bflatastic 62db8d4e36 M3: components behaviour suite and fixes
**A components and variants behaviour suite written from the public documentation, and fixes for every divergence it found.** Each documented rule of instances (what an instance overrides and what it can't, how overrides persist when the main changes, reset), variants (which overrides survive a switch, the default variant, property order, duplicate combinations), swaps (instance menu vs Assets panel), exposed nested instances, detach / reset all / push changes / go to main, resizing and auto layout instances is a table row with the values the rule implies and a one-line derivation; where the documentation is silent the row says so and pins today's behaviour. Nested instance overrides stay covered by `nested_override_tests`, slots by `components_tests`, accepting library updates with overrides kept by `library_tests` / `components_scale_tests` (#91).

**Fixes (9 of the 10 new tests fail on the old code)**
- **Overrides that were silently lost**: auto layout **padding**, **gap** and **alignment** (three override groups, so a padding override still follows the main's gap), **layout grids**, **export settings** and **prototype interactions** on layers inside instances, and every **text property** (resizing, paragraph spacing and indent, lists, max lines, OpenType features) were reset by the next edit of the main. They are override groups now: kept when the main changes that property, carried by variant switches and swaps, pushed to the main, reset per group, and listed in the Overrides section. REST imports map the matching `overriddenFields`. An instance's own export settings and interactions stay its own, like its place (as before).
- **What an instance can't override is refused** (rolled back with a message, one place for every path: commands, MCP, gestures): moving, rotating, flipping, nudging or aligning a layer inside an instance (auto layout items included: their place is the layout's), resizing it (text boxes keep their main's bounds; text whose box follows its content still grows), changing its constraints or resizing (hug / fill / min / max / absolute), and an instance's auto layout direction or other auto layout settings (only padding, gap and alignment are its own). Before, these became `position` / `size` overrides or were lost on the next main edit. Resizing the instance itself still works and its layers follow the main's constraints. Existing `size` / `position` overrides in files are still read and kept.
- **Variant switches** keep an override only where the layer's name path matches *and* both variants had the same value for that property; text layers keep all their changes (by name and hierarchy). Before, every same-named override survived, even where the new variant differs (a hover background overridden back to the default one). The instance's own overrides follow the same rule. Undo brings the dropped overrides back.
- **Alt-drop swaps from the Assets panel** (`instance.swapAt`, `library.swapAt`) keep only text layers' overrides; the instance menu's swap (`instance.swap`) still keeps every override on same-named layers.
- **Default variant = the top-left one** (was the first in layer order): new instances of a set, the set's Assets thumbnail, generated code, `component.properties` defaults and the panel's default dropdown. Picking another default moves that variant to the top-left corner (one undo step).
- **Hidden exposed instances hide their properties** (`instance.exposed`).
- **Push changes from a nested layer** goes to the outer instance's main, never into the nested instance's own main; it reuses the override copy code, so every group above is pushed too.

**Added**
- **Variant property order**: `component.editProperty {name, index}` moves a variant property; every variant's name follows.
- **Duplicate combinations**: `component.properties` reports `conflicts` (variants sharing one combination of values), and the component panel warns until each has a unique one.
- **Design panel**: Position, Rotation, Constraints, Dimensions / resizing and grid cell fields are greyed out (with a tooltip) for layers inside an instance; the auto layout direction, wrap, strokes / canvas stacking and add / remove auto layout are greyed out or hidden for instances. New strings go through `tr(...)` with `en.toml` / `es.toml` entries; disabled controls are announced as disabled.
2026-10-12 00:57:43 +07:00
2026-10-11 18:59:59 +07:00
2026-10-11 18:59:59 +07:00

ArtCraft

FigCraft

Interface design; an open-source, clean-room reimplementation of Figma, rebuilt in pure Rust.
Frames, auto layout, components and variants, vector networks, styles, variables and prototypes,
in a native app that opens instantly and works offline. Open source, and yours.

100% Rust macOS · Windows · Linux · FreeBSD · Web License: MIT OR Apache-2.0 Status: early alpha

Join the ArtCraft community on Discord

FigCraft on getartcraft.com · ArtCraft · All Crafting Apps


Note

ArtCraft is a community of artists from all walks of life. Designers, illustrators, developers, musicians, game makers — if you make things, you're one of us. Come say hi on Discord.

Features · Agents · Under the hood · Get started · Crafting Apps · Discord


🎛️ Familiar by design

The toolbar, layers panel, Design panel, menus and shortcuts sit where your hands expect them. If you know Figma, you already know FigCraft.

⚡ Native and fast

A Rust engine with a persistent document model: edits touch only what changed, so creating a node in a 20,000-node file takes a fraction of a millisecond. No Electron, no web view.

🔌 Offline and private

Your files are plain .figcraft archives on your own disk. No account, no cloud, no telemetry. SVG, PNG, JPG, WebP and PDF in and out; .fig files open (best effort), and so do designs exported as the public REST API file JSON, with their prototypes and variables.

🤖 Agent-ready

Every menu item, tool and drag is a command, so the same engine runs from the UI, the CLI, a JSON control channel or an MCP server.

Features

Layouts that build themselves

Auto layout in both directions, with wrap and grid (fixed, hug and `fr` tracks, cells that span), padding, gaps, alignment including text baselines, Hug / Fill / Fixed sizing, min and max sizes, absolute positioning, drag handles for padding and spacing right on the canvas, and arrow keys that move children through the flow, grid cells and nested frames. Constraints and layout grids for everything else.

Components that scale

Main components, instances with overrides that survive edits, component sets with variants, properties, swap instance, detach, reset overrides and go to main component, and an Assets panel with live thumbnails, search and drag-to-canvas into frames and auto layout. Local styles and variables (colour, number, string, boolean) with modes, aliases and scopes, edited in a Variables table and bound to fills, strokes, effects, layout grids and instance properties. Fills, strokes, effects and layout grids reorder by dragging their rows.

Vectors without compromise

Real vector networks: the Pen and Pencil tools, vector edit mode with its own tools (pen that extends and branches paths, bend, paint bucket fills for any closed area, lasso, cut), point panel with handle mirroring and per-point corner radius, join, split and heal-on-delete, the shape builder (click or drag across the regions of overlapping shapes, strokes and open paths to merge them, Alt to remove them), boolean groups (union, subtract, intersect, exclude) whose operands stay editable on the canvas with the result following every drag, an operation per operand, flatten, outline stroke, arrowheads, dashes, per-side strokes and variable width strokes (width profile presets, and a Variable width tool that drags width points along the path, one side at a time with Alt). Rectangles with smooth (squircle) corners, polygons, stars, and arcs and rings shaped with on-canvas sweep, start and ratio handles or the Design panel's Arc fields.

Paints and effects

Solid, linear, radial, angular and diamond gradients with on-canvas handles, image fills (fill, fit, crop, tile) with adjustments and presets, multiple fills and strokes, every blend mode, drop and inner shadows (spread offsets the outline exactly), layer and background blur (uniform or progressive), noise (mono, duo, multi), texture and glass (refraction, dispersion, frost, light), masks. Files are sRGB or Display P3, with exports tagged with the file's colour profile.

Type that sets beautifully

Text edited in place on the canvas (with inline IME composition), mixed styles within a paragraph, auto width and auto height, line height, letter and paragraph spacing, decoration, case, lists, OpenType features, variable font axes and text styles, right-to-left and mixed-direction text (Arabic, Hebrew) with the Unicode bidi algorithm, shaped with HarfRust and the open fonts from craft-fonts plus your system fonts.

Prototype and hand off

Connections, triggers, actions and Smart Animate-style transitions, variables with conditionals (if / else if / else built in the interaction editor, expressions like count + 1), flows, a presentation view with device frames, hotspot hints and an Inspect panel, and a live preview pane. Alt to measure distances and padding on the canvas, Inspect mode with measurements, annotations in colour-coded categories, a ready-for-dev list with a focus view and Compare changes (before / after with property-level diffs since a frame was marked ready), and code (CSS, HTML, React, SwiftUI, Compose) where components take their properties as parameters, comment threads pinned to frames (replies, @mentions, reactions, read state) and named version history. Export any layer at any scale to PNG, JPG, WebP, SVG or PDF.

Built for agents

Every menu item, tool and gesture runs a command from one registry of 400+ commands. The UI, the CLI, the JSON control channel and the MCP server all call the same commands, so anything you can click, a script or an AI agent can do too.

# Headless: render and export
figcraft-cli render landing.figcraft -o landing.png --scale 2
figcraft-cli export landing.figcraft -o out/ --format svg

# Run a script of commands without a window
figcraft-cli run build-card.json --out card.figcraft

# Every command, with its parameters
figcraft-cli commands --filter autoLayout

# Let an agent drive it over MCP (headless, or attached to the running app)
figcraft-cli mcp
figcraft-cli mcp --attach 47800

The desktop app also offers a loopback-only control channel (figcraft --control <port>) for inspecting UI state, driving tools with pointer and key events, and taking screenshots. See docs/control-protocol.md, docs/mcp.md and docs/cli.md.

Under the hood

  • Engine first: a pure-data document model and a command engine, with a thin, swappable egui UI on top. Layering is checked at build time across the workspace crates (cargo xtask layers).
  • Persistent data: the document lives in an immutable ordered map, so undo snapshots are cheap and layout, component sync and text measurement only revisit what changed.
  • Its own renderer: tiny-skia on every core for the canvas and exports, with layer blending, effects and masks; booleans from linesweeper, geometry from kurbo, text from skrifa and HarfRust.
  • Runs in the browser: the whole engine and UI compile to WebAssembly.
  • Accessible: screen readers get names, roles, values and states for the tools, layer rows, fields, dropdowns, tabs and menus (AccessKit on desktop), F6 moves the keyboard between the toolbar, layers, canvas and properties (Tab within them, Escape back to the canvas), the system's reduce-motion setting is honoured, and panel text meets WCAG AA contrast in both themes.
  • Languages: English and Spanish (a draft waiting for a native speaker's review), picked in Preferences or taken from the system or browser and switched live; adding a language is one catalog file (docs/translating.md).
  • Plugins: sandboxed WebAssembly plugins (a metered, pure-Rust interpreter with a memory cap and no file or network access, in the browser too) that act through the same commands, each run one undo step, within the permissions their manifest asks for. A Rust SDK and two example plugins are in plugins/; see docs/plugins.md.
  • Live sessions (preview): host the open file from the app (this machine or your local network), share the invite link, and edit it together: everyone's changes sync live, with cursors, selections, avatars and follow, and undo takes back only your own changes. Others join from the desktop app (invite links open it) or from the browser build. See docs/collab-protocol.md.
  • A server of your own (preview): figcraft-server keeps a team's files, publishes them from the app (Share ▸ Publish to server…) and hands out share links that let people edit or only view; files survive restarts and apps reconnect where they were. No accounts yet: links are the access. Releases ship it for Linux, and the desktop app joins over wss://; hosting it on a rented Linux server takes a systemd unit and Caddy or nginx (or Docker). See docs/server.md.
  • Never crashes: no unwrap, expect or panic in shipped code, enforced by clippy; commands run behind a guard so a bug fails one action, not your session.
  • Clean-room: implemented from public documentation and observed behaviour only. No proprietary code, file formats, icons or images.

Get started

git clone https://github.com/storytold/figcraft
cd figcraft
cargo run --release -p figcraft            # the desktop app
cargo run --release -p figcraft-server     # the collaboration server (docs/server.md)
cargo test --workspace                     # the test suite
cargo xtask ci                             # fmt, clippy, tests, layering and asset checks

Fonts for the UI and the Text tool come from craft-fonts, cloned next to this repository (../craft-fonts); without it FigCraft falls back to your system fonts.

git clone https://github.com/storytold/craft-fonts ../craft-fonts

For the web build, install trunk and run cargo xtask wasm.

New contributors and AI agents: start with AGENTS.md, then docs/.

Installers for macOS (universal, signed and notarized), Windows (x64, x86 and arm64), Linux (AppImage, .deb, .rpm, Flatpak and tarball), FreeBSD and the web are attached to each GitHub release. Maintainers: docs/releasing.md explains how releases are built, signed and published.

Important

Status: FigCraft is in alpha: about 49% of the way to replacing Figma for real work, by our own estimate. Nearly all of Figma's main menu is wired (docs/parity-checklist.md) and the core editor works end to end, but FigCraft opens .fig files only best effort, has only a first preview of multiplayer (live sessions hosted from the app or a self-hosted server, with per-person undo and share links to edit or to view; no accounts, teams or cloud yet), runs its own WebAssembly plugins rather than Figma's, and hasn't been checked against real Figma documents. The honest, area-by-area picture is in the roadmap and docs/target-app-parity.md. Expect rough edges and please file issues, or tell us what broke on Discord.

The Crafting Apps

FigCraft is one of the Crafting Apps: free, open-source creative tools from the ArtCraft team, each written from scratch in Rust and each able to stand on its own.

App What it's for Code Learn more
FigCraft Interface design, components and prototypes · you are here GitHub Website
PhotoCraft Image editing GitHub Website
VectorCraft Vector illustration GitHub Website
FilmCraft Video editing, color and sound GitHub Website
LightCraft Photo library and raw development GitHub Website
PdfCraft Reading, organizing and protecting PDFs GitHub Website
EffectCraft Motion graphics and visual effects GitHub Website
DesignCraft Page layout and publishing GitHub Website

And ArtCraft itself, our AI image and video studio for artists who want real control.

The Crafting Apps share the same conventions: clean-room and pure Rust, native on macOS, Windows, Linux and FreeBSD, in the browser via WebAssembly, and fully drivable by agents.


Join the ArtCraft community on Discord

Come make things with us

Our Discord is where people who make things hang out: designers sketching their first app, developers who just want a button to look right, illustrators, filmmakers, type nerds, and plenty of people still working out what they like to make. Share what you're building, ask for help, tell us what's broken or what you wish FigCraft could do. You're welcome here.

discord.gg/artcraft · getartcraft.com · The Crafting Apps · FigCraft


License and credits

FigCraft is dual-licensed under MIT or Apache-2.0, at your option. Copyright (c) 2026 ArtCraft Team and the FigCraft contributors. Required notices are in NOTICE.

Every icon in FigCraft is drawn in code or made for this project, and bundled fonts, images and other assets keep their own open licenses; each one is listed with its author, source and license in ATTRIBUTION.md.

The ArtCraft name, wordmark and logos in docs/brand/ are trademarks of the ArtCraft Team and are not covered by this license. They may be used only unmodified, and only as part of this repository and FigCraft, under docs/brand/LICENSE-brand.txt. Forks and modified versions must remove them.

Figma is a trademark of Figma, Inc. FigCraft is an independent, open-source project and is not affiliated with, sponsored by or endorsed by Figma, Inc.; the name is used only to describe the workflows FigCraft is compatible with.

ArtCraft
Made by the ArtCraft team and community.

Star history

Star History Chart

S
Description
No description provided
Readme
140 MiB
Languages
Rust 99.2%
Shell 0.6%
PowerShell 0.2%