Files
designcraft/docs/control-protocol.md
T
aiongg 06892bbc7e Merge upstream main a930276 into feat/ime: this branch's IME model replaces text.compose
#84 landed on main squashed (0f4f382b0), so the merge was resolved against #84's
tip as the base: main's version of #84 stands and only this branch's IME changes
are applied on top.

Conflicts and how each was resolved:
- crates/engine/src/cmd/text.rs: removed main's text.compose command, compose_text
  and its compose_tests; text.insert keeps main's reset of the typing format after a
  successful edit, skipped while an IME preview is open; reselection bumps the
  revision.
- crates/engine/src/lib.rs: removed Session.composition and the hook that ended it
  in execute_unguarded; set_active/add_document end the composition and reset the
  Find scope; both test modules kept.
- crates/engine/src/tooling.rs: removed main's composition() and its
  end_composition (the opposite semantics); begin_interaction no longer ends a
  composition.
- crates/engine/src/cmd/edit.rs, file.rs, guard.rs, recovery.rs: main's code with
  bump_revision in place of revision arithmetic; Revert takes the fresh state's
  revision.
- crates/ui-egui/src/canvas.rs: removed main's IME block, composition highlight and
  remembered caret rect; this branch's ime_event/ime_output stay. Main's dead-key
  test is ported to these events (the accent stays as typed when the caret moves).
- crates/ui-egui/src/lib.rs, menus.rs: both sides' fields and checks.
- apps/designcraft/src/main.rs, apps/designcraft-web/src/web.rs: both sides.
- docs/control-protocol.md: ui.ime row plus main's ui.click/ui.drag params.

Also: the remaining `revision += 1` sites on main use bump_revision, and two tests
compare revisions with `>`; the IME candidate window follows the caret on type on a
path; IME status lines in ROADMAP.md, gaps, ui-, localization- and target-app-parity
docs and roadmap.md.
2026-10-15 06:23:59 +00:00

8.8 KiB
Raw Blame History

Control protocol

Start the app with --control <port> (or DESIGNCRAFT_CONTROL_PORT). The server listens on 127.0.0.1 only and speaks JSON lines: one request object per line, one reply per line.

For an isolated native test profile, set DESIGNCRAFT_CONFIG_DIR to a dedicated directory before launch. UI/engine preferences and the Recovery directory then live under that root. An unset override preserves the usual platform paths (or DesignCraftData next to the executable when a portable.txt sits there); an explicitly empty override disables those paths. DESIGNCRAFT_NO_PREFS still disables preference reads/writes independently of recovery.

Control pointer and key input is queued across native frames. After a drag, wait for both the expected document state and document.inspect.canUndo before testing undo; an object can appear in the preview before its undo entry is committed. On macOS, default shortcuts owned by the native menu (including Command-Z) are skipped by the egui shortcut handler. ui.key does not send a Cocoa menu event; use ui.menu.invoke for a menu-command test and test physical accelerators separately.

Only requests are read. Every line must be a JSON object with a string method (id and params are optional; blank lines are skipped). Anything else gets one error reply ({"ok": false, "error": "… closing the connection"}) and the server closes the connection, so nothing sent after it on that connection runs. That covers text that isn't JSON, a JSON array or number, an object without method, invalid UTF-8, and a line longer than 4 MiB. An HTTP request (for example a web page's cross-origin fetch to 127.0.0.1:<port>) therefore can't smuggle a command in its body: its request line is rejected first. At most 16 connections are served at once; further ones get an error line and are closed. Clients that get an error reply should reconnect. The port has no authentication, so only enable it while you use it. Transport: apps/designcraft/src/control_server.rs.

{"id": 1, "method": "engine.execute", "params": {"command": "frame.create", "params": {"rect": [36, 36, 300, 200], "content": "text"}}}
{"id": 1, "ok": true, "result": {"id": 10, "story": 11}}
Method Params What it does
engine.execute / ui.menu.invoke {command, params} Run any engine or UI command (see engine.commands). ui.menu.invoke without params acts like choosing the menu item: a command labelled "…" that takes parameters opens its dialog. A key the command's params description doesn't name is an error (unknown parameter …), not ignored
engine.commands — Every command: id, label, menu path, shortcut, params doc, enabled
document.inspect — Pages, spreads, items, stories (overset), styles, swatches, selection
ui.inspect — Tool, UI state, view (zoom/origin), canvas rect, perf
ui.menu.list / ui.tool.list — Menu tree / Tools panel groups
ui.tool.select {tool} Select a tool (selection, type, rectangleFrame, …)
ui.pointer {events:[{kind: down|drag|up|move|doubleclick, x, y, space?: "screen"|"canvas", clicks?}], mods?} Drive the active tool through the same code path as the mouse; clicks on a down is the press count (3 = triple click); returns the selection, the tool and its cursor at the last event (e.g. LoadedText, ThreadLink, Unthread)
ui.key / ui.text {key, shift?, alt?, cmd?} / {text} Synthetic keyboard input (typing into a text frame)
ui.ime {preedit?, active?: [start, end], commit?} Input method events as the system IME sends them: marked text (shown in place, active is the clause being converted, in characters) and the committed text (typed as one text.insert)
ui.paste {text} What Ctrl/Cmd+V delivers from the system clipboard: text into the text being edited, or SVG markup (vector art copied in Illustrator, VectorCraft or Figma) as editable paths in the middle of the view
ui.move / ui.click / ui.drag screen points, button?: left|right|middle, count?: 1–255 (click/drag, default 1), steps?: positive integer (drag, default 8) Real egui pointer input — reaches every widget, menu and panel
ui.set {brightness?, panel?, rulers?, guides?, frameEdges?, baselineGrid?, documentGrid?, textThreads?, screenMode?, zoom?, page?, fit?} UI state
ui.dialog.open {id, fields?} Open a dialog by id (e.g. paragraphStyleOptions or characterStyleOptions with {name, section}, or {new: true} for a new style)
ui.dialog.set / ui.dialog.confirm / ui.dialog.cancel {field, value} Fill and confirm the open dialog
ui.resize, ui.focus Window control
ui.screenshot {path?} PNG of the whole window
ui.render {path?, page?, scale?, bleed?} Render a page headlessly (PNG; base64 if no path)
app.open / app.save / app.export Files
app.quit Quit without asking about unsaved changes (the app.quit command, like ⌘Q, asks)

Data merge runs through engine.execute like any command: data.source.select, data.fields, data.placeholder.add / .remove, data.options, data.preview / data.preview.stop, data.merge. data.merge creates and activates a new merged document; the template stays as it was (agents.md).

Headless window screenshots (locked screen, hidden window): cargo run -p designcraft-ui-egui --example ui_shot -- script.jsonl, where each line is one of the requests above, {"shot": "/abs/out.png"} or {"steps": n} (renders the whole UI offscreen with wgpu).

The MCP server (designcraft-cli mcp) wraps the same methods for Claude and other agents.

Click and drag limits

ui.click and ui.drag validate the whole gesture before queuing any input. They permit at most 10,003 pending synthetic events, including control input already waiting for native frames. A click uses 1 + 2 * count events; a drag uses 1 + steps + 2 * count. The count includes the initial click or drag; further clicks occur at its endpoint. An empty queue therefore accepts a single drag with up to 10,000 steps. count is a JSON integer from 1 through 255 and steps a positive JSON integer when supplied; invalid or over-budget requests return ok: false and leave pending input unchanged. Oversized gestures are rejected rather than truncated. Wait for queued input to finish before retrying a request that would exceed the pending-event limit.

Shared panel docking

Panel arrangements support tab grouping and reordering, horizontal and vertical splits, and movable, resizable floating groups inside the application window. Drag a panel tab, or use its context menu. Floating groups remain within the application viewport.

The shared layout begins with the existing workspace on the first docking operation. Workspace saves retain its groups, active tabs, split sizes, floating geometry, and the positions of hidden panels. Resetting a built-in workspace restores its default dock.

  • window.panel.move {panel, anchor, zone?, before?} moves a panel into the target group. zone is tab (default), center, left, right, top, or bottom; before reorders tabs by panel ID. The destination must already be visible.
  • window.panel.float {panel, x?, y?, width?, height?} detaches a panel.
  • window.panel.dock {panel, anchor?, zone?, before?} returns a panel to its previous dock placement when possible, or to the supplied destination.
  • window.panel.activate {panel} reveals and selects a panel, restoring its saved position when possible. window.panel.close {panel} hides it.

Panel IDs are stable across themes. Invalid IDs, non-finite or invalid geometry, and invalid destinations return an error without changing the arrangement.

window.panel.layout {action} also accepts the shared, externally tagged action schema. For example, {"action":{"MoveFloating":{"panel":"properties","rect":[44,66,360,450]}}} updates a floating group's position and size; {"action":{"ResizeSplit":{"path":[],"size":{"Ratio":0.35}}}} resizes the root divider (false/true path entries select first/second children). Move with placement: {"Tab":{"before":"swatches"}} reorders tabs, and SetStackOpen {panel,open} / ResizeStack {panel,height} control accordion entries. The UI dispatches these same commands. Unknown panel IDs, invalid geometry, and stale split paths return an error without changing the workspace.

After panel customization, app.tablePanel (including Shift+F9) still toggles the Table panel. ui.set with closePanel closes the last explicitly opened panel; dockExpanded:false hides the root dock while floating groups remain visible. The icon rail can reopen a collapsed dock through any root panel. Activating a floating panel also raises its group. These operations change only UI layout.