pcbjam/docs/06-WXGLCANVAS-CANVAS-ELEMENT-FIX.md

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# 06 - wxGLCanvas WASM Canvas Element Integration
This document describes how to fix wxGLCanvas to render visibly in WASM by creating its own canvas element.
## Problem
wxGLCanvas currently hardcodes `m_canvasTarget = "#canvas"` which creates WebGL context on the main wxUniversal 2D canvas, causing a conflict. The GL rendering doesn't appear because it's overwritten by 2D UI rendering.
## Key Discovery
The WASM port already supports **multiple canvas elements per window**:
- Main window uses `#canvas` for 2D rendering
- Child windows can each get their own canvas element via `createWindow(id, needsCanvas=true)`
- Windows are positioned absolutely with z-index layering
- JavaScript (wx.js) manages canvas creation, positioning, and context stacking
## How KiCad Uses wxGLCanvas
```
wxFrame (EDA_DRAW_FRAME)
└── EDA_DRAW_PANEL_GAL (wxScrolledCanvas)
└── OPENGL_GAL (inherits from wxGLCanvas)
- Sized to match parent
- Child window positioned within parent
- Has its own GL context
```
Key KiCad files:
- `kicad/common/gal/opengl/opengl_gal.cpp` - GL rendering implementation
- `kicad/common/draw_panel_gal.cpp` - Creates OPENGL_GAL as child: `new OPENGL_GAL(..., this, ...)`
- `kicad/include/gal/hidpi_gl_canvas.h` - wxGLCanvas wrapper class
---
## Solution
wxGLCanvas should integrate with the existing WASM window system:
1. **Create its own canvas element** - Use `createWindow(id, needsCanvas=true)` in JavaScript
2. **Create WebGL context on that canvas** - Use selector `#window-{id} canvas`
3. **Handle positioning via window system** - `setWindowRect()` positions the canvas
### Key JavaScript Functions (already exist in wx.js)
```javascript
createWindow(id, needsCanvas, isVisible, classList)
setWindowRect(id, x, y, width, height)
setWindowVisibility(id, isVisible)
destroyWindow(id)
```
---
## Implementation
### Step 1: Modify Create() to create canvas element
In `wxwidgets/src/wasm/glcanvas.cpp`:
```cpp
bool wxGLCanvas::Create(wxWindow *parent, ...)
{
if ( !wxWindow::Create(parent, id, pos, size, style, name) )
return false;
// Create a window with canvas element in JavaScript
int cssId = GetCSSId();
EM_ASM({
createWindow($0, true, true, "glcanvas");
}, cssId);
// Position the canvas
wxPoint screenPos = GetScreenPosition();
wxSize clientSize = GetClientSize();
EM_ASM({
setWindowRect($0, $1, $2, $3, $4);
}, cssId, screenPos.x, screenPos.y, clientSize.GetWidth(), clientSize.GetHeight());
// Set dynamic canvas selector
m_canvasTarget = wxString::Format("#window-%d canvas", cssId).ToStdString();
return CreateWebGLContext(dispAttrs);
}
```
### Step 2: Override DoSetSize for resize handling
```cpp
void wxGLCanvas::DoSetSize(int x, int y, int width, int height, int sizeFlags)
{
wxWindow::DoSetSize(x, y, width, height, sizeFlags);
wxPoint screenPos = GetScreenPosition();
wxSize clientSize = GetClientSize();
EM_ASM({
setWindowRect($0, $1, $2, $3, $4);
}, GetCSSId(), screenPos.x, screenPos.y, clientSize.GetWidth(), clientSize.GetHeight());
}
```
### Step 3: Handle visibility
```cpp
void wxGLCanvas::DoShow(bool show)
{
wxWindow::DoShow(show);
EM_ASM({
setWindowVisibility($0, $1);
}, GetCSSId(), show);
}
```
### Step 4: Clean up in destructor
```cpp
wxGLCanvas::~wxGLCanvas()
{
if ( m_webglContext > 0 )
{
emscripten_webgl_destroy_context(m_webglContext);
m_webglContext = 0;
}
EM_ASM({
destroyWindow($0);
}, GetCSSId());
}
```
---
## Files to Modify
| File | Changes |
|------|---------|
| `wxwidgets/src/wasm/glcanvas.cpp` | Main implementation - create own canvas, dynamic selector, resize/visibility handling |
| `wxwidgets/include/wx/wasm/glcanvas.h` | Add DoSetSize, DoShow declarations if needed |
---
## Testing
The existing test app in `tests/wasm-app/` with the OpenGL tab will verify:
1. Canvas element is created in DOM
2. WebGL context is on the correct canvas
3. GL rendering appears in the canvas area
4. Legacy GL emulation works (via `-sLEGACY_GL_EMULATION`)