# Working on a raylib app as an agent: headless run, see, and drive it This is a portable playbook for an AI agent doing code-health / refactor work on a **raylib** (or any GLFW/OpenGL) desktop app. The problem it solves: you can edit and compile the code, but you can't *see* the window or click it — so how do you prove a refactor didn't change behavior, and how do you exercise a UI path? The answer is a tight loop: **run under a virtual display → capture a frame → diff it against a baseline → (optionally) inject keyboard/mouse → look at the PNG.** Everything below is the accumulated know-how for doing that *efficiently*, plus the traps. > This repo's working reference implementation is [`shot_input.sh`](shot_input.sh). > Read it alongside this doc; the "Porting" checklist at the end says what to change. --- ## 0. The loop in one breath ```bash Xvfb :99 -screen 0 1280x800x24 & # 1. a fake screen DISPLAY=:99 ./bin/Debug/game & # 2. run the app on it sleep 2 # 3. let it reach a steady frame DISPLAY=:99 import -window root /tmp/a.png # 4. screenshot the root compare -metric AE /tmp/base.png /tmp/a.png /dev/null # 5. 0 == pixel-identical ``` If step 5 prints `0`, the render is byte-for-byte what it was before your change. That single number is the workhorse of refactor verification. --- ## 1. Prerequisites (Debian/Ubuntu) ```bash sudo apt-get install xvfb imagemagick xdotool # If OpenGL fails under Xvfb (black frames / GLX errors), add software rendering: # sudo apt-get install libgl1-mesa-dri # and run the app with LIBGL_ALWAYS_SOFTWARE=1 ``` - **Xvfb** — an X server that renders to memory, no monitor. raylib's GL runs on it via Mesa's software rasterizer; you do not need a GPU. - **ImageMagick** — `import` (grab) + `compare` (diff). On ImageMagick v7 the commands are `magick import` / `magick compare`; v6 uses `import` / `compare` directly. - **xdotool** — synthesizes keyboard and mouse events into the X server. --- ## 2. Run headless ```bash Xvfb :99 -screen 0 1280x800x24 >/tmp/xvfb.log 2>&1 & DISPLAY=:99 ./bin/Debug/game [args] >/tmp/app.log 2>&1 & ``` - Match the Xvfb screen size to the app's window so a root grab == the app's frame. - There is **no window manager**, so the window sits at `0,0` and fills the screen, and X input focus is unmanaged (see §4). - Capture stdout/stderr to a log — it's your only window into `TraceLog`/crashes. --- ## 3. Capture a frame — two ways **A. Grab the X root (zero code change):** ```bash DISPLAY=:99 import -window root /tmp/shot.png ``` If your ImageMagick policy blocks `import` ("not authorized"), use option B. **B. raylib's own framebuffer dump (one line of code, more robust):** ```c TakeScreenshot("/tmp/shot.png"); // writes exactly what GL rendered, no chrome/cursor ``` Trigger it from a temp keybinding or a `--shoot-after N frames` flag. This bypasses ImageMagick entirely and is the exact framebuffer — preferable when you can edit code (which, in a refactor task, you already are). Then **look at it**: open the PNG with your image-reading tool. Vision catches "the HUD vanished" or "text is now black-on-black" that a pixel count won't explain. --- ## 4. Inject input (keyboard + mouse) ```bash WID=$(DISPLAY=:99 xdotool search --name "MyGameWindowTitle" | head -1) DISPLAY=:99 xdotool windowactivate "$WID" # give it focus first; keys need this DISPLAY=:99 xdotool key space # keys: by keysym (Return, Escape, F1, a, ...) DISPLAY=:99 xdotool mousemove 640 360 DISPLAY=:99 xdotool mousedown 1 ; sleep 0.2 ; xdotool mouseup 1 ``` **Both keys and mouse buttons reach GLFW under Xvfb.** (If a guide tells you synthetic clicks are "dropped," it's wrong — see the next bullet for what actually bites you.) ### The one mouse gotcha that wastes an hour A button's **press and release must fall on different frames** of the app's loop. raylib detects a click as `current && !previous` (a rising edge). A bare `xdotool click 1` presses and releases inside ~1ms — if both land in the same `PollInputEvents()` tick, the app sees the button go down *and* up in one frame and the rising edge never registers. **Always** do `mousedown 1` → `sleep ≥0.15s` → `mouseup 1`. Same for drags: `mousemove A` → `mousedown` → `mousemove B` → `sleep` → `mouseup`. ### Lock/modifier keys `Scroll_Lock`, `Num_Lock`, `Caps_Lock` get eaten by X as LED/lock toggles and do **not** arrive as normal key presses. For temp test hooks use ordinary keys (letters, F-keys); `F1`–`F12` are reliable. ### Hit the right rectangle A click only does something if the pointer is over a live hit-target. Buttons and draggable regions are rectangles computed in code — read the layout code and aim at a rectangle's center, don't eyeball the screenshot. Many "the click didn't work" dead-ends are really "I clicked 10px into the sidebar / a dead margin / below a minimum-drag threshold." (This app, for instance, ignores selection drags under 5px.) --- ## 5. Determinism — the part that decides whether pixel-diff even works `compare -metric AE` is only a *proof* if the same inputs produce the same pixels. Two cases: ### Mostly-static apps (viewers, editors, tools) Once loaded/settled the frame is constant, so two runs of the same binary give `AE 0`. Beware **async/background work**: if the app keeps computing after the window appears (streaming load, background workers, lazy caches), an early grab is nondeterministic. Capture *after it settles* — find the quiet point and add margin (this app needs ~12s for a background high-res pass; a 6s grab varied run-to-run and produced scary false diffs). Confirm your settle time by grabbing the **same binary twice** and checking the diff is 0. ### Games and anything continuously animating Frames differ every run even with zero code change, so `AE 0` is unattainable and the naive gate is useless. Make the test deterministic instead, roughly in this order: 1. **Pin the randomness and the clock.** `SetRandomSeed(N)` (raylib) / `srand(N)`; don't drive simulation off wall-clock `GetTime()` in test builds. 2. **Fixed timestep.** Don't advance physics by `GetFrameTime()` (which jitters under software GL). In a test mode, step a constant `dt` a fixed number of frames — or add a "single-step frame" debug key and advance exactly N steps before the grab. Now "frame N" is reproducible → its screenshot is a golden image. 3. **Freeze and pose.** Add a pause/step debug key. Drive the game with a scripted input sequence to a known state, pause, then grab — a paused frame is static and comparable. 4. **Pick naturally-static screens.** Menus, the level-1 spawn, pause overlays, and game-over screens are often deterministic even when gameplay isn't. Script the input to land on one of those and diff *that*. 5. **When you can't fully pin it, measure the noise floor.** Run the same binary twice, `compare` the two shots — that AE is the inherent run-to-run variance. A refactor is "preserving" if pre-vs-post AE stays within that floor. Use `compare -metric AE -fuzz 2%` to ignore sub-threshold per-pixel wobble, and/or crop to a stable region. Even when pixel-diff isn't reliable, the screenshot is still worth grabbing: **eyeball it** to confirm the refactor didn't break rendering wholesale. --- ## 6. Reaching states normal input can't To test a code path you can't drive from the keyboard/mouse (an internal reset, a state deep in a menu, a value only mouse-wheel-settable), **add a temporary keybinding** that forces the state, verify, then remove it. Example pattern: ```c // TEMP TEST KEYS (remove before commit) if (IsKeyPressed(KEY_F2)) { /* force the app into the dirty/edge state */ } if (IsKeyPressed(KEY_F3)) { TheFunctionUnderTest(); } ``` Drive F2 then F3 via xdotool, screenshot between, diff. This is how you exercise a function end-to-end (e.g. "does load-new-file reset the view?") without the real trigger. Build with the temp keys, verify, **delete them, rebuild, and re-confirm the baseline is unchanged** before committing. --- ## 7. A reusable harness Wrap §2–§4 in one script so a whole scenario is a single command. This repo's [`shot_input.sh`](shot_input.sh) takes an output path plus a list of actions and runs them in order, with `sleep N`, `key NAME`, `click X Y`, `drag X1 Y1 X2 Y2`, and `rdrag` (modifier+drag) helpers that already bake in the frame-gap from §4: ```bash ./shot_input.sh /tmp/out.png "sleep 12" "drag 450 120 1000 400" "click 150 200" ``` The win for an agent: one Bash call launches, drives, screenshots, and tears down — no multi-turn babysitting of background processes, and the action list reads like a test case. ### Porting it to another raylib project Change these and nothing else: - `REPO` and the **run command** (binary path + how it takes/needs a data file). - The **window title** in `xdotool search --name` (must match your `InitWindow` title). - The **settle `sleep`** (§5) — or drop it to a small value if the app is static at once. - The **coordinate cheat-sheet** in the header comment — recompute your own hit-rects from the layout code at your window size, or just pass raw `mousemove`/`mousedown` actions. --- ## 8. Refactor verification philosophy - **Pure mechanical renames are compiler-proven.** When you rename a field/function and the *old* name ceases to exist, a clean compile means every reference was updated — the compiler found any you missed. For these, pixel-diff is a belt-and-suspenders check, not the primary safety. - **Behavior-changing edits need the visual gate.** Anything that alters control flow, values, or layout: establish a baseline screenshot *before* the change, then prove the intended pixels changed and nothing else did. - **Keep a stable baseline** (`/tmp/base.png`) for the duration of a refactor arc so every step diffs against the same known-good frame. - **Commit at green points.** Build clean + diff clean = a safe checkpoint. --- ## 9. Quick-reference: traps that cost time | Symptom | Cause | Fix | |---|---|---| | Black/empty frames | No GL under Xvfb | `LIBGL_ALWAYS_SOFTWARE=1`, install mesa-dri | | `import` "not authorized" | ImageMagick policy | Use raylib `TakeScreenshot()` instead | | Keys do nothing | Window not focused | `xdotool windowactivate $WID` first | | Click does nothing | Press+release same frame | `mousedown` → `sleep` → `mouseup` | | `Scroll_Lock`/`Caps` ignored | X swallows lock keys | Use letters / F-keys for temp hooks | | Click "misses" | Wrong rectangle / dead margin / min-drag threshold | Aim at a hit-rect center from layout code | | Diff nonzero with no code change | Async load or animation not settled | Settle longer; or determinize (§5) | | Diff flaky run-to-run | RNG / wall-clock / variable timestep | Seed RNG, fixed `dt`, measure noise floor |