# FilmCraft — instructions for agents FilmCraft is a clean-room, open-source, pure-Rust non-linear video editor targeting Adobe Premiere Pro parity (and beyond). Native on macOS, Windows, Linux; web via WASM. Sibling of `../photocraft` (Photoshop), `../printcraft` (Acrobat) and `../drawcraft` (Illustrator), with the same conventions. ## Start every session here `plan/` is maintainer-local (gitignored, not in the repo). Each step names the public equivalent to use if you don't have it. 1. Read `plan/STATUS.md` (current milestone, next unchecked task, blockers). Public: [`ROADMAP.md`](ROADMAP.md). 2. Read the task in `plan/execution-plan.md` §3, the relevant section of `plan/architecture.md`, and the README/docs of the crate you touch. Public: [`docs/architecture.md`](docs/architecture.md), [`docs/contributing.md`](docs/contributing.md), [`docs/testing.md`](docs/testing.md). Visual/behaviour reference: `plan/premiere/` (local only, never committed). 3. Follow the autonomous operation protocol (`plan/execution-plan.md` §7; public summary: [`docs/agents.md`](docs/agents.md) §5–7). Don't stop to ask unless it lists the decision as the user's. ## Non-negotiables **Read [`AGENTS.md`](AGENTS.md) first; its rules override everything here.** In particular (§1): never use Adobe iconography, images or any other Adobe asset. Every asset must be openly licensed (OSS / public domain / Creative Commons, or original work by a contributor) and must have a `.attribution` sidecar plus an entry in `ATTRIBUTION.md`. `cargo xtask assets` enforces this. - **Clean-room.** Never read/disassemble anything inside Adobe app bundles (names/listings only). Never copy Adobe icons, presets, LUTs, fonts. Never copy GPL/LGPL/AGPL code (FFmpeg, x264, x265, MLT, Kdenlive, Shotcut, Olive, LAME…). ffmpeg/ffprobe run only as external test oracles / fixture generators — never linked or shipped. - **Pure Rust** in the product. OS media APIs only via Rust bindings in `crates/platform` (planned; not created yet), optional, behind traits. - **Layering** ([`docs/architecture.md`](docs/architecture.md) §1, enforced by `cargo xtask layers`): nothing below L5 depends on egui/eframe/winit/rfd/cpal. L0 codec/container crates depend only on `filmcraft-bitstream`. - **Exact time:** all time is `filmcraft_time::Tick` (254 016 000 000/s). Never use f64 seconds for edit math. - **Everything is a command** (`crates/engine`): id, label, menu path, shortcut, params, enabled(), run(). UI, CLI, control channel and MCP all dispatch by id. - **Everything is agent-drivable:** every interactive widget registers an automation id; UI state is serde so the control channel can read/set it. - **Quality gates** before every commit: `cargo fmt --check`, `cargo clippy --workspace --all-targets -- -D warnings`, `cargo test --workspace`, `cargo xtask layers`, `cargo xtask assets`, `cargo xtask wasm` (checks L0–L4 crates). `cargo xtask ci` runs them all. - **Commits:** one task id per commit (`M2.4: CABAC residual decoding`). Only green states. End messages with the attribution line required by the environment. ## Running and looking at the app - `cargo run -p filmcraft -- --control 9876` opens the desktop app with the JSON-lines control server (see `docs/control-protocol.md`). - For UI work, **look at the result**: drive via the control channel and take `ui.screenshot`, compare with `plan/premiere/screenshots/` (maintainer-local; see [`docs/agents.md`](docs/agents.md) §3). - Parallel agents: separate git worktrees and `CARGO_TARGET_DIR=target/agent-`; keep every `Cargo.toml` valid at all times (the `crates/*` glob means one broken manifest breaks everyone). - Test fixtures: generate with ffmpeg into `target/fixtures/` (never commit media). See [`docs/testing.md`](docs/testing.md).