effectcraft/crates/script/src/lib.rs

88 lines
4.6 KiB
Rust

//! # 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`), `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`, `$`, `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"]
pub mod matchnames;
mod model;
mod runtime;
mod socket;
mod ui;
use effectcraft_engine::{ScriptRequest, Session};
pub use runtime::{Outcome, ScriptError, run};
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);
}
/// 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_ui;
#[cfg(test)]
mod tests_ui_more;