lightcraft/docs/control-protocol.md

63 lines
4.3 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Control protocol
`lightcraft --control 7980` (or `LIGHTCRAFT_CONTROL_PORT=7980`) starts a JSON-lines server on
`127.0.0.1:7980` (loopback only). One request per line, one reply per line, in order:
```text
→ {"id": 1, "method": "engine.execute", "params": {"command": "photo.rate", "params": {"rating": 4}}}
← {"id": 1, "ok": true, "result": null}
← {"id": 2, "ok": false, "error": "unknown command `nope`"}
```
Requests are answered on the UI thread between frames (timeout 60 s). The MCP server's connect
mode ([mcp.md](mcp.md)) is a thin layer over this channel. Implementation:
`crates/ui-egui/src/control.rs` (methods) and `apps/lightcraft/src/control_server.rs` (transport).
## Methods
| Method | Params | Result |
|---|---|---|
| `engine.execute` (alias `ui.menu.invoke`) | `{command, params?}` | Run any engine or UI command (see `engine.commands`) |
| `engine.commands` | — | Engine + UI commands: id, label, menu, shortcut, params doc, enabled |
| `ui.menu.list` | — | Menu entries (flat: id, label, menu path, shortcut, enabled) |
| `ui.menu.tree` | — | The menu bar as shown (File … Help): items `{id, params?, label, shortcut?, enabled, checked?}`, separators, submenus — the model behind the native macOS menu bar and the in-window menus |
| `ui.inspect` | — | UI state, window, canvas/image rects, active photo, selection, perf, status, memory (bytes per cache, see `library.memory`; plus stage caches and textures) |
| `ui.widgets` | `{filter?}` | On-screen widgets `{id, rect: [x, y, w, h]}` (screen points) |
| `ui.clickWidget` / `ui.dragWidget` / `ui.hoverWidget` | `{id, count?, fx?, fy?}` / `{id, toX?, toY?, dx?, dy?, steps?}` / `{id, fx?, fy?}` | Real egui input on a widget (hover: the pointer rests on it, e.g. for preset/profile previews) |
| `ui.move` / `ui.click` / `ui.drag` | `{x, y, count?, button?}` / `{x, y, toX, toY, steps?}` | Raw pointer input, screen points |
| `ui.pointer` | `{events: [{kind: down\|drag\|up, x, y}], alt?, shift?, cmd?}` | Gesture in normalized image coordinates (Detail view) |
| `ui.key` | `{key, cmd?, shift?, alt?, ctrl?}` | Key press |
| `ui.text` | `{text}` | Text input |
| `ui.scroll` | `{dx, dy}` | Mouse wheel |
| `ui.set` | partial UI state, e.g. `{"view": "detail"}` | Resulting UI state |
| `ui.dialog.confirm` / `ui.dialog.cancel` | — | Close the open dialog |
| `ui.resize` | `{width, height}` | Resize the window |
| `ui.screenshot` | `{path?, headless?}` | `{path, width, height}` once the frame (with finished renders) is captured. `headless: true` draws the UI on the CPU (no compositor needed); a windowed capture that gets no frame within 2 s falls back to headless automatically |
| `ui.render` | `{id?, size?, path?}` | Render a photo (PNG to `path`), `{width, height}` |
| `app.quit` | — | Close the app |
## Headless rendering (no window, no GPU)
The egui UI can be rasterized on the CPU (`crates/ui-egui/src/softpaint.rs`, driven by
`crates/ui-egui/src/headless.rs`): same tessellation, gamma-space premultiplied blending and
scissor clipping as egui's GPU backends, so the image matches the window (minus GPU dithering).
- **In the running app:** `{"method": "ui.screenshot", "params": {"path": "a.png", "headless": true}}`.
The UI is drawn into an offscreen context from the app's logic tick, which keeps running when the
window is occluded or the display sleeps/locks. Windowed screenshots fall back to this after 2 s.
- **Without any app window:** `lightcraft-cli snapshot` runs a whole app session headlessly and
answers the same control requests (same handler) from a JSON-lines script:
```text
lightcraft-cli snapshot --demo -o grid.png --size 1600x1000 [--scale 2]
lightcraft-cli snapshot --library DIR --script tour.jsonl -o shot.png
```
`tour.jsonl` holds one request per line (`#` comments allowed), e.g.
`{"method": "ui.set", "params": {"view": "detail", "right": "edit", "openSections": ["optics"]}}`
then `{"method": "ui.screenshot"}`. Replies are printed to stdout. A `ui.screenshot` without
`path` writes `-o` (then `OUT-2.png`, `OUT-3.png`, …); `ui.settle {timeoutMs?}` waits until no
renders are in flight. Each request runs frames until it is answered and its injected input
(clicks, keys, drags) has played out. Widget ids for `ui.clickWidget` come from `ui.widgets`
(e.g. `button:upright-auto`). A 1600×1000 demo snapshot takes ~1–2 s (debug build).