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capture-usage4claude-screenshots

capture-usage4claude-screenshots

Produce every Usage4Claude interface image used by the READMEs and docs. Renders the real SwiftUI views offscreen with ImageRenderer — no app launch, no screen capture, no synthetic mouse events, no Accessibility permission. Use when asked to refresh README images, add a new documented scene or language, change mock data, adjust image sizing or naming, wire…

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Documentación de la Skill

GitHub

name: capture-usage4claude-screenshots description: Produce every Usage4Claude interface image used by the READMEs and docs. Renders the real SwiftUI views offscreen with ImageRenderer — no app launch, no screen capture, no synthetic mouse events, no Accessibility permission. Use when asked to refresh README images, add a new documented scene or language, change mock data, adjust image sizing or naming, wire images into the READMEs, or debug the renderer.

Usage4Claude Documentation Images

Everything the READMEs show of the app is rendered, not captured. scripts/render_docs_images.sh compiles the whole app plus scripts/docs-images/main.swift into a command-line tool and draws the real SwiftUI views into PNGs. It is deterministic, needs no GUI, and does not disturb whoever is using the machine.

./scripts/render_docs_images.sh [output-dir]      # default: docs/images

One run emits 28 files: 7 languages × 2 scenes × light/dark. Expect a couple of minutes — the tool is rebuilt from scratch every time.

Render into a scratch directory first, look at the results, and only then write to docs/images/. Never overwrite the committed images with an unreviewed batch.

Output And Where It Goes

All images live in docs/images/.

FileSizeUsed by
hero.<lang>.<variant>@2x.png950×348ptREADME first screen
settings.display.<lang>.<variant>@2x.png540×1244pt (CJK) / 540×1257pt (Latin)README interface section
  • <lang> is en, ja, zh-CN, zh-TW, ko, fr, de. These follow the existing docs/images and README.zh-CN.md spelling and deliberately differ from AppLanguage's raw values (zh-Hans, zh-Hant). The mapping lives in docsLanguageCode.
  • <variant> is light or dark.
  • @2x matches renderer.scale = 2; always display at the logical point width so the image stays crisp without being upscaled.
  • Settings heights differ by language because the descriptions wrap differently. That is expected; do not treat it as a defect.

Path references differ by README: the root README.md uses docs/images/…, while docs/README.<lang>.md uses images/….

README Integration

Pair the variants and let the browser pick:

<picture>
  <source media="(prefers-color-scheme: dark)" srcset="images/hero.zh-CN.dark@2x.png">
  <img src="images/hero.zh-CN.light@2x.png" width="948" alt="Usage4Claude">
</picture>

GitHub's README content area is about 948px wide inside the 1012px container.

  • Hero: width="948", at the very top, in place of a large app icon. The icon already appears twice inside the image; repeating it above only pushes the product below the fold.
  • Settings: width="500". The page renders full height (~1250pt) rather than being clipped to the real 550pt window, so every card is visible — including ones a user would have to scroll for. Narrower than 500 makes the body text too small to read.

To preview, serve a mock README page over HTTP (python3 -m http.server) and open it in the browser pane. file:// renders as a static snapshot that page tools cannot drive. Check dark mode in that page, never from the standalone PNG.

How The Pipeline Is Wired

Four non-obvious things make it work; breaking any one yields blank or broken output.

  1. The entry file must be named main.swift. Swift only allows top-level code there.
  2. Sparkle must come from the SPM artifact. MenuBarManager imports it, and the copy embedded in Usage4Claude.app/Contents/Frameworks has its Headers/Modules stripped by Xcode. The script globs DerivedData for Sparkle.xcframework/macos-arm64_x86_64.
  3. @main is stripped from a copy of ClaudeUsageMonitorApp.swift. The original is never modified.
  4. The binary runs from inside the app bundle (Contents/MacOS/), which is what makes Bundle.main resolve to the app so Assets.xcassets and the seven .lproj folders load.

The script picks the app bundle by modification time, and rebuilds when any source is newer than the binary. Do not change this to sort by name: build/ accumulates version directories, the alphabetically last one is not necessarily the newest, and rendering against a stale bundle silently produces images with outdated strings and assets.

Adding A Scene

In scripts/docs-images/main.swift, inside the language loop:

  1. Add mock data to MockUsage if needed (see the data rules).
  2. Set UserSettings.shared to the state the scene needs.
  3. Render to a bitmap with renderImage(...) immediately, before touching settings again.
  4. Compose and write(...) with the <name>.<code>.<variant>@2x.png convention.

Reset any setting the previous scene changed. Scenes run in sequence and share one UserSettings, so a scene that forgets to reset inherits the last one's state.

Adding a language means extending docsLanguageCode and heroLabels. The hero captions live in the renderer, not in the app's Localizable.strings — that file is for strings the UI actually shows.

Pitfalls

Each of these cost real debugging time.

Views read settings lazily

SwiftUI views read UserSettings.shared when they render, not when they are constructed. Building two views under different settings and rendering them together makes both use whatever is in effect at render time — the first side-by-side hero came out with two pace graphs for this reason. Always renderImage(...) per scene, then compose bitmaps.

Never judge a render from a standalone PNG thumbnail

Dark-variant PNGs are transparent and draw white content; viewers composite transparency onto white, so white text, hairlines and the monochrome icon all look missing. Small elements are just as deceptive — a 20pt icon in a 950pt canvas is easy to misread. This produced several rounds of chasing bugs that did not exist.

Use the bundled previewer before concluding anything is wrong. It needs no dependencies — this is a Swift repo, swift runs a single file directly. Do not install Pillow or ImageMagick for this.

S=.agents/skills/capture-usage4claude-screenshots/scripts/preview_on_background.swift

# whole image on GitHub's dark background (use ffffff for light)
swift $S docs/images/hero.zh-CN.dark@2x.png /tmp/check.png 0d1117

# top 50pt only, enlarged 3x — for the menu bar icon and other small elements
swift $S docs/images/hero.zh-CN.dark@2x.png /tmp/check.png 0d1117 50

ImageRenderer cannot draw AppKit-backed controls

They render as a yellow "unsupported" block. Usage4Claude/Helpers/DocsRenderMode.swift holds the stand-ins, all inert in the shipping app:

  • DocsRenderMode.isActive — the flag.
  • DocsScrollView — ScrollView renders its content as blank, with no error. Out of scroll mode the content lays out fully and the enclosing frame clips it.
  • DocsSegmentedPicker — replaces .pickerStyle(.segmented). Size it to its content; NSSegmentedControl does not stretch to fill the row.
  • UsageDetailView.menuButtonLabel(rotated:) — replaces the three-dot Menu.

When writing a stand-in, copy what the control looks like on screen, not what its source says. That Menu label carries .rotationEffect(.degrees(90)) which AppKit ignores, so the replica must not rotate.

SettingsView also drops its fixed height under DocsRenderMode so the whole page renders.

Monochrome menu bar icons need two fixes

The template icon is an alpha mask and the app leaves tinting to macOS. Offscreen there is no system tinting, and the mask mixes two colour sources: rings use dynamic NSColor.labelColor, digits use a hardcoded NSColor.black. Under a dark appearance the rings turn white while the digits stay black.

Both halves are required:

  • Generate with NSApp.appearance pinned to .aqua (monochromeMenuBarIcon) for a uniformly black mask.
  • Tint in SwiftUI with .renderingMode(.template) + foregroundStyle.

colorInvert() flips opaque regions too and turns the rings into solid blocks. Tinting the NSImage itself (lockFocus + sourceAtop, or rebuilding a bitmap rep) yields an image that exports to PNG correctly but renders empty through SwiftUI.

Shadows belong on an opaque background shape

Applying .shadow to content shadows every element in it. With a transparent content area each card, radio dot and checkbox casts its own shadow and the window reads as several floating pieces. WindowChrome paints an opaque window background and puts the shadow on the shape behind it; PopoverChrome draws the arrow and card as one Shape for the same reason — separate views let the shadow trace the arrow's slanted edges.

The dual-provider layout needs debug mode

isMultiProviderActive normally requires real accounts for both providers. Under DEBUG it also accepts debugModeEnabled == true plus a custom display set containing both providers' limit types. Use that instead of faking credentials.

The renderer shares the real app's UserDefaults

Bundle.main is the app bundle, so the process reads and writes the release app's preference domain. Every setting it touches is snapshotted and restored in a defer; add new settings to that tuple or the user's app is left in screenshot state.

Light/dark is pinned with -AppleInterfaceStyle Light|Dark on the command line instead of being written. NSArgumentDomain outranks everything and never touches disk, so output does not depend on the machine's current appearance.

Mock Data Rules

Numbers are chosen, not arbitrary. They live in MockUsage.

  • The pace graph must demonstrate itself. Its x axis is elapsed window time and the diagonal is an even burn rate, so put one point clearly above the diagonal and one clearly below, separated horizontally. resetsAt drives x: elapsedRatio = 1 - remaining / window.
  • Vary the percentages. A column of identical numbers reads as unfilled placeholder data.
  • Anchor reset times to the current hour (MockUsage.anchor). Using Date() directly makes the minutes differ on every run, so every re-render produces a meaningless diff. Renders within the same hour are identical; across hours they still differ. Pinning it completely would need the views to pass an injected now down to UsagePaceGraphMath — the parameter exists, the views just do not use it.
  • Codex's 7-day reset is deliberately off the hour. That window comes from reset_after_seconds so it lands on an arbitrary minute, and the UI formats it with minute precision while Claude's hour-precision resets_at does not. A round :00 there looks like an inconsistent format.

Scene Inventory

Hero — two groups side by side in one PNG, each a menu bar icon between two hairlines with the popover hanging below. Left: Claude, ring graph, colour menu bar icon with app icon. Right: Claude + Codex, pace graph, monochrome icon, percentages only. The pair carries the caption text.

No wallpaper, no clock, no traffic lights, no fake system chrome anywhere — it ages badly and this is a product illustration, not a screen capture. The only synthetic parts are the hairlines and the popover/window chrome that AppKit would otherwise provide.

Settings — the Display tab at full height, in WindowChrome. Reset the settings to a representative default first (colour theme, icon + percentage, medium size, smart display, ring graph); otherwise the shot inherits the hero's monochrome/pace state.

Retired

scripts/ in this skill now holds only preview_on_background.swift. The CleanShot capture flow that used to live here is gone, along with capture_usage4claude_window.sh, capture_current_display_all_languages.sh, apply_scenario.sh and apply_reference_debug_values.sh. It drove the real cursor, needed Accessibility permission for the agent process, and was fragile by its own admission. If a scene is missing, extend the renderer rather than reviving it.

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