develop/dispatcherqueue) when updating UI from non-UI threads.
|
||||
|
||||
---
|
||||
## 6. Building and debugging
|
||||
|
||||
### Debugging steps
|
||||
|
||||
1. If this is your first time debugging PowerToys, be sure to follow [these steps first](https://github.com/microsoft/PowerToys/blob/main/doc/devdocs/development/debugging.md#pre-debugging-setup).
|
||||
2. Set "runner" as the start up project and ensure your build configuration is set to match your system (ARM64/x64)
|
||||
3. Select <kbd>F5</kbd> or the **Local Windows Debugger** button to begin debugging. This should start the PowerToys runner.
|
||||
4. To set breakpoints in your service, select Ctrl+Alt+P and search for your service to attach to the runner.
|
||||
5. Use logs to document changes. The logs live at `%LOCALAPPDATA%\Microsoft\PowerToys\RunnerLogs` and `%LOCALAPPDATA%\Microsoft\PowerToys\Module\Service\<version>` for the specific module.
|
||||
|
||||
> [!TIP]
|
||||
> PowerToys caches `.nuget` artifacts aggressively. Use `git clean -xfd` when builds behave unexpectedly.
|
||||
|
||||
---
|
||||
## 7. Installer and packaging (WiX)
|
||||
|
||||
### Add your module to installer
|
||||
|
||||
1. Install [`WixToolset.Heat`](https://www.nuget.org/packages/WixToolset.Heat/) for Wix5 via nuget
|
||||
2. Inside `installer\PowerToysInstallerVNext` add a new file for your module: `Module.wxs`
|
||||
3. Inside of this file you will need copy the format from another module (ie: Light Switch) and replace the strings and GUID values.
|
||||
4. The key part will be `<!--ModuleNameFiles_Component_Def-->` which is a placeholder for code that will be generated by `generateFileComponents.ps1`.
|
||||
5. Inside `Product.wxs` add a line item in the `<Feature Id="CoreFeature" ... >` section. It will look like a list of ` <ComponentGroupRef Id="ModuleComponentGroup" />` items.
|
||||
6. Inside `generateFileComponents.ps1` you will need to add an entry to the bottom for your new module. It will follow the following format. `-fileListName <Module>Files` will match the string you set in `Module.wxs`, `<ModuleServiceName>` will match the name of your exe.
|
||||
```bash
|
||||
# Module Name
|
||||
Generate-FileList -fileDepsJson "" -fileListName <Module>Files -wxsFilePath $PSScriptRoot\<Module>.wxs -depsPath "$PSScriptRoot..\..\..\$platform\Release\<ModuleServiceName>"
|
||||
Generate-FileComponents -fileListName "<Module>Files" -wxsFilePath $PSScriptRoot\<Module>.wxs -regroot $registryroot
|
||||
```
|
||||
---
|
||||
## 8. Testing and validation
|
||||
|
||||
### UI tests
|
||||
|
||||
- Place under `/modules/<YourModule>/Tests`
|
||||
- Create a new [WinUI Unit Test App](https://learn.microsoft.com/windows/apps/winui/winui3/testing/create-winui-unit-test-project)
|
||||
- Write unit tests following the format from previous modules (ie: Light Switch). This can be to test your standalone UI (if you're a module like Color Picker) or to verify that the Settings UI in the PowerToys app is controlling your service.
|
||||
|
||||
### Manual validation
|
||||
|
||||
- Enable/disable in PowerToys Settings
|
||||
- Check initialization in logs
|
||||
- Confirm icons, tooltips, and OOBE page appear correctly
|
||||
|
||||
### Pro tips
|
||||
|
||||
1. Validate wake/sleep and elevation states. Background modules often fail silently after resume if event handles aren’t recreated.
|
||||
2. Use Windows Sandbox to simulate clean install environments
|
||||
3. To simulate a "new user" you can delete the PowerToys folder from `%LOCALAPPDATA%\Microsoft`
|
||||
|
||||
### Shortcut conflict detection
|
||||
|
||||
If your module has a shortcut, ensure that it is properly registered following [the steps listed in the documentation](https://github.com/microsoft/PowerToys/blob/main/doc/devdocs/core/settings/settings-implementation.md#shortcut-conflict-detection) for conflict detection.
|
||||
|
||||
---
|
||||
## 9. The final touches
|
||||
|
||||
### Out-of-Box experience (OOBE) page
|
||||
|
||||
The OOBE page is a custom settings page that gives the user at a glance information about each module. This window opens before the Settings application for new users and after updates. Create `OOBE<ModuleName>.xaml` at `src\settings-ui\Settings.UI\SettingsXAML\OOBE\Views`. You will also need to add your module name to the enum at `src\settings-ui\Settings.UI\OOBE\Enums\PowerToysModules.cs`.
|
||||
|
||||
### Module assets
|
||||
|
||||
Now that your PowerToy is _done_ you can start to think about the assets that will represent your module.
|
||||
- Module Icon: This will be displayed in a number of places: OOBE page, in the README, on the home screen of PowerToys, on your individual module settings page, etc.
|
||||
- Module Image: This is the image you see at the top of each individual settings page.
|
||||
- OOBE Image: This is the header you see on the OOBE page for each module
|
||||
|
||||
> [!NOTE]
|
||||
> This step is something that the Design team will handle internally to ensure consistency throughout the application. If you have ideas or recommendations on what the icon or screenshots should be for your module feel free to leave it in the "Additional Comments" section of the PR and the team will take it into consideration.
|
||||
|
||||
### Documentation
|
||||
|
||||
There are two types of documentation that will be required when submitting a new PowerToy:
|
||||
1. Developer documentation: This will live in the [PowerToys repo](https://github.com/microsoft/PowerToys/blob/main/doc/devdocs/modules) at `/doc/devdocs/modules/` and should tell a developer how to work on your app. It should outline the module architecture, key files, testing, and tips on debugging if necessary.
|
||||
2. Microsoft Learn documentation: When your new Module is ready to be merged into the PowerToys repository, an internal team member will create Microsoft Learn documentation so that users will understand how to use your module. There is not much work on your end as the developer for this step, but keep an eye on your PR in case we need more information about your PowerToy for this step.
|
||||
|
||||
---
|
||||
Thank you again for contributing! If you need help, feel free to [open an issue](https://github.com/microsoft/PowerToys/issues/new/choose) and use the `Needs-Team-Response` label so we know you need attention.
|
||||
@@ -0,0 +1,13 @@
|
||||
# Coding Style
|
||||
|
||||
## Philosophy
|
||||
1. If it's inserting something into the existing classes/functions, try to follow the existing style as closely as possible.
|
||||
1. If it's brand new code or refactoring a complete class or area of the code, please follow as Modern C++ of a style as you can and reference the [C++ Core Guidelines](https://github.com/isocpp/CppCoreGuidelines) as much as you possibly can.
|
||||
|
||||
## Formatting
|
||||
|
||||
- We use [XamlStyler](https://github.com/Xavalon/XamlStyler/) to format XAML files. You can use the [Visual Studio Extension](https://marketplace.visualstudio.com/items?itemName=TeamXavalon.XAMLStyler2022) or apply formatting executing `.\.pipelines\applyXamlStyling.ps1 -Main`.
|
||||
- We use [`.clang-format`](https://github.com/microsoft/PowerToys/blob/main/src/.clang-format) style file to enable automatic code formatting. You can [easily format source files from Visual Studio](https://devblogs.microsoft.com/cppblog/clangformat-support-in-visual-studio-2017-15-7-preview-1/). For example, `CTRL+K CTRL+D` formats the current document.
|
||||
- If you prefer another text editor or have ClangFormat disabled in Visual Studio, you could invoke [`format_sources`](https://github.com/microsoft/PowerToys/blob/main/src/codeAnalysis/format_sources.ps1) powershell script from command line. It gets a list of all currently modified files from `git` and invokes clang-format on them.
|
||||
Please note that you should also have `clang-format.exe` in `%PATH%` for it to work. The script can infer the path of `clang-format.exe` version which is shipped with Visual Studio at `%VCINSTALLDIR%\Tools\Llvm\bin\`, if you launch it from the *Native Tools Command Prompt for VS*.
|
||||
- CI doesn't enforce code formatting yet, since we're gradually applying code formatting to the codebase, but please adhere to our formatting style for any new code.
|
||||
@@ -0,0 +1,33 @@
|
||||
## If for any reason, you'd like to test winget install scenario, you can follow this doc:
|
||||
|
||||
### Powertoys winget manifest definition:
|
||||
[winget repository](https://github.com/microsoft/winget-pkgs/tree/master/manifests/m/Microsoft/PowerToys)
|
||||
|
||||
### How to test a winget installation locally:
|
||||
1. Get artifacts from release CI pipeline Pipelines - Runs for PowerToys Signed YAML Release Build, or you can build one yourself by execute the
|
||||
'tools\build\build-installer.ps1' script
|
||||
|
||||
2. Get the artifact hash, this is required to define winget manifest
|
||||
```powershell
|
||||
cd /path/to/your/directory/contains/installer
|
||||
Get-FileHash -Path ".\<Installer-name>.exe" -Algorithm SHA256
|
||||
```
|
||||
3. Host your installer.exe - Attention: staged github release artifacts or artifacts in release pipeline is not OK in this step
|
||||
You can self-host it or you can upload to a publicly available endpoint
|
||||
**How to selfhost it** (A extremely simple way):
|
||||
```powershell
|
||||
python -m http.server 8000
|
||||
```
|
||||
|
||||
4. Download a version folder from wingetpkgs like: [version 0.92.1](https://github.com/microsoft/winget-pkgs/tree/master/manifests/m/Microsoft/PowerToys/0.92.1)
|
||||
and you get **a folder contains 3 yml files**
|
||||
>note: Do not put any files other than these three in this folder
|
||||
|
||||
5. Modify the yml files based on your version and the self hosted artifact link, and modify the sha256 hash for the installer you'd like to use
|
||||
|
||||
6. Start winget install:
|
||||
```powershell
|
||||
#execute as admin
|
||||
winget settings --enable LocalManifestFiles
|
||||
winget install --manifest "<folder_path_of_manifest_files>" --architecture x64 --scope user
|
||||
```
|
||||
@@ -0,0 +1,148 @@
|
||||
# UI tests framework
|
||||
|
||||
A specialized UI test framework for PowerToys that makes it easy to write UI tests for PowerToys modules or settings. Let's start writing UI tests!
|
||||
|
||||
## Before running tests
|
||||
|
||||
- Install Windows Application Driver v1.2.1 from https://github.com/microsoft/WinAppDriver/releases/tag/v1.2.1 to the default directory (`C:\Program Files (x86)\Windows Application Driver`)
|
||||
|
||||
- Enable Developer Mode in Windows settings
|
||||
|
||||
## Running tests
|
||||
|
||||
- Exit PowerToys if it's running.
|
||||
|
||||
- Open `PowerToys.slnx` in Visual Studio and build the solution.
|
||||
|
||||
- Run tests in the Test Explorer (`Test > Test Explorer` or `Ctrl+E, T`).
|
||||
|
||||
## Running tests in pipeline
|
||||
|
||||
The PowerToys UI test pipeline provides flexible options for building and testing:
|
||||
|
||||
### Pipeline Options
|
||||
|
||||
- **buildSource**: Select the build type for testing:
|
||||
- `latestMainOfficialBuild`: Downloads and uses the latest official PowerToys build from main branch
|
||||
- `buildNow`: Builds PowerToys from current source code and uses it for testing
|
||||
- `specificBuildId`: Downloads a specific PowerToys build using the build ID specified in `specificBuildId` parameter
|
||||
|
||||
**Default value**: `latestMainOfficialBuild`
|
||||
|
||||
- **specificBuildId**: When `buildSource` is set to `specificBuildId`, specify the exact PowerToys build ID to download and test against.
|
||||
|
||||
**Default value**: `"xxxx"` (placeholder, enter actual build ID when using specificBuildId option)
|
||||
|
||||
**When to use this**:
|
||||
- Testing against a specific known build for reproducibility
|
||||
- Regression testing against a particular build version
|
||||
- Validating fixes in a specific build before release
|
||||
|
||||
**Usage**: Enter the build ID number (e.g., `12345`) to download that specific build. Only used when `buildSource` is set to `specificBuildId`.
|
||||
|
||||
- **uiTestModules**: Specify which UI test modules to build and run. This parameter controls both the `.csproj` projects to build and the `.dll` test assemblies to execute. Examples:
|
||||
- `['UITests-FancyZones']` - Only FancyZones UI tests
|
||||
- `['MouseUtils.UITests']` - Only MouseUtils UI tests
|
||||
- `['UITests-FancyZones', 'MouseUtils.UITests']` - Multiple specific modules
|
||||
- Leave empty to build and run all UI test modules
|
||||
|
||||
**Important**: The `uiTestModules` parameter values must match both the test project names (for `.csproj` selection during build) and the test assembly names (for `.dll` execution during testing).
|
||||
|
||||
### Build Modes
|
||||
|
||||
1. **Official Build Testing** (`buildSource = latestMainOfficialBuild` or `specificBuildId`)
|
||||
- Downloads and installs official PowerToys build (latest from main or specific build ID)
|
||||
- Builds only UI test projects (all or specific based on `uiTestModules`)
|
||||
- Runs UI tests against installed PowerToys
|
||||
- Tests both machine-level and per-user installation modes automatically
|
||||
|
||||
2. **Current Source Build Testing** (`buildSource = buildNow`)
|
||||
- Builds entire PowerToys solution from current source code
|
||||
- Builds UI test projects (all or specific based on `uiTestModules`)
|
||||
- Runs UI tests against freshly built PowerToys
|
||||
- Uses artifacts from current pipeline build
|
||||
|
||||
> **Note**: All modes support the `uiTestModules` parameter to control which specific UI test modules to build and run. Both machine-level and per-user installation modes are tested automatically when using official builds.
|
||||
|
||||
### Pipeline Access
|
||||
- Pipeline: https://microsoft.visualstudio.com/Dart/_build?definitionId=161438&_a=summary
|
||||
|
||||
## How to add the first UI tests for your modules
|
||||
- Follow the naming convention: 
|
||||
- Create a new project and add the following references to the project file. Change the OutputPath to your own module's path.
|
||||
```
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<!-- Look at Directory.Build.props in root for common stuff as well -->
|
||||
<Import Project="..\..\..\Common.Dotnet.CsWinRT.props" />
|
||||
|
||||
<PropertyGroup>
|
||||
<ProjectGuid>{4E0AE3A4-2EE0-44D7-A2D0-8769977254A0}</ProjectGuid>
|
||||
<RootNamespace>PowerToys.Hosts.UITests</RootNamespace>
|
||||
<AssemblyName>PowerToys.Hosts.UITests</AssemblyName>
|
||||
<IsPackable>false</IsPackable>
|
||||
<IsTestProject>true</IsTestProject>
|
||||
<Nullable>enable</Nullable>
|
||||
<OutputType>Library</OutputType>
|
||||
|
||||
<!-- This is a UI test, so don't run as part of MSBuild -->
|
||||
<RunVSTest>false</RunVSTest>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<OutputPath>$(SolutionDir)$(Platform)\$(Configuration)\tests\Hosts.UITests\</OutputPath>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="MSTest" />
|
||||
<ProjectReference Include="..\..\..\common\UITestAutomation\UITestAutomation.csproj" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
||||
```
|
||||
- Inherit your test class from UITestBase.
|
||||
>Set Scope: The default scope starts from the PowerToys settings UI. If you want to start from your own module, set the constructor as shown below:
|
||||
|
||||
>Specify Scope:
|
||||
```
|
||||
[TestClass]
|
||||
public class HostModuleTests : UITestBase
|
||||
{
|
||||
public HostModuleTests()
|
||||
: base(PowerToysModule.Hosts, WindowSize.Small_Vertical)
|
||||
{
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- Then you can start performing the UI operations.
|
||||
|
||||
**Example**
|
||||
```
|
||||
[TestMethod("Hosts.Basic.EmptyViewShouldWork")]
|
||||
[TestCategory("Hosts File Editor #4")]
|
||||
public void TestEmptyView()
|
||||
{
|
||||
this.CloseWarningDialog();
|
||||
this.RemoveAllEntries();
|
||||
|
||||
// 'Add an entry' button (only show-up when list is empty) should be visible
|
||||
Assert.IsTrue(this.HasOne<HyperlinkButton>("Add an entry"), "'Add an entry' button should be visible in the empty view");
|
||||
|
||||
VisualAssert.AreEqual(this.TestContext, this.Find("Entries"), "EmptyView");
|
||||
|
||||
// Click 'Add an entry' from empty-view for adding Host override rule
|
||||
this.Find<HyperlinkButton>("Add an entry").Click();
|
||||
|
||||
this.AddEntry("192.168.0.1", "localhost", false, false);
|
||||
|
||||
// Should have one row now and not more empty view
|
||||
Assert.IsTrue(this.Has<Button>("Delete"), "Should have one row now");
|
||||
Assert.IsFalse(this.Has<HyperlinkButton>("Add an entry"), "'Add an entry' button should be invisible if not empty view");
|
||||
|
||||
VisualAssert.AreEqual(this.TestContext, this.Find("Entries"), "NonEmptyView");
|
||||
}
|
||||
```
|
||||
|
||||
## Extra tools and information
|
||||
|
||||
**Accessibility Tools**:
|
||||
While working on tests, you may need a tool that helps you to view the element's accessibility data, e.g. for finding the button to click. For this purpose, you could use [AccessibilityInsights](https://accessibilityinsights.io/docs/windows/overview).
|
||||
Reference in New Issue
Block a user