//! EffectCraft in the browser. //! //! The same engine and egui UI as the desktop app, compiled to `wasm32-unknown-unknown` and run //! by eframe's web runner (WebGPU, WebGL2 fallback). What the desktop shell gets from the OS, this //! crate gets from the browser: //! //! | Desktop | Web | //! |---|---| //! | file system (`FsServices`, media reads, export writes) | a virtual file table ([`files`]) persisted to the Origin Private File System / IndexedDB ([`persist`], [`store`]) | //! | config directory (settings, shortcuts, recent projects, auto-saves) | the same store ([`store::WebConfig`]) | //! | rfd file dialogs | `` pickers; drop files on the page | //! | written files (Save, Render Queue) | browser downloads (several render files as one `.zip`) | //! | frame render threads | `Frames::pump` on the UI thread between egui frames | //! | Render Queue / analysis threads | Web Workers running their own engine instance ([`worker`]) | //! | cpal audio output | Web Audio: an AudioWorklet fed from the preview mixdown ([`audio`]) | //! | TCP control channel / MCP | `window.effectcraft` JavaScript API ([`api`]) | //! //! [`store`] is portable (unit-tested natively); everything else is `wasm32`-only. pub mod store; #[cfg(target_arch = "wasm32")] pub mod api; #[cfg(target_arch = "wasm32")] mod app; #[cfg(target_arch = "wasm32")] pub mod audio; #[cfg(target_arch = "wasm32")] pub mod files; #[cfg(target_arch = "wasm32")] pub mod persist; #[cfg(target_arch = "wasm32")] pub mod worker; #[cfg(target_arch = "wasm32")] pub use app::*;