Make writing web applications using Rust WebAssembly easy
I wanted a library that someone could learn in an afternoon how to use and start making interactive browser experiences with. This project doesn't support every browser function under the sun. Though you can easily add your own using the runtime Javascript invoking mechanism used by this library. Feel free to submit a PR for more functionality.
- async & coroutine support
- element operations
- mouse, keyboard, and change event listeners
- canvas2d
- localstorage
- fetch & XMLHttpRequest
- style & classes
- history & location info
- WebGPU
- other utilities
Check out the documentation here
cargo add web
Let's just look at a basic example of how to put things in the console:
use web::*;
fn main() {
console_log("Hello, world!");
}
<html>
<head>
<meta charset="utf-8">
<script src="https://unpkg.com/js-wasm/js-wasm.js"></script>
<script type="application/wasm" src="helloworld.wasm"></script>
</head>
<body>
Open my console.
</body>
</html>
Remember to configure your library Cargo.toml
for WebAssembly
# add these lines for WebAssembly to end of your Cargo.toml
[lib]
crate-type =["cdylib"]
[profile.release]
lto = true
cargo build --target wasm32-unknown-unknown --release
cp target/wasm32-unknown-unknown/release/helloworld.wasm .
python3 -m http.server
# open http://localhost:8000 in browser
# right click, inspect, look at message in console
Full example is here.
Let's look at our snake example and some of it's key feature usages:
Play demo here
This example uses canvas
//get an element and get the 2D context for canvas
let screen = query_selector("#screen");
let width: f64 = get_property_f64(&screen, "width");
let height: f64 = get_property_f64(&screen, "height");
let ctx = CanvasContext::from_element(&screen);
...
//clear screen
self.ctx.clear_rect(
0.0,
0.0,
self.canvas_width as f64,
self.canvas_height as f64,
);
// iterate through all the cells of the screen and draw a rectangle
for (_id, (pos, color)) in &mut self.world.query::<(&Position, &Color)>() {
self.ctx.set_fill_style(&color.0);
self.ctx.fill_rect(
(pos.0 * (self.canvas_width / MAP_WIDTH)) as f64,
(pos.1 * (self.canvas_height / MAP_HEIGHT)) as f64,
(self.canvas_width / MAP_WIDTH) as f64,
(self.canvas_height / MAP_HEIGHT) as f64,
);
}
Let's see how to run the game loop
fn game_loop() {
// run game loop assuming 15 ms has passed
match Game::instance().run(15.0) {
Err(e) => console_error(&e.to_string()),
_ => (),
};
// request next animation frame
request_animation_frame(game_loop);
}
...
// start the loop
request_animation_frame(game_loop);
let body = query_selector("body");
element_add_key_down_listener(&body, |e| {
Game::instance().key_down(e.key_code as u32);
});
This library has support for async and spawning coroutines. Consider this program that starts a looping console log and also draws random squares on a screen.
use web::*;
// easily make your first function async
#[web::main]
async fn main() {
let canvas = query_selector("#canvas");
let ctx = CanvasContext::from_element(&canvas);
// we can spawn concurrent operations
coroutine(async {
loop {
console_log("⏰ tik");
// hand async set_timeout
sleep(1000).await;
console_log("⏰ tok");
sleep(1000).await;
}
});
loop {
// draw a random color rect
ctx.set_fill_style(&format!(
"rgb({}, {}, {})",
random() * 255.0,
random() * 255.0,
random() * 255.0
));
ctx.fill_rect(
random() * 500.0,
random() * 500.0,
random() * 500.0,
random() * 500.0,
);
// a more async way to write graphics code
wait_til_animation_frame().await;
}
}
This project is licensed under either of
- Apache License, Version 2.0, (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted
for inclusion in web
by you, as defined in the Apache-2.0 license, shall be
dual licensed as above, without any additional terms or conditions.