Files
effectcraft/crates/script/src/lib.rs
T
Brandon ThomasandClaude Opus 5.5 78cd313d3c M14.4: scripting with an After Effects-style JavaScript object model
New crate effectcraft-script (L4): boa runtime with app/Project/CompItem/
Layer/PropertyGroup/Property/TextDocument/MarkerValue/RenderQueue/File
object model over engine commands (undoable, undo groups), AE match-name
table, file/network security gate. Entry points: script.run command,
File > Scripts > Run Script File (.jsx/.js), Window > Script Console,
effectcraft-cli script, MCP run_script. Engine: project.delete/duplicate,
prop.renameGroup/setGroupEnabled/removeGroup/duplicateGroup/moveGroup.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 22:13:09 -04:00

65 lines
3.0 KiB
Rust

//! # 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;