228 lines
24 KiB
Markdown
228 lines
24 KiB
Markdown
# Control protocol
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`solidcraft --control PORT` (or `SOLIDCRAFT_CONTROL_PORT=PORT`) listens on `127.0.0.1:PORT` for
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JSON lines. Each request is one line `{"id": …, "method": "…", "params": {…}}`; each reply is one
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line `{"id": …, "ok": true, "result": …}` or `{"id": …, "ok": false, "error": "…"}`. Requests are
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handled on the UI thread between frames; pointer and keyboard input is injected as real egui
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events, one pointer event per frame.
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### Token
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Every connection must authenticate. At start the app makes a random 256-bit token for this
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launch and writes it, as one line of hex, to a file only the user can read:
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| System | Token file |
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| Linux | `$XDG_DATA_HOME/solidcraft/control/PORT.token` (`~/.local/share/solidcraft/control/PORT.token`) |
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| macOS | `~/Library/Application Support/SolidCraft/control/PORT.token` |
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| Windows | `%LOCALAPPDATA%\SolidCraft\control\PORT.token` |
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On Unix the folder is `0700` and the file `0600`; on Windows the file's inherited permissions are
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replaced by a single entry for the user. `SOLIDCRAFT_CONTROL_DIR` moves the folder. The file is
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removed when the app exits, and the next launch writes a new token. The token file's path is
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printed to stderr at start-up.
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The first request on a connection must carry the token as a top-level `"token"` member
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(`{"id": 1, "method": "ui.inspect", "params": {}, "token": "…"}`); later requests on the same
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connection may leave it out. A first line without the right token is answered with
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`{"ok": false, "error": "unauthorized: …"}` and the connection is closed, without running
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anything. Tokens are compared in constant time.
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`solidcraft-cli mcp --connect 127.0.0.1:PORT` reads the token file for that port by itself
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(`--token T` or `SOLIDCRAFT_CONTROL_TOKEN` give one explicitly). For a test harness, or a
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sandboxed package whose data folder the client can't see, start the app with
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`SOLIDCRAFT_CONTROL_TOKEN` set to at least 32 hex characters (for example
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`openssl rand -hex 32`) and the app uses that token instead of making one; the file is still
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written. A one-line client in Python:
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```python
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token = (Path.home() / ".local/share/solidcraft/control/7878.token").read_text().strip()
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sock.sendall((json.dumps({"id": 1, "method": "ui.inspect", "params": {}, "token": token}) + "\n").encode())
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```
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### Limits
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The channel is untrusted input. A request line may be at most 16 MiB; a longer one is answered
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with `{"ok": false, "error": "request too large"}` and the connection is closed, as are
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connections that send eight lines that are not JSON. At most 16 connections are served at once
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(further ones get `{"ok": false, "error": "too many connections"}`), at most 64 queued requests
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run per frame so a flood cannot starve drawing, and a request that the UI thread has not
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answered within 60 seconds (3600 seconds for `engine.batch`) is replied to with
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`{"ok": false, "running": true, "error": "timeout: … is still running …"}`. The same 16 MiB line
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limit applies to the MCP server.
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A timed-out request has not failed: it is still running in the app and will still apply (a long
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fillet, say), so don't simply send it again. The connection keeps its reply (#1618). Ask for it
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with `control.pending`: `{"pending": <id>, "method": …, "done": false}` while it runs, then
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`{"pending": <id>, "method": …, "done": true, "reply": {…}}` (its own reply, once), and
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`{"pending": null}` when nothing is outstanding. Until it lands, any other request on that
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connection is refused at once with `{"ok": false, "busy": true, "error": "busy: …"}` and not
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run, so nothing is queued to apply unseen behind it.
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Any request's `params` may carry `allow_paths: ["/abs/folder", …]`: every file that request
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reads, writes or deletes (command paths such as `file.export`'s `path` or `doc.recovery_*`'s
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`dir`, `ui.render`, `ui.screenshot`) must then lie inside one of those folders after `..` and
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symlinks are resolved, or the request fails with `… outside the folders this agent may use …`.
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The app adds its own recovery folder and, when it lies safely inside the home folder and not in
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a hidden folder, the open design's folder (whose hidden files stay out of reach). The bridged
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MCP server sends its folders this way on every request ([mcp.md](mcp.md)). Without
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`allow_paths` file paths are not limited: a client holding the token can do what the user can.
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## Engine
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| Method | Params | Result |
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| `engine.execute` | `command`: command id, `params`: JSON object | the command's result |
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| `engine.script` | `commands`: `[{command, params}, …]` | results, stops at the first error |
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| `engine.batch` | `commands`: `[{command, params}, …]` (at most 10 000), `rollback?`: bool (default true) | `{completed, results, undone}`, plus `failed: {index, command, error}` when a step fails. Runs the steps in one request, so within one frame, each as `engine.execute` runs it. The first failure stops the batch, and with `rollback` the design goes back to how it was before it (`undone`: the steps taken back). Refused before anything runs, with an error starting `engine.batch unavailable`, while the agent cursor is shown or when a step loads a file (`doc.open`, `file.insert_step`, `file.insert_mesh`). Send such steps one by one. Answered when done, for up to 3600 s |
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| `engine.commands` | — | every command: id, label, tab, panel, icon, shortcut, params doc, enabled |
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| `document.inspect` | `measure?`: bool | parameters, timeline (errors, timings), bodies, sketches, selection |
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Commands never open dialogs when run this way. `solidcraft-cli commands` prints the same registry.
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Product images use `render.preflight/start/status/cancel/export` through `engine.execute`.
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Keep the returned session-scoped job ID for subsequent calls; status does not block or
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render. See [render jobs](render-jobs.md) for capture, cancellation and export semantics.
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While an interactive native file picker is open, `ui.inspect` reports `file_picker_busy: true`.
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Engine commands, `ui.file` and `ui.home` requests wait for its answer; window resizing,
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inspection and screenshots remain available.
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Every `sketch.*` command that changes a sketch adds `created: {points, curves, constraints,
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dimensions}` to its result (and `wires` for 3D curves): the ids of what it added, in creation
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order, next to whatever else the command returns (`curves`, `sides`, `corners`…). Sketch ids are
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stable and never reused, even after a delete (`l1`, `l2`, then `l3` once `l2` is gone; only undo
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rolls the numbering back with the design), so they can go straight into later commands:
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```text
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{"id":7,"method":"engine.execute","params":{"command":"sketch.line","params":{"points":[[0,0],[40,0]]}}}
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→ {"curves":["l1"],"created":{"points":["l1.start","l1.end"],"curves":["l1"],"constraints":["k1"],"dimensions":[]},…}
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{"id":8,"method":"engine.execute","params":{"command":"sketch.dimension","params":{"entities":["l1"],"value":50}}}
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```
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A bare numeric `value` given to `sketch.dimension` (from the control channel, scripts or MCP) is
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read in the design's units, exactly as if it were typed into the dimension box: in an inch design
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`"value": 2` makes the line 2 in (50.8 mm) long. Point coordinates stay in millimetres. To pin a
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unit regardless of the design, pass an expression with one: `"value": "50 mm"` or
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`"value": "0.5 in"`. Angles are degrees unless the expression says otherwise.
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The viewport also shows an X/Y/Z-aligned dimension chain between the endpoints of the
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currently shown distance (centre, minimum or maximum), with each world-axis distance
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labelled separately as an absolute value (including zero).
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It uses the design's units and length precision, independently of the view or sketch plane.
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Preferences → Graphics → **Show X/Y/Z distances** controls these extra lines and
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labels (default on, saved between runs). Set `ui.prefs {"measure_axis_distances": false}`
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to hide them while keeping the total distance and the dialog's ΔX/ΔY/ΔZ values. These
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overlays remain visible until Measure closes.
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Overlay handles `measure:label:x`, `measure:label:y` and `measure:label:z` identify the extra
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labels; `prefs:measure_axis_distances` identifies the checkbox.
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## UI
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| Method | Params | Notes |
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| `ui.inspect` | — | UI state, pending file picker (`file_picker_busy`; compatibility alias `file_dialog_open`, no path), what is hidden (`visibility`: bodies, origin and construction items, sketches, joints (`hidden_joints`, joint ids); set it with the `browser.visibility` command), viewport rect, camera, active tool/dialog, the status line (`status`: text and whether it is an error), hover, renderer, timings, live preview (`active`, `busy`, `error`, `ms`, bodies it stands in for) |
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| `ui.set` | any `UiState` field (`tab`, `perspective`, `showGrid`, `dark`, …), and `hiddenBodies`, `hiddenOrigin`, `hiddenSketches`, `shownSketches`, `hiddenJoints` (whole lists; `browser.visibility` changes single items) | `dark: false` switches to the light theme |
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| `ui.view` | `view`: `front`, `back`, `top`, `bottom`, `left`, `right`, `iso`, `home`, `fit`; `animate` (bool, default false: snap) | |
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| `ui.camera` | `target?`: `[x, y, z]` (mm), `yaw?`, `pitch?`, `roll?` (radians), `distance?` (mm), `fov?`, `up?`; `fit?`: `true`, `false` or `[occurrence id or name…]` (`root`: the bodies outside every component) | the viewport's orbit camera: it looks at `target` from `distance` away; `yaw` 0 looks along +Y (from the front), `pitch` is the elevation (±π/2: straight down or up), `roll` turns the image. Fields given are set first (the others keep their values), then `fit` frames the listed occurrences (or everything), keeping the direction. The reply, passed back, sets the same view again, so a framing can be stored and replayed. `fov` and `up` follow the perspective setting (`ui.set`) and the up axis preference (`ui.prefs`) and can't change here; a refused field changes nothing |
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| `ui.start` | `command`, `params?` | like a toolbar click: starts the sketch tool or dialog for the command. `params` sets what the dialog opens on, and nothing runs until OK: `joint.drive` takes `joint` (id or name; without it, the joint picked in the browser, else the first joint that moves) and `values` (numbers in degrees or millimetres, or expressions). A command that takes no params is refused before it starts; a param the dialog doesn't take is refused and the dialog closes |
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| `ui.click` | `x`, `y` (screen points), `button?`: left/right/middle, `shift?`, `ctrl?`, `double?` | real pointer input |
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| `ui.move` | `x`, `y`, `shift?`, `alt?`, `ctrl?`, `cmd?` | pointer movement without a button; modifiers apply until the next synthetic move/click; a move with omitted modifiers releases them. With `nav: "touchpad"`, Shift pans and Alt/Option orbits. |
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| `ui.drag` | `x0`, `y0`, `x1`, `y1`, `button?`, `shift?`, `ctrl?`, `steps?`, `hold?`, `hold_end?` | press, move, release; a left drag on the model is a box selection (left to right: window, right to left: crossing); with OpenSCAD navigation, plain left-drag on empty space orbits, Shift+left-drag box-selects, and drags starting on sketch geometry edit it; `hold` keeps the button down that many frames first (a right press-and-hold opens the marking menu, releasing over a direction picks it), `hold_end` that many frames at the end (a sketch drag shows its snap) |
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| `ui.menu` | `x?`, `y?`, `target?`, `close?` | with a point: open a context menu there as a right-click would (the viewport's marking menu, or a browser menu with `target: {"type": "body", "name"} \| {"type": "sketch", "id"} \| {"type": "component", "id"}`); without: the open menu (`radial` and `items`: id, label, shortcut, enabled) |
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| `ui.menuPick` | `item`: id or label | runs an item of the open menu, as clicking it does |
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| `ui.selectOther` | `x?`, `y?`, `pick?`, `add?`, `hover?`, `close?` | Select Other: with a point, list everything pickable there (as holding the left button does); `pick`: select row `pick` (`add`: as Shift-click; with a dialog open, into its active input); `hover`: light a row up; without: the open list (`open`, `at`, `total`: everything under the cursor, `rows`: label, icon, sel, at most 20 per kind, nearest first) |
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| `ui.rename` | `text?`, `commit?` (default true) | finishes the rename box a Rename item opened |
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| `ui.selection` | | the selection, the open dialog's inputs, the hovered item, and the active sketch's drawn dimensions (`dimensions`: id and text centre, `dimension_selected`, `dimension_editing`) |
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| `ui.worldToScreen` | `points`: `[[x, y, z]…]` world points | their screen points |
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| `ui.triad` | | screen points of the 3D sketch move triad's handles (`x`, `y`, `z`, `plane`) |
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| `ui.sketchToScreen` | `points`: `[[x, y]…]` in active-sketch coordinates | their screen points (null when behind the camera) |
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| `ui.dialogInput` | `index` | what clicking an input's Select chip does: picks go to that input |
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| `ui.at` | `world: [x,y,z]` \| `sketch: [x,y]` \| `plane: "XY"` \| `axis: "Z"` \| `dimension: "d1"` (its value text) \| `handle: "arrow"` (a manipulator handle, see `scenario::publish_handle`) | the screen point (a scenario step's target; see `crates/ui-egui/src/scenario.rs`) |
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| `ui.handles` | `prefix?` | the handles drawn last frame, `[{name, x, y}]`: toolbar buttons and drop-down items `toolbar:<command id>` (the button alone: `button:<command id>`; a drop-down row: `dropdown:<command id>`, highlighted `dropdown_hot:<command id>`, its pin `dropdown_pin:<command id>`; Customize Toolbar's check boxes `customize:<command id>`), panel labels `panel:<tab>:<panel>`, browser rows `row:<label>` and fold arrows `fold:<label>`, manipulator handles; signed-axis tips `axis_view:z`, `axis_view:-y`; optional cube facets `navigation_cube:top`, `navigation_cube:top_front_right`, controls `navigation_cube:control:home` (and other actions), plus signed-axis aliases for visible cube faces; Preferences navigator picker `prefs:navigator`, options `prefs:navigator:Signed axes` and `prefs:navigator:Cube` |
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| `ui.editFeature` | `feature` (id or name) | what double-clicking a timeline item does: rolls back to it and opens its dialog filled in (sketches open in sketch mode) |
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| `ui.scroll` | `x`, `y`, `delta?` | wheel zoom at the cursor |
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| `ui.key` | `key` (egui key name, `Enter`, `Escape`…), `cmd?`, `shift?` | |
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| `ui.text` | `text` | typed text |
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| `ui.screenshot` | `path?` | PNG of the window (needs a presented frame) |
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| `ui.render` | `path`, `width?`, `height?`, `grid?`, `axes?` | Render of the model with the current camera (no window needed), drawn on the app's GPU device with the viewport's pipelines (the reply's `renderer`: `gpu`, or `gpu-software` on a software adapter), in the window's theme (light or dark; `solidcraft-cli snapshot` keeps the light colours); cut by the section the viewport shows (`inspect.section`, an open Section Analysis dialog's preview, a sketch's Slice), with the cut face capped. The ground grid and the origin's axes are drawn as the window shows them (`ui.set` `showGrid` and `showOrigin`, `hiddenOrigin`); `grid` and `axes` (booleans) say otherwise for this render |
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| `ui.confirm` | `accept?`: bool | answers the Delete confirmation (shown when a delete takes other features with it or makes some fail); without `accept`, what it lists |
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| `ui.documents` | `action?`: `new`, `switch`, `close`, `quit`; `index?`; `force?` (close without asking); `answer?`: `save`, `dont_save`, `cancel` (answers "save changes?") | the open designs (tabs): names, unsaved flags, the active one, a pending "save changes?" prompt, whether a quit is asking |
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| `ui.file` | `path`; `insert?`: bool | starts an interactive background Open or Insert; poll `ui.inspect.file_busy` for completion; the window stays responsive |
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| `ui.home` | `open?`: bool; `sample?`: index | the start page: show or hide it, open a built-in sample (once built); returns `open` and the recent designs |
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| `ui.shortcut` | `command`, `key?`, `replace?` | a command's key, or rebinds it (`""` clears; a key another command uses is refused unless `replace`) |
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| `ui.help` | `item?`: `about`, `shortcuts` (read only), `report` (opens a report draft for review), `crashes` (the Crash Reports window) | the version, commit, build date and diagnostic text |
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| `ui.prefs` | any of `default_units`, `nav` (`fusion`, `solidworks`, `inventor`, `alias`, `blender`, `tinkercad`, `openscad`, `touchpad`), `zoom_reverse`, `zoom_to_cursor`, `smooth_wheel_zoom` (default true), `trackpad_pan` (default true: two-finger scroll pans, except Touchpad always zooms; pinch zooms), `orbit_around` (`view_centre` (default: what Pan moves and Fit frames), `origin` (the world origin stays still on screen), `cursor` (the model point under the pointer when the drag began); the older `orbit_cursor` boolean still sets `cursor` when true), `look_at_anim`, `look_at_speed`, `middle_double_click` (`home` (default), `fit`, `off`), `msaa`, `show_frame_rate` (default false: frames per second in the view's bottom-right corner; the view redraws every frame while it is on), `length_decimals`, `angle_decimals`, `theme` (`dark`, `light`, `system`), `language` (`en`, `ja`, `de`, `fr`, `ko`, `ru`, `uk`, `zh`; see [localization](localization.md)), `ui_scale`, `ui_font` (an installed font family or a font file for the interface; empty for the built-in font), `up_axis` (`z`, `y`), `offer_stand_up`, `color_vision` (`off` (default), `protan`, `deutan`, `tritan`: colour vision modes, #778), `check_updates` (default true; [updates](book/src/guide/updates.md)); `open` (a page: General, Navigation, Keyboard Shortcuts, Design, Graphics, Sketch, Selection, AI) opens the Preferences dialog there; `button`: `ok`, `cancel`, `apply`, `defaults`; `stand_up: true` stands up a just-opened Y-up file | sets preferences (kept between runs), returns them all plus `dialog` (the open page or null), `dark` and `stand_up_offer` |
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| `ui.capture` | `action?`: `capture`, `revert`, `cancel` | answers the Capture Position question (asked when a command starts or the design is saved while components were moved without capturing); without `action`, what waits |
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| `ui.window` | `action`: minimize, maximize, restore, toggle, close | what the title bar's caption buttons do (on Windows and Linux the application bar is the title bar); close asks about unsaved designs first |
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| `ui.agent_cursor` | `show` (bool), `speed`: a number from 1 to 5 (times the normal speed) or `"instant"` (no animation: the command runs at once and the pointer jumps to where it acted), `follow_camera` (bool); all optional | the settings. While the cursor is shown, `engine.execute` first glides to the command's toolbar button and to each pick, then runs and replies; later requests wait their turn. `"animate": false` on a call skips it |
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| `ui.agent_chat` | `features?`, `toolbar_button?`, `permissions?` (`ask`, `edits`, `all`), `add_agent?` ({`name`, `kind`: `acp` or `api`, `command` or `base_url` + `model`}; no keys), `default_agent?`, `agent?` (the conversation's agent, by id), `mode?` (the agent's own mode), `model?` (one of its models), `open?`, `side?` (`left`, `right`), `minimized?`, `width?`, `picker?`, `refresh?`, `connect?`, `stop?`, `send?`: text, `attach_view?`, `permission?`: an option id or `"cancel"` (the newest question of the agent's own), `approve?`: true, false or `"always"` (the oldest request held for Allow/Deny), `cancel?` (Stop: the queue stays), `send_now?` (stop the running step, then send the queued messages), `remove_pending?` (index), `new_chat?` (clear the chat, new session), `undo?` (the last message's changes) | the chat's state: `features`, `agents` (found and added), `currentAgent`, `state` (off, starting, ready, busy, auth, exited), `agent`, `modes`, `mode`, `models`, `model`, `authMethods`, `toolsPort`, `pid`, `waiting`, `turn`, `pending` (queued messages), `stopped`, `detection` and the conversation (`items`). With `features` off only the settings apply. Desktop only; see [Agent chat](agent-chat.md) |
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| `ui.resize` | `width`, `height` | |
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| `app.quit` | `force?` (quit without asking about unsaved designs) | `quitting` (the window closes), `asking` (a "save changes?" prompt is open) |
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`ui.workspace {workspace?: "design" | "render"}` reads or changes the active workspace.
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Entering Render requires finishing the current modelling operation; returning restores
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the Design camera. See [the integrated Render workspace](render-workspace.md).
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### Continuous camera motion
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Continuous camera motion is also available through `engine.execute` with command
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`view.navigate`: pass `camera` (from `ui.inspect`) and `motion: "pan" | "orbit" | "zoom"`.
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Pan and orbit take `delta: [dx,dy]` in screen points (each within ±10000); pan also requires
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`viewport: [width,height]` (each 1..1000000). Orbit accepts a world-space `pivot` with the
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viewport size. Zoom takes `factor` (0.05..20, below 1 zooms in) and an optional world-space
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`anchor`. The returned `camera` is applied immediately by the UI, without animation,
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document edits, undo steps or a success-log entry per movement.
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## MCP
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`solidcraft-cli mcp --connect 127.0.0.1:PORT` bridges an MCP client (an AI agent) to this
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channel; see [mcp.md](mcp.md).
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## Example
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```text
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{"id":1,"method":"engine.execute","params":{"command":"sketch.create","params":{"plane":"XY"}}}
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{"id":2,"method":"engine.execute","params":{"command":"sketch.rectangle.two_point","params":{"p0":[0,0],"p1":[40,30]}}}
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{"id":3,"method":"engine.execute","params":{"command":"solid.extrude","params":{"distance":20}}}
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{"id":4,"method":"engine.execute","params":{"command":"solid.fillet","params":{"edges":[[0,0,10]],"radius":3}}}
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{"id":5,"method":"ui.screenshot","params":{"path":"/tmp/part.png"}}
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```
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Preferences → Navigation → View navigator offers **Signed axes** (the original default) and
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**Cube**. This choice is saved independently of the mouse preset. The control channel selects it
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with `ui.prefs {"navigator_style":"axes"}` or `ui.prefs {"navigator_style":"cube"}`.
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Existing settings without this field keep signed axes. Signed-axis tips choose principal views;
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clicking an aligned tip again reverses the view.
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Hold Shift during an orbit gesture to snap to the nearest standard or diagonal view. This applies to
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right-drag, the Orbit navigation tool, and dragging either view navigator. Under the default preset,
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Shift+middle also orbits with snapping; middle alone pans. Cube faces choose principal views,
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and corners choose isometric views. The middle of each cube edge belongs to its face. Face names
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follow the up-axis preference; the small X/Y/Z triad shows world axes. Clicking the same face keeps that view.
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The inward-pointing arrows orbit by 90 degrees; the curved arrows at the upper right roll the
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view by 90 degrees. The Home button at the upper left returns to isometric and the lower-right circle
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fits the model.
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The cube is subdued while idle. Hovering its area brightens the cube and navigation bar and
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reveals the surrounding controls; the picked face or corner gets a pale blue fill and
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blue outline. Moving away restores the subdued state. Navigation-bar controls also brighten
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when hovered or when a navigation tool is active.
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The cube has six face targets and eight corner targets, with no edge targets. Corner picking
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regions lie on the six flat faces, preserving sharp corners with no permanent subdivision
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lines. Hovering a corner highlights its parts on the adjacent visible faces together.
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The cube widget occupies a compact 112-point square in the viewport corner. A straight-on
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cube face is approximately 55 points wide; painting and picking scale together. Face labels
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are stretched vertically. View clicks ease through intermediate orientations when Navigation
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animated view changes is enabled (the default), at the configured animation speed.
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The cube runs `view.navigate` through the command engine. Programmatic callers pass `camera`
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and either `direction: [x,y,z]` in the camera's up-axis frame or `action` (`left`, `right`, `up`,
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`down`, `clockwise`, `counterclockwise`, `home`, `fit`). The result contains `camera` and `fit`;
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UI callers apply the camera with their animation preference, without editing the design.
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Shift-orbit snapping includes 45-degree edge views and isometric corner views, with a
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lightly damped spring transition and a small boundary margin to prevent flicker.
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