Files
effectcraft/docs/plugins.md
T
bflatasticandClaude Opus 5.5 9da33c157e Plug-ins: ScriptUI Panels folder scripts dock as panels and reopen, as in After Effects
EffectCraft's extension points compared with After Effects' (public
user guide and Scripting Guide) are now in docs/plugins.md, which
becomes "Plug-ins and extensions": scripts, ScriptUI panels and effect
plug-ins, with a short guide and an example panel for writing your own.

ScriptUI panels already came from `Scripts/ScriptUI Panels/` in the
settings folder, were listed at the bottom of the Window menu and
docked as tabs. What was missing: After Effects reopens the panels
that were open when it quit. Now the open panels are remembered in
`scriptui_panels.json` in the settings folder (a panel is added when
it opens and dropped when its tab or its script closes it; quitting
leaves the list), and `window.restoreScriptPanels` opens them again;
the desktop and web apps run it at start-up. A panel whose script is
gone or fails is reported and forgotten, and the others still open.
Where a panel was docked isn't kept, as workspace layouts aren't saved
between launches.

Gaps recorded in plugins.md and gaps.md G8: the Startup and Shutdown
script folders, keyboard shortcuts for scripts, ExtendScript's
`#include` / `#target` directives and `.jsxbin`.

Test: open_panels_open_again_at_the_next_launch (fails before: no
restore command), a_panel_dropped_in_the_folder_is_listed_and_opens_as_a_panel
(script), panels_open_at_quit_dock_again_at_launch (UI: the restored
panel docks with its controls; closing the tab forgets it).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 21:03:12 +07:00

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# Plug-ins and extensions
EffectCraft's core aims at After Effects parity. What After Effects users get from third parties
(effect plug-ins, scripts, ScriptUI panels) is an extension in EffectCraft too, and EffectCraft
offers the same kinds of extension points as After Effects so that anyone can write their own.
## Extension points compared with After Effects
From After Effects' public documentation (the user guide's scripting pages and the Scripting
Guide):
| After Effects | EffectCraft | |
|---|---|---|
| Effect plug-ins (C/C++ SDK, `.aex` / `.plugin`) | [Effect plug-ins](#effect-plug-ins): WebAssembly modules (plug-in API v1) or Rust; the `Plug-ins` folder next to the settings loads at start-up | Different ABI: After Effects SDK plug-ins can't run (G8) |
| Scripts folder: its scripts are listed in File ▸ Scripts | `Scripts/` in the settings folder (File ▸ Scripts ▸ Install Script File… copies a script there), listed in File ▸ Scripts with the bundled samples | Same |
| File ▸ Scripts ▸ Run Script File… (`.jsx`, `.jsxbin`) | `.jsx` / `.js` | Gap: `.jsxbin` (an undocumented binary encoding) |
| ExtendScript preprocessor directives (`#include`, `#target`, `#targetengine`) | Not understood: a script that starts with one doesn't parse | Gap |
| `Scripts/Startup` and `Scripts/Shutdown`: run in alphabetical order when the app starts and quits | Not run | Gap |
| `Scripts/ScriptUI Panels`: listed at the bottom of the Window menu, dockable like the app's own panels, `this` is the panel | `Scripts/ScriptUI Panels/` in the settings folder (File ▸ Scripts ▸ Install ScriptUI Panel… copies one there), listed at the bottom of the Window menu, docked like any panel, `this` is the panel; the panels open when the app quits open again at the next launch | Same. Where a panel was docked isn't kept: workspace layouts aren't saved between launches |
| Keyboard shortcuts for scripts (the Keyboard Shortcuts editor lists the scripts of the Scripts folder) | Shortcuts bind to commands and menu entries; the File ▸ Scripts and Window menu entries of scripts aren't offered | Gap |
| Running a script from the command line (`afterfx -r script.jsx`) | `effectcraft-cli script`, the control channel's and MCP's `script.run` | Same purpose, other entry points |
| `app.settings` (kept in the preferences between sessions) | Kept for the run only | Gap |
| Allow Scripts to Write Files and Access Network | Settings ▸ Scripting & Expressions | Same |
The settings folder is `~/Library/Application Support/EffectCraft` on macOS, `%APPDATA%\EffectCraft`
on Windows and `$XDG_CONFIG_HOME/effectcraft` (or `~/.config/effectcraft`) on Linux
([preferences.md](preferences.md)); the web app keeps it in browser storage.
## Scripts
Scripts use After Effects' scripting object model (`app`, `app.project`, `CompItem`, layers,
`Property` with keyframes and eases, `app.beginUndoGroup`…), so most scripts written for After
Effects' documented API run unchanged. Every edit a script makes is an engine command: undoable,
journaled and the same as the UI's action. The `effectcraft-script` crate's docs
(`crates/script/src/lib.rs`) list the object model.
* Run one: File ▸ Scripts ▸ Run Script File…, the Script Console panel, `effectcraft-cli script
file.jsx`, or `script.run {code, name}` over the control channel and MCP.
* Install one: File ▸ Scripts ▸ Install Script File… (or copy it into `Scripts/` in the settings
folder). It is listed in File ▸ Scripts at once (After Effects asks for a restart).
* `file.scripts.list` lists installed and bundled scripts and panels; `file.runScript {name}` runs
one; `file.uninstallScript {name}` removes an installed one.
## ScriptUI panels
A ScriptUI panel is a script that builds its user interface into the panel it is given as `this`.
Put it in `Scripts/ScriptUI Panels/` in the settings folder (or use File ▸ Scripts ▸ Install
ScriptUI Panel…) and it is listed at the bottom of the Window menu under its file name; choosing it
runs the script and docks its panel as a tab, which you can move, float, maximize and close like any
other panel. Closing the tab closes the panel (its `onClose` runs). Panels open when EffectCraft
quits open again at the next launch (`window.restoreScriptPanels`, which the desktop and web apps
run at start-up; the list is `scriptui_panels.json` in the settings folder).
Run from File ▸ Scripts instead, the same script gets no panel, so it should make a floating
palette itself. A minimal panel:
```js
// Nudge.jsx: moves the selected layers 10 px right, as a dockable panel.
(function (thisObj) {
var ui = thisObj instanceof Panel ? thisObj : new Window("palette", "Nudge", undefined, { resizeable: true });
ui.orientation = "column";
ui.alignChildren = ["fill", "top"];
var go = ui.add("button", undefined, "Nudge Right", { name: "nudge" });
var status = ui.add("statictext", undefined, "Select layers, then click.");
go.onClick = function () {
var comp = app.project.activeItem;
if (!(comp instanceof CompItem)) return;
var layers = comp.selectedLayers;
app.beginUndoGroup("Nudge Right");
for (var i = 0; i < layers.length; i++) {
var p = layers[i].transform.position;
var v = p.value;
if (p.numKeys === 0) p.setValue([v[0] + 10, v[1]]);
}
app.endUndoGroup();
status.text = "Moved " + layers.length + " layer(s).";
};
if (ui instanceof Window) ui.show(); else ui.layout.layout(true);
})(this);
```
Supported controls: `panel`, `group`, `button`, `iconbutton`, `statictext`, `edittext`,
`checkbox`, `radiobutton`, `slider`, `scrollbar`, `progressbar`, `dropdownlist`, `listbox`,
`tabbedpanel` / `tab` and `image`, with ScriptUI's automatic layout (`orientation`,
`alignChildren`, `alignment`, `margins`, `spacing`, `preferredSize`), resource strings, event
handlers (`onClick`, `onChange`, `onChanging`, `onClose`, `addEventListener`) and `onDraw` with
ScriptUIGraphics. Agents use a panel like a user: `scriptui.list`, `scriptui.get` (its controls),
`scriptui.click`, `scriptui.set` and `scriptui.close`; every control has the automation id
`scriptui.<window>.<control id or name>`. The bundled sample `Layer Tools.jsx`
(`crates/engine/scripts/ScriptUI Panels/`) is a longer example.
## Effect plug-ins
EffectCraft loads third-party effects through a small, versioned plug-in API (**API version 1**).
A plug-in effect behaves exactly like a built-in one: it is listed in Effects & Presets (and the
Effect menu) under its category, applied by id (`effect.apply {"effect": "org.example.posterize"}`)
or display name, its parameters are ordinary properties (keyframes, expressions, Effect Controls,
`prop.set`), and it is saved in projects by id.
There are two ways to write one:
| | WebAssembly plug-in | Rust plug-in |
|---|---|---|
| What | a `.wasm` (or `.wat`) module | a type implementing `effectcraft_effects::plugin::EffectPlugin` |
| Loaded by | Effect ▸ Load Effect Plug-in…, `effect.plugins.load {path \| folder}`, or the `Plug-ins` folder next to the settings at start-up | `register_plugin(Arc::new(MyEffect))` in an app that links EffectCraft's crates |
| Sandbox | yes: no imports (no files, clock or network), fuel-limited, at most 1 GiB of memory, deterministic floats | none (it is your code) |
| Platforms | desktop and CLI (the wasmi interpreter, crate feature `effectcraft-plugin/wasm`); not the web build | everywhere |
`effect.plugins.list` lists what is loaded: `{api, wasm, plugins: [{id, name, category, version,
author, source, params}]}`.
### The contract
* **Pixels** are premultiplied RGBA `f32` (0–1; values may exceed 1 in 32 bpc projects), row
major, processed **in place**. The buffer is the layer's (after masks and the effects above),
possibly at preview resolution (`scale` = buffer pixels per layer pixel) and padded.
* **Parameters** arrive flattened to `f64`s in the order they are declared: slider, angle,
checkbox (0 / 1) and popup (0-based index) take one value, point two (already in **buffer
pixels**), colour four (RGBA 0–1).
* **Time** is layer time in seconds.
* Rendering must be **deterministic** and may run on several threads at once (a WebAssembly
plug-in gets one instance per thread).
* A failed render (an error code, a trap, running out of fuel) leaves the frame unchanged.
### The manifest
Every plug-in describes itself with a JSON manifest:
```json
{
"api": 1,
"id": "org.effectcraft.example.posterize-bands",
"name": "Posterize Bands",
"category": "Stylize",
"version": "1.0.0",
"author": "EffectCraft contributors",
"description": "Quantizes luminance into tinted bands.",
"params": [
{"id": "levels", "name": "Levels", "type": "slider", "default": 4, "min": 2, "max": 64, "sliderMax": 16, "decimals": 0},
{"id": "mix", "name": "Tint Amount", "type": "slider", "default": 50, "min": 0, "max": 100},
{"id": "tint", "name": "Tint", "type": "color", "default": [1.0, 0.55, 0.2, 1.0]},
{"id": "invert", "name": "Invert Bands", "type": "checkbox", "default": false}
]
}
```
* `id`: stable, reverse-domain; letters, digits, `.`, `_`, `-`. `ec.` is reserved for built-ins.
Ids must be unique (a second plug-in with a taken id is refused).
* `category`: one of the Effects & Presets categories (`Blur & Sharpen`, `Stylize`, …) or a new
one, which appears after the built-in categories.
* Parameter types: `slider` (`default`, `min`, `max`, optional `sliderMin`, `sliderMax`,
`decimals`), `angle` (`default` degrees), `checkbox` (`default` bool), `popup` (`options`,
`default` index), `point` (`default` as fractions of the layer size, `[0.5, 0.5]` = centre),
`color` (`default` RGBA 0–1). Parameter ids are letters, digits and `_`, unique; at most 256
parameters; a slider needs `min ≤ default ≤ max` (and `sliderMin ≤ sliderMax`); the manifest
is at most 1 MiB.
### WebAssembly ABI (v1)
A module with **no imports** that exports:
| export | signature | |
|---|---|---|
| `memory` | memory | linear memory shared with the host |
| `ec_api_version` | `() -> i32` | must return `1` |
| `ec_manifest_ptr`, `ec_manifest_len` | `() -> i32` | the UTF-8 JSON manifest in memory |
| `ec_alloc` | `(bytes: i32) -> i32` | a buffer of at least `bytes` bytes, 8-byte aligned; it may reuse the previous one |
| `ec_render` | `(pixels: i32, width: i32, height: i32, params: i32, nparams: i32, time: f64, scale: f64) -> i32` | process the pixels in place; return 0 on success |
For each frame the host calls `ec_alloc` once for a buffer holding the parameters (`nparams`
little-endian `f64`s) followed by the pixels (`width × height × 4` little-endian `f32`s), fills it,
calls `ec_render`, and reads the pixels back. Each call gets a fuel budget proportional to the
frame size; a module that loops forever stops with an error instead of hanging the app.
#### Example
[`examples/plugins/posterize-bands`](../examples/plugins/posterize-bands) is a complete plug-in in
plain Rust (no dependencies):
```sh
cd examples/plugins/posterize-bands
cargo build --release --target wasm32-unknown-unknown
# then, in EffectCraft: Effect ▸ Load Effect Plug-in… → target/wasm32-unknown-unknown/release/posterize_bands.wasm
# or headless:
effectcraft-cli exec effect.plugins.load '{"path": "target/wasm32-unknown-unknown/release/posterize_bands.wasm"}'
```
Any language that compiles to WebAssembly works (C, Zig, AssemblyScript…) as long as the module
has no imports. `crates/plugin/src/tests.rs` has a plug-in written directly in WebAssembly text.
### Rust plug-ins
```rust
use std::sync::Arc;
use effectcraft_effects::plugin::*;
struct Swap(PluginManifest);
impl EffectPlugin for Swap {
fn manifest(&self) -> &PluginManifest { &self.0 }
fn render(&self, frame: &mut PluginFrame, params: &PluginParams, _time: f64) -> Result<(), String> {
if params.b("on") {
for p in frame.pixels.iter_mut() { p.swap(0, 2); }
}
Ok(())
}
}
register_plugin(Arc::new(Swap(manifest)))?; // before the UI builds its menus
```
`PluginParams` reads values by parameter id (`f`, `b`, `point`, `color`). At most 64 plug-in
effects can be registered per process.
### Compatibility
The API version is checked when a plug-in loads: a manifest or module for another version is
refused with a message. Within a version the contract above does not change; additions (new
parameter types, new optional exports) bump the version.