The macOS menu bar takes Cmd+C, Cmd+X, Cmd+V, Cmd+A, Cmd+Z and Shift+Cmd+Z
before any window sees them. The menu only checked the main window's
keyboard focus, so with a text field focused in a floating panel's own OS
window those keys ran Copy, Paste or Undo on the project. The menu now asks
craft-ui which window is typing and sends the field its keys there (the
window fetches the clipboard text for Paste), and keeps the Edit items a
field takes enabled while one has the keyboard: Paste followed the project
clipboard and was greyed out with nothing copied there.
The comp tabs follow the panel tabs and are drawn like them (craft-ui's
tab widget and the dock style's font and colours). The panel tabs keep
their full width; comps without room are listed in a » menu at the end
of the row, and picking one shows it. The shown comp's tab always stays
in the row, and the comp tabs stay while another panel of the group is
shown.
- Default's right column is a short Preview frame (fixed 76 pt: tab strip and a 46 pt body)
over a Properties frame with Align, Audio and Effects & Presets as tabs. Essential Graphics'
right column is one Properties / Effects & Presets frame. No built-in workspace uses
accordions, so a frame there takes tabs and Maximize acts on one frame.
- Workspace files of version 1: a column of stacked frames becomes tab groups split top to
bottom. Each open frame keeps all its tabs and its height as a fixed size; a closed frame's
tabs join the open frame above it.
- Version 1 stored a native panel window's outer position; craft-ui places windows by their
content. The migrated rect moves by the main window's frame offset once the main window
reports it, and workspaces are not saved before.
- Focus and traversal tests use DockArea::hit_id for tabs and dividers; the
focus outline is checked as craft-ui draws it (inset 2 pt, accent colour)
while the tab has keyboard focus from traversal.
- Floating resize grips are checked under craft-ui's accessibility label.
- Stack resizes compare rendered heights: craft-ui shares a stack by the
entries' heights as proportions, so the saved heights are checked as ratios.
- Drops into a split use the side zone depth (SIDE_EDGE_ZONE_DEPTH).
- Panels that need their whole area (scroll audit, automation audit) are
docked alone: maximizing a stacked panel maximizes its whole stack.
- ui_tabs: dragging by the panel menu button is gone (craft-ui drags by tab,
drag bar or border); the test docks by the tab. A stacked header's -/+
button collapses and expands, a click on a closed header opens it; a
click on an open header no longer collapses it.
- ui_tabs (#302): a panel dropped on a stacked panel joins the stack as its
own entry below it; craft-ui stack entries hold one panel each.
- ui_panel_focus: a reopened Composition goes back to its own index
([Composition, Layer]), craft-ui's restore order.
- ui_menus probes the Effect menu with Remove All, since Effect Controls
also names a tab.
craft-ui's native-windows feature is on for every non-wasm build. Keys and
dropped files from a floating window reach the main window's next frame, and
while a modal dialog is open the dock area blocks input in floating windows.
Move Panel to Main Window docks the panel again. The web, Wayland and embedded
viewports keep floating windows in the main window.
A version 1 file (craft-libs 5c874d51) and the unversioned named-workspace record
load with every panel in place, floating groups and their native window places
kept. The first save writes the current format and keeps the earlier file as
workspaces.old.json. The fixture is a file written by upstream main.
A panel never laid out opens at EffectCraft's default place for it; a
closed panel reopens at its recorded place. The panel menu keeps Move
Panel to New Window, which records the window's place.
Every craft-libs crate and the hayro-syntax and hayro-jbig2 patches are
pinned to storytold/craft-libs 2869b8cc. The workspace is a craft-ui
Workspace<PanelKind>: craft-ui draws the frames, tab strips, stacked
panels, floating windows and drop previews and owns the gestures.
EffectCraft keeps PanelKind, its built-in workspaces, the panel bodies,
the Timeline's comp tabs, viewer locks and the panel menu in each group
header, and the rule that no move or float empties the docked area.
window.dockAction applies craft-ui Actions; craft-ui's window.panel.*
commands, ui.dock and ui.dock.reset parse as DockCommand. Saved
workspaces are version 2 snapshots of craft-ui Workspaces; an earlier
file loads as the default layout and is left untouched.
Reconcile main 991904888a and preserve the reviewed lifecycle, IME, rendering and lockfile changes.
Formatting, strict lint, layers, assets and WASM passed. Full CI retained 3,961 passes, 14 baseline-matching GPU failures and 31 ignored executions. The local review commit has explicit approval to retain these documented failures; native/browser acceptance and paired app performance remain open.
* Dev profile: line tables only for workspace crates, no debug info for dependencies
* xtask ci: dev-profile gate, nextest, tests without examples, wasm --keep-going
* One integration-test binary per crate
* xtask ci: run effectcraft-gpu's shared-device tests in one cargo test process
* xtask ci: run every stage and report all failures
* xtask ci: name the stage type (clippy type_complexity)
* xtask ci: run every test pass and report all failures
* cargo fmt
The text editor's Select All and Undo arms ignored Alt, so a Deselect All
rebound to Cmd+Alt+A or Cmd+Alt+Z was taken as Select All or Undo while a
text edit was open.
The arms now match exactly the chords the editor owns (Cmd/Ctrl+A, and
Cmd/Ctrl+Z with or without Shift); their Alt variants fall through to the
Deselect All binding match. Chords the editor owns still win over a rebound
Deselect All, so Undo keeps working while typing.
Test: a UI kittest rebinds Deselect All to each Alt variant and checks that
Cmd+A and Cmd+Z still edit the text while the rebound chord ends the edit.
While a text layer was being edited, Edit > Deselect All and its shortcuts
selected every character (or did nothing) instead of ending the edit and
deselecting the layer.
- deselect_all now commits the open edit first, through the same route as
text.endEdit: a created-but-empty type-tool layer is discarded, anything
typed is kept, and no extra undo step is introduced.
- While the in-canvas editor holds the keyboard, the editor forwards the
command's currently assigned shortcut (and any function-key chord) so
Deselect All reaches the command from the comp; bare-letter bindings stay
typing, and Select All still selects characters.
- The Project-panel focus redirects (invocation and menu enabled-ness) stand
down while a text edit is open, so the menu and shortcut end the edit even
when focus stayed on Project after Layer > New > Text.
Tests: three engine cases (commit + discard semantics), six UI kittest cases
(chords, F2, rebinding, menu enabled-ness, Project focus), RED at base.
A raster footage layer's Timeline menu now also has to leave out Create Shapes from Vector Layer. The viewer check keeps the solid selected, so the menu has to follow the layer under the pointer rather than the selection. With the viewer's caps merge made a no-op, the test fails at the viewer check.
file.projectSettings takes frameStart (0|1), the Project Settings dialog shows Frame Count, and scripts get app.project.framesCountType and displayStartFrame. The setting was already read by the Frames and Feet + Frames time display; nothing could change it.
Double-clicking a property name in Effect Controls did nothing. The test double-clicks the name and checks the Timeline marks the property revealed and shows its row. Without the fix nothing is revealed.
The focused panel's outline was painted before the panel body, so body fills hid it. The test finds the outline in the painted shapes and checks no filled rect painted after it reaches its one-pixel ring. Without the fix a body fill overlaps the ring.
Right-clicking vector footage in the Timeline or the Composition viewer offered no vector conversion. The test imports an SVG and checks the item is absent for a solid, present on the SVG layer in both menus, and converts it. Without the fix the menu item is missing.
The Timeline drew a layer-valued property (an Environment light's Source, a
Displacement Map's layer parameter) as read-only text holding the raw layer
id, so a light's Source could not be chosen in the UI at all - only through
prop.set from the command line, scripting or MCP. Effect Controls already
had a working drop-down for exactly these values: extract it into one shared
widgets::layer_picker (the current entry, "None" first, then "N. name" for
every layer of the comp, the list built only while the popup is open) and
draw it from both panels.
In the Timeline the pick writes through the same set closure as every other
value arm - an undoable prop.set (layer id, or null for None) - and
registers timeline.prop.<uid>.value like its neighbours, so the row names
the layer instead of exposing its id. Effect Controls keeps its rect,
automation id and write; its closed dropdown's "None", previously a
hardcoded literal, now follows the interface language. The dead "Layer {n}"
id text leaves the i18n catalogs with it.
ui_layer_source_picker drives both panels headlessly (open, pick, undo,
dismiss, current-entry highlight, translated None, picking None to clear a
set value), and an ignored wgpu snapshot test keeps the visual record
reproducible.