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Fix #191: commands' file dialogs run off the UI thread
The desktop showed rfd's synchronous dialogs on the UI thread, so the window stopped answering the compositor while one was up: GNOME marked LightCraft "not responding", the File menu stayed drawn and the control channel went quiet. Services.picker lets the host start a dialog elsewhere and answer through a channel; a command that needs a path asks for one and returns, and runs again with the answer when the dialog closes (pick.rs). Import Photos, Import from Folder, Open Library, Import Lightroom Catalog, Find Missing Photos, the preset and curve-preset imports and exports, Auto-Tag from Tracklog and Locate Missing File use it; hosts without a picker (the web, tests) keep the synchronous dialogs. ui.inspect lists the waiting commands as fileDialogs. Same cause as storytold/photocraft#574. Co-Authored-By: Claude Fable 5.1 <[email protected]>
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@@ -30,7 +30,7 @@ mode ([mcp.md](mcp.md)) is a thin layer over this channel. Implementation:
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| `engine.commands` | — | Engine + UI commands: id, label, menu, shortcut, params doc, enabled |
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| `ui.menu.list` | — | Menu entries (flat: id, label, menu path, shortcut, enabled) |
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| `ui.menu.tree` | — | The menu bar as shown (File … Help): items `{id, params?, label, shortcut?, enabled, checked?}`, separators, submenus — the model behind the native macOS menu bar and the in-window menus |
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| `ui.inspect` | — | UI state, window, canvas/image rects, `scroll: {grid, filmstrip}` (scroll offsets in points, `null` until drawn), active photo, selection, perf (`frameMs` = layout, `logicMs` = per-frame logic before it, `updateMs` = both, `maxUpdateMs`, `fps`, render queue …, `gpu` = adapter in use, `gpuReason` = why renders don't use the GPU, `gpuFallback` = latest render redone on the CPU and why — see `docs/gpu-pipeline.md`), status, memory (bytes per cache, see `library.memory`; plus stage caches and textures), `export: {running: {total, done, current} \| null, last}`, `notices` (warnings waiting to be shown, e.g. a damaged settings file; OK = `button:noticeOk`), `quitPrompt` (why quitting was stopped: unsaved changes; `button:quitRetry` / `button:quitAnyway` / `button:quitCancel`), `import: {done, total, imported, cancelled} \| null` (an import runs on a worker thread), `tasks` (other background work: `Find Missing Photos`, `Auto Import`) |
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| `ui.inspect` | — | UI state, window, canvas/image rects, `scroll: {grid, filmstrip}` (scroll offsets in points, `null` until drawn), active photo, selection, perf (`frameMs` = layout, `logicMs` = per-frame logic before it, `updateMs` = both, `maxUpdateMs`, `fps`, render queue …, `gpu` = adapter in use, `gpuReason` = why renders don't use the GPU, `gpuFallback` = latest render redone on the CPU and why — see `docs/gpu-pipeline.md`), status, memory (bytes per cache, see `library.memory`; plus stage caches and textures), `export: {running: {total, done, current} \| null, last}`, `notices` (warnings waiting to be shown, e.g. a damaged settings file; OK = `button:noticeOk`), `quitPrompt` (why quitting was stopped: unsaved changes; `button:quitRetry` / `button:quitAnyway` / `button:quitCancel`), `import: {done, total, imported, cancelled} \| null` (an import runs on a worker thread), `tasks` (other background work: `Find Missing Photos`, `Auto Import`), `fileDialogs` (commands waiting on a native file dialog, which runs off the UI thread; they run again with the answer when it closes) |
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| `ui.widgets` | `{filter?}` | On-screen widgets `{id, rect: [x, y, w, h]}` (screen points) |
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| `ui.clickWidget` / `ui.dragWidget` / `ui.hoverWidget` | `{id, count?, fx?, fy?}` / `{id, toX?, toY?, dx?, dy?, steps?}` / `{id, fx?, fy?}` | Real egui input on a widget (hover: the pointer rests on it, e.g. for preset/profile previews) |
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| `ui.move` / `ui.click` / `ui.drag` | `{x, y, count?, button?}` / `{x, y, toX, toY, steps?}` | Raw pointer input, screen points |
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