//! # effectcraft-script (L4) //! //! Scripting with an After Effects-style object model, on the boa JavaScript engine (the one the //! expressions use). Scripts written for After Effects' documented scripting API mostly run //! unchanged: //! //! ```text //! app.beginUndoGroup("Build"); //! var comp = app.project.items.addComp("Main", 1920, 1080, 1, 10, 30); //! var solid = comp.layers.addSolid([1, 0, 0], "Red", 1920, 1080, 1); //! solid.property("ADBE Transform Group").property("ADBE Position").setValueAtTime(0, [0, 540]); //! solid.Effects.addProperty("ADBE Gaussian Blur 2").property("Blurriness").setValue(20); //! app.endUndoGroup(); //! ``` //! //! * **Object model** (`prelude.js`): `app` (project, open/newProject, undo groups, //! `executeCommand`/`findMenuCommandId`, `scheduleTask`), `Project`, `ItemCollection`, //! `CompItem`/`FootageItem`/`FolderItem`, `LayerCollection`, `AVLayer`/`TextLayer`/ //! `ShapeLayer`/`CameraLayer`/`LightLayer`, `PropertyGroup`/`Property` (values, keyframes, //! eases, expressions), `MaskPropertyGroup`, `TextDocument`, `Shape`, `KeyframeEase`, //! `MarkerValue`, `RenderQueue`/`RenderQueueItem`/`OutputModule`, `ImportOptions`, `File`/ //! `Folder`, `$`, `alert`/`writeLn`, and the enums (`BlendingMode`, `KeyframeInterpolationType`, //! `TrackMatteType`, `LightType`, `ParagraphJustification`, `PropertyValueType`…). //! * **Edits are engine commands**: every mutating call runs a command through //! [`Session::execute`](effectcraft_engine::Session::execute), so it is undoable, journaled //! and identical to the UI's action; `app.beginUndoGroup`/`endUndoGroup` fold everything in //! between into one undo step. //! * **Match names** ([`matchnames`]): After Effects' documented match names for our properties //! and effects (`ADBE Transform Group`, `ADBE Position`, `ADBE Gaussian Blur 2`…). //! * **Security**: scripts can import/open/save projects and render, but `File` reads are limited //! to the project's folder and writes (and the network) are off unless Preferences ▸ Scripting //! & Expressions ▸ Allow Scripts to Write Files and Access Network is on. //! //! Entry points: [`install`] sets [`Session::script`](effectcraft_engine::Session::script), which //! the `script.run` command, File ▸ Scripts ▸ Run Script File… (`.jsx`/`.js`), the Script Console //! panel, `effectcraft-cli script` and the MCP `run_script` tool use. #![recursion_limit = "256"] pub mod matchnames; mod model; mod runtime; use effectcraft_engine::{ScriptRequest, Session}; pub use runtime::{Outcome, ScriptError, run}; /// The [`effectcraft_engine::ScriptRunner`] this crate provides. pub fn runner(s: &mut Session, req: &ScriptRequest) -> serde_json::Value { run(s, req).to_json() } /// Enable scripting on a session. pub fn install(s: &mut Session) { s.script = Some(runner); } /// Run `code` as a one-off script named `name`. pub fn run_code(s: &mut Session, code: &str, name: &str) -> Outcome { run(s, &ScriptRequest { code, name, console: false }) } #[cfg(test)] mod tests;