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The control server answered a line that wasn't JSON with an error and read on. A web page can make the browser send an HTTP request to the loopback port; its request and header lines were skipped that way and the JSON lines of its body ran as commands. The first line that isn't JSON now closes the connection before anything after it is read. Clients that send JSON lines (MCP --attach, scripts) are unaffected.
312 lines
22 KiB
Markdown
312 lines
22 KiB
Markdown
# FigCraft control protocol
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The desktop app can be driven by other programs (tests, scripts, `figcraft-cli mcp --attach`,
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sibling Crafting Apps) through a loopback socket:
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```sh
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cargo run -p figcraft -- --control 7979 [file.figcraft|file.svg|image]
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```
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The app listens on `127.0.0.1:<port>` only. Each connection carries **newline-delimited JSON**:
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one request object per line, one reply line per request, in order.
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```text
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request: {"id": 1, "method": "engine.execute", "params": {...}}
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reply: {"id": 1, "ok": true, "result": ...}
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{"id": 1, "ok": false, "error": "message"}
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```
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Requests are queued and run on the UI thread at the start of the next frame, so replies reflect the
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real UI state. A request that the UI doesn't answer within 60 s gets a timeout error. A line that is
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not JSON gets `{"id": null, "ok": false, "error": "bad JSON: …"}` and ends the connection (so an
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HTTP request a web page makes the browser send here never runs). The implementation is in
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`crates/ui-egui/src/control.rs` (methods) and `apps/figcraft/src/control_server.rs` (socket).
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A request line is limited to **32 MiB before the newline**, including whitespace. The reader stops
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at the first excess byte, replies `{"id": null, "ok": false, "error": "message too large"}`, then
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closes the connection without consuming the rest of the frame. The server accepts at most **8
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active connections**; additional connections are closed immediately. Socket reads and writes each
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have a **60 s inactivity timeout**, so idle clients and clients that stop reading release their
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worker. This bounds blocked socket operations, not the total duration of a frame arriving slowly.
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Clients can reconnect after an idle timeout (the attached MCP backend already does).
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Both the socket queue and the UI queue hold at most **8 requests** each, including requests waiting
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for another window's frame. A full socket queue replies with `"control request queue is full"`
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instead of dispatching the new request. These limits apply to the opt-in loopback control channel;
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requests still queued after the UI timeout are discarded, including requests deferred to a hidden
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window. A command already running is not interrupted.
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A minimised or covered window (the main one or another, see Windows below) draws no frames, but
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still answers `engine.execute`, `engine.commands`, `document.inspect`, `node.get`, `window.list`
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and `ui.render`, acting on the file that window shows, so an attached agent can edit, inspect and
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save while the app is out of sight. Screenshots, input (`ui.input`,
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`ui.pointer`, `ui.key`, `ui.type`) and the interface's own state wait for the window to show, and
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time out after 60 s if it doesn't.
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Coordinates are page units, y down. `x`/`y` in `node.set`/`node.create` are relative to the parent
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frame (groups have no coordinate space of their own).
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**Windows.** The desktop app can show files in several windows (`window.new`). Every method takes
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an optional `window` (an id from `window.list`; `0` is the main window) and then runs in that
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window, with its tabs, panels and canvas: `engine.execute` acts on the file it shows,
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`ui.screenshot` captures it, `ui.input` reaches it. Without `window`, a request goes to the window
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last in front (the one the user clicked last, or the last `window.new` / `window.focus`). An
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unknown id is an error.
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## Methods
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### `engine.execute {command, params?}`
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Run any command (the same ids as the menus, shortcuts, Actions palette, CLI and MCP). Programmatic
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calls never open dialogs: dialog requests are dropped. Returns the command's result (creation
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commands return `{"id": N}`). Paints (`fills`, `strokes`, `paint`) take a colour, the full paint
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JSON or the gradient shorthand `{"type":"linearGradient","stops":["#hex","#hex"],"from"?,"to"?}`
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(as in `docs/mcp.md`).
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```json
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{"id":1,"method":"engine.execute","params":{"command":"shape.rectangle","params":{"x":10,"y":10,"width":100,"height":50}}}
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{"id":1,"ok":true,"result":{"id":2}}
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{"id":2,"method":"engine.execute","params":{"command":"node.set","params":{"ids":[2],"props":{"fill":"#FF6B6B","cornerRadius":8}}}}
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{"id":3,"method":"engine.execute","params":{"command":"command.batch","params":{"label":"Tidy","commands":[{"command":"align.left","params":{"ids":[2,3]}},{"command":"distribute.vertical","params":{"ids":[2,3]}}]}}}
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```
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Inside `command.batch`, `{"$step": n}` in a step's params stands for the `id` in step `n`'s result
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(zero-based; `{"$step": n, "field": "…"}` for another field; any object with a `$step` key is read
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as one, and a nested `command.batch` step keeps its own references to its own steps), so one batch
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can create a frame and fill it:
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```json
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{"id":4,"method":"engine.execute","params":{"command":"command.batch","params":{"commands":[{"command":"node.create","params":{"type":"frame","width":200,"height":100}},{"command":"node.create","params":{"type":"rectangle","parent":{"$step":0},"width":20,"height":20}}]}}}
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```
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### `engine.commands {}`
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Every command: `[{id, label, params, menu, shortcut, undoable}]`.
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### `document.inspect {depth?, allPages?}`
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The active document as JSON: name, path, dirty, currentPage, selection, pages (the current page's
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layer tree to `depth`, default 8; others summarised unless `allPages`), styles, variable count,
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images, the colour profile (`colorProfile`: `srgb` or `displayP3`), the text being edited and the
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undo history.
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### `node.get {id, depth?}`
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One layer (children to `depth`, default 1). Fields: id, name, type, x, y, width, height, rotation,
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absoluteBounds, visible, locked, opacity, blend, fills, strokes, strokeWeight, effects, cornerRadius,
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layout (including grid `columnTracks` / `rowTracks`), sizing, `minWidth` / `maxWidth` /
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`minHeight` / `maxHeight`, `absolute`, constraints (children of plain frames and absolute
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children), `gridCell` (a grid auto layout child's column, row and spans), clip, text properties,
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component/instance links, overrides, `slot` (a slot layer's property name), boundVariables, interactions, exports,
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`devStatus` (handoff status), `devChanged` (changed since it was marked ready for dev),
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`annotations` (Dev Mode notes: `[{label, properties, category?}]`), `codeLinks` (a component's
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links to code: `[{language, importPath, name, template}]`), `devResources` (links for developers,
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its own and inherited: `[{name, url, index?, from?}]`). The auto layout props
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that `node.set` accepts are listed in [mcp.md](mcp.md#conventions-agents-must-know).
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### `ui.inspect {}`
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UI state: panels and tabs (`panels`: the `left` and `right` panels' widths as asked for and whether the left one is closed, `leftCollapsed`), the cursor the canvas shows (`cursor`: a CSS cursor name such as `default`, `crosshair`, `ew-resize`, `grab`, `copy`, `not-allowed`, `zoom-in`, or one FigCraft draws: `rotate <degrees>`, `pen`, `pen-close`, `pen-add`, `pen-bend`, `eyedropper`, `comment`; `null` while the pointer is elsewhere or over something with a cursor of its own, a ruler guide or a gradient handle; the engine's own hint is `tool.overlay.cursor`), current tool (`tool`: its id, overlay hints and, for a selected
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ellipse, its arc handles `arcHandles`, for a selected rectangle, frame, polygon or star, its corner radius and ratio handles `shapeHandles`; see [mcp.md](mcp.md#measuring-the-scale-tool-arc-handles-and-selecting)), canvas rect, dialogs, view, timings (`frameMs`,
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`renderMs`), frames drawn since start or the last `ui.set {resetFrameStats: true}` (`framesDrawn`;
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an idle window draws none) with the most frequent repaint requests behind them (`repaintCauses`:
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`[{at: "file:line", count}]`, every request made in the frame before each one, delayed ones such as
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the autosave deadline included; egui's `context.rs` begin-pass line means input events) and what the last canvas render had to do (`canvas.renderWork`: `full`, `partial` with
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the `pixels` re-rendered after a pan or an edit, or `reused`), whether the canvas shows a coarse
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zoom preview or the refined image (`canvas.quality`: `preview` or `refined`) and the time from
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asking for a render to its preview and its refined image being handed to egui as the canvas
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texture (`canvas.previewLatencyMs`, `canvas.refineLatencyMs`, on a monotonic clock, rendering
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included in the browser too; the GPU upload and presenting the frame come after; `null` until
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there was one). While a prototype plays, `presenter`
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(full window) and `preview` (the preview pane) hold the player's state: the `current` frame and its
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`name`, `start`, `history`, open `overlays`, how many delayed mouse triggers are `waiting`, the screen's `scroll` offset and `scrollRange`, the
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`device` (and whether it is turned to `landscape`, its `deviceColor`) and the `viewport` of the frame
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its screen shows, the presented frame's `frameSize` and, for a responsive prototype, the screen it
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was resized to (`responsive`: `[w, h]`, else `null`), the size option (`scale`:
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`fit|fitWidth|fill|actual`, `deviceFrame`), the `zoom` it shows at, how
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far the view is panned (`pan`, `panRange`), whether a scroll is still coasting (`flinging`), the
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active screen's `hotspots` (`[{id, rect: [x0, y0, x1, y1]}]` in window points, bottom-most first),
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whether a click where nothing reacts flashes them (`hotspotHints`) and they are flashing now
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(`hotspotFlash`), and whether the Inspect panel shows (`inspect`) with the layer it shows
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(`inspected`) (`null` when nothing plays). `presentOptions` holds the options the next presentation
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starts with (`scale`, `deviceFrame`, `comments`, `hotspotHints`, `inspect`).
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`textPreview` is true while a live text preview shows on the canvas (a hovered text style or named
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instance, a dragged axis slider; see `text.preview` in [mcp.md](mcp.md)).
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`focus` is keyboard navigation's state: the `region` with the keyboard (`toolbar`, `layers`,
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`canvas` or `properties`), whether `keyboard` mode is on (F6 or Tab moved the focus since the last
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pointer press, so the focus ring shows) and the name of the `control` with the keyboard (what a
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screen reader announces; empty when nothing has it). `reduceMotion` is true when the preference or
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the system's accessibility setting turns the interface's animations off. `live` is the live
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session of the window's active file as the window shows it (sessions are per file: another tab
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shows its own, or `status: "off"`): `session` (its id, null when the file isn't in one),
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`sessions` (how many the app has running), `status`, `role`, the number of `peers`, who you `follow`, the
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peers whose cursors are drawn on the canvas (`cursorsShown`), whether the Join and Publish to
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server dialogs are open (`joinDialog`, `publishDialog`; Escape closes them), the join code the
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Share popover shows (`code`, with `share: {via, access}`; null when the file isn't shared with
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one), what is typed in the popover's and the home screen's join field (`joinField`), whether the
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popover has Local network chosen and Advanced open (`local`, `advanced`), and why the active
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document can't be edited now (`readOnly`: the "View only" or "Publishing" reason, else null); the
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session itself is `engine.execute {command: "collab.peers"}` (sharing with a join code, hosting,
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joining and publishing are `collab.share`, `collab.host`, `collab.join` and `collab.publish`, opening invite links `collab.registerLinks`,
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see [mcp.md](mcp.md#live-sessions)). The app also joins the invite link it
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was started with (`figcraft "figcraft://join?…"`). `online` is the home screen's Online section:
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whether it shows (`open`), your online files as its rows read (`files: [{file, name, detail,
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shared, state, hasOwnerToken}]`; never a token or a link of yours), whether the servers are being
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asked (`checking`), how many couldn't say (`problems`), and the file whose removal is being
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confirmed or renamed (`confirmRemove`, `rename`; Escape closes them); the list itself is
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`engine.execute {command: "collab.files"}`. `tabs` lists the open files as the tab strip shows
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them: `[{name, live}]`, `live` being `"shared"` (in a live session others get into), `"private"`
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(a file of yours on a server, open only to you) or null.
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### `ui.pointer {kind, x, y | sx, sy, to?, steps?, shift?, alt?, cmd?, ctrl?, pressure?, pressureTo?}`
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A mouse gesture with the current tool. `kind`: `down`, `move`, `up`, `click`, `double`, `hover`,
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`drag` (needs `to: [x, y]`; `steps` intermediate moves, default 8). Position in page coordinates
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(`x`, `y`) or screen pixels (`sx`, `sy`). `pressure` (0–1) is pen pressure (the Pencil records
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it); a drag's pressure goes from `pressure` to `pressureTo`. Returns `{selection, tool}`. With the Move and Scale
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tools, a press on a frame's or section's name label (as the canvas last drew it, along a rotated
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frame's top edge) selects and drags that frame.
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```json
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{"id":4,"method":"engine.execute","params":{"command":"tool.set","params":{"tool":"ellipse"}}}
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{"id":5,"method":"ui.pointer","params":{"kind":"drag","x":200,"y":200,"to":[300,260],"shift":true}}
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```
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### `ui.key {key, shift?, alt?, cmd?, ctrl?}`
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A key as if typed on the canvas (in vector edit mode the edit keys come first: `V` `P` `B` `Q` `X` `Shift+E` `Shift+W` tools, arrows nudge points, `Delete`/`Shift+Delete`, `Cmd+A`, `Cmd+J`; with the shape builder, `Enter` finishes): a menu shortcut (`{"key":"G","cmd":true}` groups), a tool key,
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`Escape`, `Delete`/`Backspace`, `Enter`, number keys (opacity; two quick digits make an exact percentage), arrows (nudge; shift = big nudge; auto layout children move one place instead: along the flow, between wrapped rows, to the next grid cell, or into the neighbouring nested auto layout frame; with `cmd` they resize the selection). With the Comment
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tool, `ArrowUp`/`ArrowDown` open the previous/next thread of the Comments panel's list instead
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(returns `{"comment": id}`). While text is being edited, the text shortcuts (Bold, alignment,
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size steps, Save…) run and other keys go to the text editor. Shortcuts follow the platform the app
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runs on (`cmd` is Cmd on macOS and Ctrl elsewhere; on macOS `ctrl` is the separate Control key).
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Returns `{"command": id}` for shortcuts.
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### `ui.type {text}`
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Type into the text being edited (start editing with a double-click, `text.edit.begin {id}`, or the
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text tool).
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### `ui.input {events}`
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Raw window input for the next frame, as if from the mouse and keyboard: it reaches the panels,
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popovers and fields (`ui.pointer` and `ui.key` drive the canvas tools and shortcuts instead).
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`events` is a list of `{move: [x, y]}`, `{down: [x, y], button?: "secondary"}`,
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`{up: [x, y], button?}`, `{key, shift?, alt?, cmd?}` (pressed and released; egui key names such as
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`ArrowLeft`, `Escape`, `A`), `{text}` (typed text), `{scroll: [dx, dy], shift?, alt?, cmd?}` (a
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mouse wheel at the pointer: the content moves by that many points, so a negative `dy` scrolls down)
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`{leave: true}` (the pointer left the window), `{hold: {alt?, shift?, cmd?}}` (keep those modifier
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keys down for the frames that follow, e.g. Alt while dragging a component from the Assets panel onto
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an instance to swap it; all false releases them) and `{gamepad: "A" | "Gamepad A" | 0}` (a
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controller button pressed in the prototype playing, the presenter's or else the preview pane's: a
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short name, a key/gamepad trigger's name or a standard layout index 0–16; an error when no prototype
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plays); positions are window points. Events of one call
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arrive in the same frame, so send a press and its release (or a double-click's two clicks) as
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separate calls. Returns `{queued}`.
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```json
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{"id":6,"method":"ui.input","params":{"events":[{"move":[1000,315]}]}}
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{"id":7,"method":"ui.input","params":{"events":[{"down":[1000,315]}]}}
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{"id":8,"method":"ui.input","params":{"events":[{"up":[1000,315]}]}}
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```
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### `ui.menu.invoke {id}`
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Invoke a menu item exactly like clicking it (this may open a dialog). Returns `{ok, lastError}`.
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### `ui.set {rightTab?, leftTab?, theme?, home?, homeSection?, homeRecentsView?, homeRecentsSort?, homeRecentsOrder?, palette?, mainMenu?, focusRegion?, colorPicker?, variables?, layerFilter?, collapseLayers?, exportPreview?, preview?, presentScroll?, colorProfileDialog?, stylePicker?, stylePickerEdit?, stylePickerView?, iconGallery?, protoEditor?, contextMenu?, contextSelectLayer?, commentOpen?, commentDraft?, commentFilter?, commentSort?, commentSearch?, commentReply?, commentEdit?, presentComments?, devCompare?, devCompareMode?, devCompareSplit?, annotationFilter?, resetFrameStats?, pluginsWindow?, pluginsTab?, pluginConfirm?, pluginForm?}`
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Switch panels and modes: `rightTab` `design|prototype|inspect`, `leftTab` `file|assets`, `theme`,
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`home` (bool), `homeSection` (`recents`, `online` or `templates`: which section the home screen shows, as `ui.inspect` reports it; opening
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`online` asks each server once what became of your online files), `homeRecentsView` (`grid|list`), `homeRecentsSort` (`modified|name|created`) and `homeRecentsOrder` (`desc|asc`): how the home screen shows its recent files (kept in the preferences; `ui.inspect` reports them under `homeRecents` with each file and whether its picture is in), `palette` (bool: the Actions palette), `mainMenu` (bool, or a top-level menu such
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as `"Plugins"` to open the main menu with it open), `pluginsWindow` (bool: Plugins ▸ Manage
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plugins…), `pluginsTab` (`installed|browse`: that window's tab), `pluginConfirm` (a plugin id of the
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directory listed last: its install confirmation shows, as its Install button would; `null` closes
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it), `pluginForm` (`{id, command?}`: start that plugin command like its menu item, opening
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its parameters form when it has parameters; `null` closes the form), `focusRegion`
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(`toolbar|layers|canvas|properties`: give that region the keyboard as F6 would, on the next frame),
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`iconGallery` (bool:
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every UI icon at 12, 16, 24 and 32 px over the window, for reviewing the icon set), `colorPicker`
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(`{fills?, index?}`: open the colour picker on the selection's paint, which notes a Display P3 colour
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outside sRGB; `null` closes it), `variables` (bool,
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or a collection id or name to show, or `{library, collection?}` for an enabled library's collection: the
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Variables editor), `layerFilter` (string:
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open the layers search with that filter; `null` closes it), `collapseLayers` (true: collapse the
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layers tree), `exportPreview` (bool: the Design panel Export section's preview), `preview` (true or a
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frame id: open the prototype preview pane like `proto.preview`; false or `null` closes it),
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`presentScroll` (`[x, y]`: scroll the presented screen, the full window's else the pane's, clamped
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to what it can scroll), `colorProfileDialog` (`srgb|displayP3`: open File ▸ Color profile with that
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profile chosen; `null` closes it), `stylePicker` (`fill|stroke|effect|grid|text`: open the style
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picker for the selection, `text` being the text style browser of the Typography section; `null`
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closes it) with `stylePickerEdit` (a style id or name: open its editor), `stylePickerView`
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(`list|grid`), `protoEditor` (`[layer id, interaction index]`: open that interaction's editor in the
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Prototype panel; `null` closes it), `contextMenu` (`[sx, sy]`: right-click the canvas at that screen
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point, selecting what is under it (with `cmd: true`, the nested layer) and opening the context menu;
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`null` closes it), `contextSelectLayer` (bool: open the context menu's Select layer submenu, which
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lists every layer under the click). Comments: `commentOpen` (a thread id opens its popover, `null`
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closes it), `commentDraft` (`{x, y}`: start a new comment there), `commentFilter`
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(`open|resolved|mine|unread|all`: what the Comments panel and the pins show), `commentSort`
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(`date|page`), `commentSearch` (the panel's search text), `commentReply` (the open thread's reply
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text, focused with the cursor at its end: an `@` there shows the mention picker), `commentEdit` (a
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message index of the open thread to edit, 0 for the first; `null` stops), `presentComments` (bool:
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the presenter shows the presented frame's comments, also Shift+C there). Dev Mode: `devCompare` (a
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ready-for-dev frame or section id opens the Compare changes view, like `dev.compare {id, show:
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true}`; `null` closes it) with `devCompareMode` (`sideBySide|overlay`) and `devCompareSplit` (the
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overlay slider, 0–1), `annotationFilter` (`all`, `none` for uncategorised, or a category id or name:
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the annotations the canvas shows). `resetFrameStats` (true: start `framesDrawn` and
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`repaintCauses` over). Returns `ui.inspect` (which reports `stylePicker`,
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`stylePickerView`, `comments`: `open`, `draft`, `filter`, `sort`, `search`, `editing` and the
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`mentions` the picker offers, `devCompare` (`{id, mode, split}` or `null`), `devFocus` (the frame the
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focus view shows, or `null`) and `annotationFilter`).
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### `ui.screenshot {path}`
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PNG of the whole window (`window` picks one), UI included (needs a visible window; an idle one draws the frame to
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capture). Returns `{path, width, height}`, or an error after 60 s when the window doesn't deliver.
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### `ui.render {path, scale?, ids?}`
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PNG of the document without UI chrome (works without a window). Without `ids` it exports the
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selection, else the page's top-level layers. Returns the export result.
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### `window.new {path?, index?}`
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Open a window: with open file `index` moved into it (from whichever window has it), the file at
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`path`, or a new file. Returns `{window}` (its id); it comes to the front. The browser build and a
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running screen reader keep one window (only the main window has an accessibility tree): the file
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opens as a tab there and the reply is an error saying so. The `window.new` command does the same
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for menus, the Actions palette and `engine.execute`.
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### `window.list {}`
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Every window: `[{id, main, title, files, active, focused}]` (`files` are its tabs' names, `active`
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the one it shows, `focused` the window requests go to). `ui.inspect` reports it as `windows`, plus
|
||
`window` (the window it ran in).
|
||
|
||
### `window.focus {id}`
|
||
|
||
Bring a window to the front; requests without `window` go to it from now on. The `window.focus`
|
||
command does the same.
|
||
|
||
Closing a window closes its files, asking first when one has unsaved changes; the main window
|
||
closing while others are open takes over one of them, and closing the last window quits.
|
||
|
||
### `app.quit {}`
|
||
|
||
Close the app (every window, without asking about unsaved changes).
|
||
|
||
## Example session (shell)
|
||
|
||
```sh
|
||
port=7979
|
||
figcraft --control $port &
|
||
exec 3<>/dev/tcp/127.0.0.1/$port
|
||
echo '{"id":1,"method":"engine.execute","params":{"command":"frame.create","params":{"preset":"iPhone 16","x":0,"y":0}}}' >&3
|
||
read -r reply <&3; echo "$reply"
|
||
echo '{"id":2,"method":"ui.screenshot","params":{"path":"/tmp/figcraft.png"}}' >&3
|
||
read -r reply <&3; echo "$reply"
|
||
```
|
||
|
||
For agents, prefer the MCP server (`figcraft-cli mcp --attach 7979`, see `docs/mcp.md`): it wraps
|
||
these methods in documented tools and returns images inline.
|