A docked ScriptUI panel only ever saw its preferredSize: the host drew
it in a scroll area at max(dock, preferred) and the script's window never
learned the dock. scriptui.resize now gives a window a size: the script's
window takes it, lays itself out again and runs onResizing / onResize.
The dock host sends it whenever the panel's dock size changes, so
window.size is the dock's, as in After Effects.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A drag that started on a script control stopped at the window edge:
moves outside were dropped and a release outside never reached the
control. While a button is held, the control it was pressed on now gets
the moves (with screen and control-relative coordinates) and the
release, wherever the pointer is, as in After Effects. Every MouseEvent
also carries buttons (held: 1 left, 2 right, 4 middle), so a handler can
tell a drag from a hover; scriptui.mouse accepts it too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- scriptui.js: replace the self-comparison NaN check (o.max === o.max) with
the explicit Number.isNaN(o.max) (S1764).
- sw.js: mark the fire-and-forget cache.put() with void and a .catch() so the
promise rejection is handled (S9383).
- prelude.js: return __err(...) from the activeCamera getter so every path
yields a value (S4275); __err always throws, so behavior is unchanged.
Problem: ScriptUI controls never sent mouse events to scripts.
addEventListener("mousedown" | "mouseup" | "mousemove" | "mouseover" |
"mouseout" | "click") listeners never ran, so custom-drawn controls
(onDraw + mouse, as DuScriptUI builds them) could not react to the pointer.
docs/plugins.md listed this as missing.
Fix: scriptui.js builds a ScriptUI MouseEvent (clientX/clientY relative to
the target, button, detail = click count, screenX/Y, modifier keys,
getModifierState, stopPropagation, preventDefault) and delivers it in the
capture, target and bubble phases. addEventListener takes the capture flag.
The parent walk is bounded, so a script-made parent cycle cannot hang it.
Each published control lists the mouse events a listener wants
(Widget::mouse, inherited from containers). The new scriptui.mouse
command dispatches one event with clamped, finite values and rejects
unknown types and disabled controls. The egui ScriptUI view hit-tests the
pointer over script windows and docked panels, skipping covered layers and
windows blocked by a modal dialog. It sends mouseover/mouseout,
mousemove, mousedown/mouseup with click counts, and a click carrying the
pointer details in place of the plain click, so a checkbox still toggles
once. Handlers run under the existing script limits; a throwing listener
reports an error and the window keeps working.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>