deckcraft/docs/architecture.md

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DeckCraft architecture

Last reviewed: 2026-10-13 · Last updated: 2026-10-13 · Change: minor (transition frames: perspective meshes, slide parts, headless compositor; previous: created from the code on main at d556ff9) · Target: Microsoft PowerPoint for Mac 16.113 (Microsoft 365)

How DeckCraft is built today. The binding rules (layering, everything is a command, thin UI, never break wasm, never crash) are in AGENTS.md §3–§5; this document describes what exists. 117k lines of Rust in 23 crates, 3 apps and xtask; 504 #[test] functions (cargo xtask stats counts them per crate).

Layers

cargo xtask layers enforces that a crate depends only on lower layers (the table in xtask/src/layers.rs, which is authoritative; AGENTS.md §4 gives the simplified picture), and that nothing below L6 uses egui, eframe, winit or rfd.

Layer Crates What they do
L0 geom, color; standalone bitstream, matroska, ogg, opus EMU/pt units, transforms, ~180 preset shape generators re-derived from ECMA-376, adjust handles, hit testing; RGB/HSL and DrawingML colour transforms; MKV/WebM and Ogg demuxers, the Opus decoder
L1 model, fonts; h264, hevc, vp9, av1, isobmff Presentation, masters, layouts, slides, shapes, text, themes, tables, charts, transitions, animations, placeholder inheritance (resolve); font database (craft-fonts + system) with metric-compatible substitutes for Office fonts (Carlito for Calibri, Caladea for Cambria, Liberation for Arial/Times); video decoders and the MP4/MOV demuxer
L2 text, anim, format, media Shaping (HarfRust), UAX #9 bidi, UAX #14 line breaking, autofit, caret hit testing; per-shape animation state over time, the show state machine, transition frame layouts, Morph matching; .deckcraft (zip + JSON + media) and outline text; media probing, decoding, mixer and clock
L3 render, pptx vello_cpu raster of slides, masters and layouts (fills, outlines, effects, pictures, tables, charts, Morph frames); PPTX import/export from ECMA-376
L4 pdf PDF export through krilla
L5 engine Sessions, documents, selection, undo history on shared slide snapshots, the command registry (226 commands in cmd/*), pointer tools, keys, AutoRecover, the panic guard (guard.rs)
L6 ui-egui, mcp The PowerPoint-style interface (ribbon with 10 tabs + contextual tabs, canvas, thumbnails, panes, 27 dialogs, show and presenter windows, the JSON control channel); the MCP server (JSON-RPC 2.0 over stdio), headless or connected to a running app
apps deckcraft (desktop: eframe/wgpu, cpal audio, logging), deckcraft-cli (run, render, convert, mcp, app), deckcraft-web (trunk; WebGPU with WebGL2 fallback), xtask Exempt from layering

The media codecs and containers are clean-room pure Rust, 59k lines, shared in spirit with FilmCraft.

Data model

A Presentation holds a theme set, slide masters with their layouts, slides, sections, custom shows, comments, media and document properties. Shapes are a tree (ShapeKind: preset or custom geometry, picture, table, chart, group, connector, ink, media, SmartArt-as-group, and Opaque for anything read from PPTX that DeckCraft doesn't model: its XML is kept and written back). Text bodies hold paragraphs of runs with DrawingML properties; formatting resolves slide → layout → master → theme at render time. Transitions live on slides; animations are the flat ordered list the Animation Pane shows, rebuilt into PowerPoint's timing tree on save.

Commands and frontends

Every user-visible action is a CommandSpec (id, label, ribbon/menu place, shortcut, params doc, enabled, run) in crates/engine/src/cmd/*. The UI, deckcraft-cli run, the JSON control channel (deckcraft --control PORT, control-protocol.md) and MCP (mcp.md) all dispatch through Session::execute, so they behave identically. Programmatic calls never open dialogs. Pointer gestures go through Session::pointer, keys through Session::key.

Rendering and the show

The renderer draws a slide to an RGBA pixmap on the CPU; the UI uploads it as an egui texture. Transitions are layers of textured quads over the old and new slide images, or over their backgrounds and contents rendered apart (Dynamic Content), from anim::transition_frame: 3-D effects project cards through a perspective camera and anim::layer_mesh subdivides them so textures stay straight; soft edges are per-corner opacities. The show renders the slides once per transition and only composites cached textures each frame; render::composite_transition is the CPU twin used by deckcraft-cli render-transition and the tests. The show window and the presenter view are egui viewports; animation state per shape comes from anim::timeline each frame. PDF export renders each slide at print resolution and overlays an invisible real-text layer with embedded font subsets.

File I/O

  • PPTX (crates/pptx): lenient reader (unknown parts skipped, malformed parts logged and ignored, sizes and depths bounded, zip bombs capped), writer that PowerPoint opens without repair. Unknown elements round-trip through Opaque and raw_ext fields.
  • Native (crates/format): zip with mimetype, presentation.json and media/<id>; readers ignore unknown fields; .slidecraft files from before the rename still open.
  • Formats and their gaps: file-format-parity.md.

Quality gates

cargo xtask ci: rustfmt check, clippy -D warnings, tests, layering, asset attribution (cargo xtask assets), wasm32 check. CI runs it on Ubuntu for every PR and push to main; macOS is built and tested by the release workflow only. Releases (pushes to release) build signed macOS, Windows, Linux, FreeBSD and web artifacts.

Revision history

Date Change Summary
2026-10-13 minor Transitions: perspective meshes, background/content parts, CPU compositor
2026-10-10 major Created from the code on main (d556ff9) and AGENTS.md §4