//! # effectcraft-script (L4) //! //! Scripting with an After Effects-style object model, on the boa JavaScript engine (the one the //! expressions use). Scripts written for After Effects' documented scripting API mostly run //! unchanged: //! //! ```text //! app.beginUndoGroup("Build"); //! var comp = app.project.items.addComp("Main", 1920, 1080, 1, 10, 30); //! var solid = comp.layers.addSolid([1, 0, 0], "Red", 1920, 1080, 1); //! solid.property("ADBE Transform Group").property("ADBE Position").setValueAtTime(0, [0, 540]); //! solid.Effects.addProperty("ADBE Gaussian Blur 2").property("Blurriness").setValue(20); //! app.endUndoGroup(); //! ``` //! //! * **Object model** (`prelude.js`): `app` (project, open/newProject, undo groups, //! `executeCommand`/`findMenuCommandId`, `scheduleTask` (one-shot and repeating, see //! [`run_tasks`]), `settings` kept in the settings //! folder), `Project`, `ItemCollection`, //! `CompItem`/`FootageItem`/`FolderItem`, `LayerCollection`, `AVLayer`/`TextLayer`/ //! `ShapeLayer`/`CameraLayer`/`LightLayer`, `PropertyGroup`/`Property` (values, keyframes, //! eases, expressions), `MaskPropertyGroup`, `TextDocument`, `Shape`, `KeyframeEase`, //! `MarkerValue`, `RenderQueue`/`RenderQueueItem`/`OutputModule`, `ImportOptions`, `File`/ //! `Folder`, `$` (with `evalFile`), `BridgeTalk` (host identification), `alert`/`writeLn`, and the enums (`BlendingMode`, `KeyframeInterpolationType`, //! `TrackMatteType`, `LightType`, `ParagraphJustification`, `PropertyValueType`…). //! * **Edits are engine commands**: every mutating call runs a command through //! [`Session::execute`](effectcraft_engine::Session::execute), so it is undoable, journaled //! and identical to the UI's action; `app.beginUndoGroup`/`endUndoGroup` fold everything in //! between into one undo step. //! * **Match names** ([`matchnames`]): After Effects' documented match names for our properties //! and effects (`ADBE Transform Group`, `ADBE Position`, `ADBE Gaussian Blur 2`…). //! * **Security**: scripts can import/open/save projects and render, but `File` reads are limited //! to the project's folder and writes (and the network) are off unless Preferences ▸ Scripting //! & Expressions ▸ Allow Scripts to Write Files and Access Network is on. //! * **ScriptUI** (`scriptui.js`, `ui.rs`): `Window` (dialog / palette / window), `Panel`, //! `Group`, `Button`, `StaticText`, `EditText`, `Checkbox`, `RadioButton`, `Slider`, //! `Progressbar`, `DropDownList`, `ListBox`, `TabbedPanel`/`Tab`, with `add()`, `orientation`, //! `alignChildren`, `alignment`, `margins`, `spacing`, `preferredSize`, `onClick` / //! `onChange` / `onChanging` / `onClose`, `show()` / `close()` and `layout.layout()`. Windows //! are published to [`Session::script_ui`](effectcraft_engine::Session::script_ui) for //! frontends and agents (`scriptui.*` commands); modal dialogs block `show()` until they close. //! Scripts in the ScriptUI Panels folder run with `this` = a dockable `Panel`. Resource //! strings (`new Window("dialog { ok: Button { text: 'OK' } }")`, `add("group { … }")`) build //! whole trees; `onDraw` handlers paint with `ScriptUIGraphics` (`newPen`/`newBrush`/`rectPath`/ //! `ellipsePath`/`moveTo`/`lineTo`/`fillPath`/`strokePath`/`drawString`/`measureString`) into a //! serde draw list frontends paint; edit texts and sliders fire `onChanging` live. //! * **Sockets** (`socket.rs`): `Socket` (`open`/`listen`/`poll`/`read`/`readln`/`write`/`close`) //! over TCP, behind the same network preference; on the web `open` returns false. //! //! Entry points: [`install`] sets [`Session::script`](effectcraft_engine::Session::script), which //! the `script.run` command, File ▸ Scripts ▸ Run Script File… (`.jsx`/`.js`), the Script Console //! panel, `effectcraft-cli script` and the MCP `run_script` tool use. #![deny(clippy::unwrap_used, clippy::expect_used, clippy::panic, clippy::unimplemented, clippy::todo, clippy::unreachable)] #![recursion_limit = "256"] mod include; pub mod matchnames; mod model; mod runtime; mod scriptfile; mod socket; mod tasks; mod ui; use effectcraft_engine::{ScriptRequest, Session}; pub use runtime::{Outcome, ScriptError, run}; pub use tasks::{MAX_TASKS, MIN_REPEAT_MS, run_tasks}; pub use ui::dispatch_ui; /// The [`effectcraft_engine::ScriptRunner`] this crate provides. pub fn runner(s: &mut Session, req: &ScriptRequest) -> serde_json::Value { run(s, req).to_json() } /// Enable scripting (and ScriptUI) on a session. pub fn install(s: &mut Session) { s.script = Some(runner); s.script_ui.dispatch = Some(dispatch_ui); s.script_ui.tasks = Some(run_tasks); } /// Run `code` as a one-off script named `name`. pub fn run_code(s: &mut Session, code: &str, name: &str) -> Outcome { run(s, &ScriptRequest { code, name, console: false }) } #[cfg(test)] mod tests; #[cfg(test)] mod tests_callable; #[cfg(test)] mod tests_ease_presets; #[cfg(test)] mod tests_include; #[cfg(test)] mod tests_panels; #[cfg(test)] mod tests_tasks; #[cfg(test)] mod tests_ui; #[cfg(test)] mod tests_ui_more; // #760: `$.evalFile` and `BridgeTalk`. #[cfg(test)] mod tests_evalfile; #[cfg(test)] mod tests_ui_mouse;