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effectcraft/docs/control-protocol.md
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Brandon ThomasandClaude Opus 5.5 468dc13cfe M0.13: viewer snapping, rulers, channels, snapshots, ROI
Composition viewer interaction parity with After Effects:
- Snapping (View > Snapping, the Tools bar checkbox, Cmd/Ctrl inverts while
  dragging): layer edges, centres and anchor points, mask and shape-path
  vertices, comp edges/centre, guides (Snap to Guides) and grid (Snap to
  Grid), with highlighted target box / line / cross feedback. Pure maths in
  engine::viewer (nearest target within tolerance, priority ties).
- Rulers (Cmd+R) with live pointer markers and a draggable zero point;
  guides dragged out of the rulers, moved in the viewer, dragged off to
  remove (view.moveGuide / view.removeGuide), lock respected; proportional
  grid.
- Show Channel (RGB/Red/Green/Blue/Alpha/RGB Straight, Colorize), exposure
  (+/- stops in linear light, reset), Take Snapshot (Shift+F5) with a stored
  render and Show Snapshot (F5 held / button held), Fast Previews (Off,
  Adaptive Resolution, Draft, Fast Draft, Wireframe), Resolution > Custom.
- Region of interest: drawn in the viewer; RenderOpts.roi renders only that
  rectangle (crop of the full render, tested), Crop Comp to ROI uses it.
- Bottom bar in AE 2026 order ("136.1 %", "(Full)").
- Shape Pen (SHP-1): Pen on a shape layer / nothing selected draws Shape n
  groups (Path 1, Stroke 1, Fill 1) via shape.newPath; the G slot cycles
  Add / Delete / Convert Vertex and Mask Feather; mask.* vertex commands
  work on shape paths; mask.insertVertex / mask.convertVertex; marquee
  vertex selection, Alt-drag/click converts, double-click free transform
  box (path.freeTransform on masks and shape paths).
- Motion paths (ANM-3): keyframe dots and spatial tangent handles, dragging
  keys (keys.set) and tangents (keys.setSpatialTangents), parented layers.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-02 10:16:05 -04:00

6.6 KiB

Control protocol

The desktop app exposes a control channel for agents, tests and the MCP bridge:

effectcraft --control 9877        # or EFFECTCRAFT_CONTROL_PORT=9877
  • Transport: TCP on 127.0.0.1 only, one JSON object per line in each direction. Connections are persistent; requests on one connection are answered in order.
  • Request: {"id": 1, "method": "engine.execute", "params": {...}} (id is echoed back, params defaults to {}).
  • Reply: {"id": 1, "ok": true, "result": ...} or {"id": 1, "ok": false, "error": "message"}.
  • Requests run on the UI thread between frames. Input methods (ui.click, ui.key and similar) reply after the synthetic input has been processed. Methods that need an element that isn't drawn yet are retried for a few frames. A request times out after 60 s.

Quick test:

printf '{"id":1,"method":"engine.execute","params":{"command":"comp.new","params":{"name":"A"}}}\n' | nc 127.0.0.1 9877

Engine

Method Params Result
engine.execute {command, params?} The command's result. Every engine command (effectcraft-cli commands) runs exactly as it does headless, so it never opens a dialog: comp.new {} creates a default comp. UI-only ids (tool.*, view.*, window.*, playback.*, timeline.*, app.*) fall through to the menu dispatcher. Unknown top-level params are rejected, and the error lists the accepted keys.
ui.menu.invoke {id, params?} Like a menu click: commands with empty params may open their dialog (New Composition, Solid Settings, file pickers).
engine.commands {filter?, enabledOnly?} [{id, label, menu, shortcut, params, enabled, why}]
ui.menu.list {} The menu tree with enablement.
render.frame {comp?, time?, max_side?, path?, base64?} Renders a comp frame through the session, independent of the viewer zoom or resolution. comp is an id or name (default: the active comp), time is in comp seconds (default: the CTI), max_side caps the longest side (0 = full size). Writes a PNG to path (default: a temp file) and returns {comp, time, width, height, path}. With base64: true it returns {…, png: "<base64>"} and writes no file.

Useful query commands for engine.execute (they aren't journaled or undoable): project.summary, comp.info {comp?}, layer.tree {layer, comp?, depth?, time?} (every node has a path), prop.get {layer, path, comp?, time?}, editor.state, command.list {filter?, enabledOnly?}.

UI state

Method Params Result
ui.inspect {} Window size, pixels per point, fps, serialized UiState, playback, time, active comp, selection, open dialog, last render ms.
ui.elements {prefix?} [{id, label, rect: [x, y, w, h]}]: the widgets drawn in the last frame, in points.
ui.set {tool?, workspace?, theme?, focused?, viewer?, timeline?, menuBar?, home?} viewer: {zoom (null = fit), res: Full|Half|Third|Quarter|Auto, pan: [x,y], grid, rulers, safeMargins, transparencyGrid}; timeline: {pps (null = fit), start, graphEditor, showModes, openLayers: [ids], openGroups: [uids]}.
ui.panel.show / ui.panel.close {panel} Panels: Project, Composition, Timeline, EffectControls, EffectsPresets, Info, Preview, Character, Paragraph, Align and others.
ui.playback {action: play|stop|toggle|status} {playing, time, audio, levelsDb, peaksDb} (audio: an audio preview is running; L/R meter levels and held peaks in dBFS)
ui.resize {width, height} Resizes the window (points).
ui.focus {} Activates the window and takes keyboard focus. Agents normally avoid this, because the app is started without stealing focus.
app.quit {} Closes the app.

Input

Points are logical window coordinates. A target is {id} (the element's centre; add fx/fy between 0 and 1 to pick a spot inside it) or {x, y}. modifiers is {shift, alt, command, ctrl}, where command is ⌘ on macOS and Ctrl elsewhere.

Method Params
ui.click {id | x,y, button?: left|right|middle, count?, modifiers?}
ui.move {id | x,y}
ui.drag {from: target, to: target, steps? (12), modifiers?}: press, move, release
ui.scroll {id | x,y, dx, dy}
ui.key {key}, for example Space, F9, Cmd+Z, Cmd+Shift+Z, PageDown, Escape
ui.type {text}: text input into the focused field

Locating things

Method Params Result
ui.viewer.locate {x, y} (comp pixels) {x, y} window point
ui.viewer.hit {id | x,y} (window point) {x, y} comp pixel
ui.timeline.locate {layer (id), time?} {x, y} window point on the layer bar

Screenshots

Method Params Result
ui.screenshot {path?, panel?, id?} {path, width, height}: a PNG of the window, or cropped to one panel or element.

Element ids are stable, for example tools.Selection, panel.Timeline, panel.tab.EffectControls, header.workspace.Animation, project.item.<id>, viewer.comp, viewer.handle.<layer>.<i>, timeline.layer.<id>.bar, timeline.layer.<id>.twirl, timeline.prop.<uid>.stopwatch, timeline.key.<uid>.<frame>, timeline.cti, effectControls.prop.<uid>.value and effects.item.<name>. The Composition viewer adds viewer.magnification, viewer.resolution, viewer.roi, viewer.grid, viewer.channel, viewer.exposure, viewer.snapshot, viewer.showSnapshot, viewer.fastPreviews (their popup entries are viewer.<menu>Item.<n>), viewer.ruler.top|left|origin, viewer.mask.<uid>.vertex.<i>, viewer.shapePath.<uid>.vertex.<i>, viewer.motionPath.<layer>.<key>[.in|.out], viewer.freeTransform.handle.<i> and viewer.regionOfInterest; the Graph Editor adds timeline.graph.transformBox[.<i>], timeline.graph.snap and timeline.graph.reference. Use ui.elements to see what is on screen.

Viewer state that agents drive headless too: view.snapping, view.channel {channel, colorized?}, view.exposure {stops | delta}, view.resetExposure, view.takeSnapshot, view.showSnapshot, view.fastPreviewMode {mode}, view.setRegionOfInterest {rect}, view.addGuide, view.moveGuide, view.removeGuide; editing: shape.newPath (Pen on shape layers), mask.insertVertex, mask.convertVertex, mask.deleteVertices, path.freeTransform (masks and shape paths by uid), keys.setSpatialTangents (motion-path handles) and keys.transform (Graph Editor transform box, timeline Alt-drag scaling).

The MCP server's bridge mode (effectcraft-cli mcp --bridge 9877) is a thin client of this protocol; see agents.md.