Add wxGLCanvas WASM implementation and documentation
- Update build script with bakefile_gen Docker instructions and PCRE fix - Add wxWidgets submodule with OpenGL/WebGL support for WASM - Document comprehensive WASM test plan and wxGLCanvas implementation - Document legacy GL emulation strategy for KiCad (423+ legacy GL calls) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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docs/04-COMPREHENSIVE-WASM-TEST.md
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# Phase 4: Comprehensive wxWidgets WASM Test Application
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## Overview
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Create a multi-widget showcase test application for the wxWidgets WASM port that thoroughly exercises wxUniversal controls and event handling. This validates the WASM port before integrating KiCad components.
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## Goal
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1. Display various wxUniversal controls in a tabbed interface
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2. Support full interaction: mouse clicks, keyboard input, mouse drag/draw, hover effects
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3. Show an on-screen event log panel for visual verification
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4. Have corresponding Playwright tests to verify all interactions work
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---
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## Application Architecture
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```
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+-------------------------------------------------------+
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| Menu: File | Edit | Help |
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+-------------------------------------------------------+
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| [Controls Tab] [Text Tab] [Drawing Tab] [Lists Tab] |
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+-------------------------------------------------------+
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| |
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| Tab Content Area |
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| (varies by tab) |
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| |
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+-------------------------------------------------------+
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| Event Log Panel (wxListBox) |
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| - "Button 'Test' clicked" |
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| - "Checkbox toggled: checked" |
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| - "Mouse moved to (123, 456)" |
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+-------------------------------------------------------+
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| Status Bar: Ready |
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+-------------------------------------------------------+
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```
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---
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## Files to Modify
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| File | Action | Description |
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|------|--------|-------------|
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| `tests/wasm-app/minimal_test.cpp` | Replace | Comprehensive widget showcase |
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| `tests/e2e/wxwidgets.spec.ts` | Update | Add interaction tests |
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---
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## Test Application Structure
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### Control IDs
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```cpp
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enum {
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ID_BTN_TEST = wxID_HIGHEST + 1,
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ID_BTN_TOGGLE,
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ID_CHK_FEATURE,
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ID_RADIO_OPTIONS,
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ID_SLIDER,
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ID_GAUGE,
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ID_TEXT_SINGLE,
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ID_TEXT_MULTI,
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ID_TEXT_PASSWORD,
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ID_COMBO,
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ID_LISTBOX,
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ID_CHOICE,
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ID_BTN_CLEAR,
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ID_EVENT_LOG,
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ID_DRAWING_PANEL
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};
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```
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### Main Classes
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```cpp
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class TestApp : public wxApp; // Application entry point
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class TestFrame : public wxFrame; // Main frame with notebook and event log
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class ControlsPage : public wxPanel; // Tab 1: Buttons, checkboxes, sliders
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class TextPage : public wxPanel; // Tab 2: Text controls
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class DrawingPage : public wxPanel; // Tab 3: Mouse drawing canvas
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class ListsPage : public wxPanel; // Tab 4: Lists and dropdowns
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class DrawingPanel : public wxPanel; // Custom drawing canvas
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```
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---
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## Tab Contents
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### Tab 1: Controls
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| Control | ID | Purpose |
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|---------|-----|---------|
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| wxButton ("Click Me") | `ID_BTN_TEST` | Basic click event |
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| wxToggleButton ("Toggle") | `ID_BTN_TOGGLE` | Two-state button |
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| wxCheckBox ("Enable feature") | `ID_CHK_FEATURE` | Boolean toggle |
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| wxRadioBox ("Options": A/B/C) | `ID_RADIO_OPTIONS` | Exclusive selection |
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| wxSlider (0-100) | `ID_SLIDER` | Range selection |
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| wxGauge | `ID_GAUGE` | Shows slider value |
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### Tab 2: Text Input
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| Control | ID | Purpose |
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|---------|-----|---------|
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| wxTextCtrl (single-line) | `ID_TEXT_SINGLE` | Basic text input |
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| wxTextCtrl (multi-line) | `ID_TEXT_MULTI` | Multi-line text |
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| wxTextCtrl (password) | `ID_TEXT_PASSWORD` | Masked input |
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| wxComboBox | `ID_COMBO` | Dropdown with text |
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### Tab 3: Drawing Canvas
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| Control | ID | Purpose |
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|---------|-----|---------|
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| DrawingPanel | `ID_DRAWING_PANEL` | Custom painting |
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| wxButton ("Clear") | `ID_BTN_CLEAR` | Reset canvas |
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Mouse interactions:
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- `wxEVT_LEFT_DOWN` - Start drawing
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- `wxEVT_MOTION` - Draw line segments
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- `wxEVT_LEFT_UP` - End drawing
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### Tab 4: Lists
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| Control | ID | Purpose |
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|---------|-----|---------|
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| wxListBox | `ID_LISTBOX` | Multi-item selection |
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| wxChoice | `ID_CHOICE` | Dropdown selection |
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| Add/Remove buttons | - | Modify list contents |
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---
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## Event Log Panel
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- `wxListBox` at bottom of frame
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- ID: `ID_EVENT_LOG`
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- Max 100 entries (older entries removed)
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- Auto-scrolls to bottom
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- Format: `"[HH:MM:SS] Event description"`
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Events also logged to browser console for Playwright verification.
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---
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## Event Types to Test
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| Event | Control | Test Method |
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|-------|---------|-------------|
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| `wxEVT_BUTTON` | Button | Click canvas coordinates |
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| `wxEVT_TOGGLEBUTTON` | ToggleButton | Click and verify state |
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| `wxEVT_CHECKBOX` | CheckBox | Click and verify checked |
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| `wxEVT_RADIOBOX` | RadioBox | Click option and verify |
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| `wxEVT_SLIDER` | Slider | Drag and verify value |
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| `wxEVT_TEXT` | TextCtrl | Type and verify content |
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| `wxEVT_TEXT_ENTER` | TextCtrl | Press Enter |
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| `wxEVT_LISTBOX` | ListBox | Click item and verify |
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| `wxEVT_CHOICE` | Choice | Click and select |
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| `wxEVT_LEFT_DOWN` | Panel | Mouse down |
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| `wxEVT_MOTION` | Panel | Mouse move |
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| `wxEVT_LEFT_UP` | Panel | Mouse up |
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| `wxEVT_PAINT` | Panel | Automatic on invalidate |
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---
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## Playwright Test Structure
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```typescript
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test.describe('wxWidgets WASM Comprehensive', () => {
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// Existing loading tests...
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test.describe('Controls Tab', () => {
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test('button click logs event');
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test('checkbox toggle works');
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test('slider interaction');
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test('radio button selection');
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});
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test.describe('Text Input Tab', () => {
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test('text input accepts keyboard');
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test('multiline text input');
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test('password field masks input');
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});
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test.describe('Drawing Tab', () => {
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test('mouse drag draws on canvas');
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test('clear button resets canvas');
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});
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test.describe('Lists Tab', () => {
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test('listbox selection');
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test('choice dropdown');
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});
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test.describe('Event Log', () => {
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test('events are logged visually');
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});
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});
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```
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### Test Helpers
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```typescript
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// Wait for app to be ready
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async function waitForApp(page: Page) {
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await page.waitForSelector('canvas', { state: 'visible', timeout: 30000 });
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await page.waitForTimeout(500); // Let UI settle
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}
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// Simulate click at canvas coordinates
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async function clickAt(page: Page, x: number, y: number) {
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const canvas = page.locator('canvas');
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await canvas.click({ position: { x, y } });
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}
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// Check console for event log entries
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async function getConsoleEvents(page: Page): Promise<string[]> {
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// Capture console.log messages with [EVENT] prefix
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}
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```
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---
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## Testing Challenges & Solutions
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### Challenge 1: Canvas Coordinate Mapping
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wxUniversal renders all widgets to a single HTML5 canvas. Tests need to know widget positions.
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**Solution**: Use consistent layout with predictable positions. Log control bounds to console on startup.
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### Challenge 2: Verifying Event Log Content
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The event log is inside the WASM app, not directly accessible from JavaScript.
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**Solution**: Log events to browser console with `[EVENT]` prefix. Playwright captures via `page.on('console')`.
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### Challenge 3: Keyboard Input
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Need to route keyboard events to the correct wxWidgets control.
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**Solution**: Focus canvas first, then use `page.keyboard.type()`. wxWidgets handles focus internally.
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---
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## wxUniversal Controls Reference
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Available controls in wxUniversal (verified in `wxwidgets/include/wx/univ/`):
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**Buttons:**
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- wxButton, wxBitmapButton, wxToggleButton
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**Input Controls:**
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- wxCheckBox, wxRadioButton, wxRadioBox
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- wxTextCtrl (single/multi-line)
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- wxComboBox, wxChoice
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**Lists:**
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- wxListBox, wxCheckListBox
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**Range Controls:**
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- wxSlider, wxGauge, wxSpinButton
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**Containers:**
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- wxNotebook (tabbed container)
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- wxPanel, wxScrolledWindow
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**Static Controls:**
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- wxStaticText, wxStaticBox, wxStaticLine
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**Frame Elements:**
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- wxMenu, wxMenuBar, wxStatusBar
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---
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## Implementation Steps
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### Step 1: Update minimal_test.cpp
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Replace current minimal test with comprehensive widget showcase.
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Key components:
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1. `TestFrame` constructor creates notebook, tabs, and event log
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2. Each tab page creates its controls with appropriate sizers
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3. Event handlers call `LogEvent()` to record actions
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4. `LogEvent()` adds to wxListBox AND prints to console
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### Step 2: Update Playwright Tests
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Extend `tests/e2e/wxwidgets.spec.ts`:
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1. Keep existing loading tests
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2. Add test groups for each tab
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3. Add console event capture
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4. Add canvas interaction helpers
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### Step 3: Build and Test
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```bash
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# Rebuild test app
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./scripts/build-wasm-test.sh
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# Run tests
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cd tests && npm test
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# Visual debugging
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npm run test:ui
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# or
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cd wasm-app && npx serve .
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```
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---
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## Success Criteria
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### Visual Verification
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- [ ] App displays with menu bar
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- [ ] Four tabs visible and switchable
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- [ ] Controls visible on each tab
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- [ ] Event log panel at bottom
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### Interaction Tests
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- [ ] Button click logs "Button clicked"
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- [ ] Checkbox toggle logs state change
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- [ ] Slider drag updates gauge and logs value
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- [ ] Text input shows typed text and logs changes
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- [ ] Drawing canvas responds to mouse drag
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- [ ] ListBox/Choice selection works
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### Playwright Tests
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- [ ] All existing loading tests pass
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- [ ] Button interaction test passes
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- [ ] Checkbox interaction test passes
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- [ ] Text input test passes
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- [ ] Drawing interaction test passes
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---
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## Dependencies
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Before implementation:
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- wxWidgets WASM build complete (`./scripts/build-wxuniversal-wasm.sh`)
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- Existing Playwright tests passing (`cd tests && npm test`)
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---
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## References
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- wxWidgets Samples: `wxwidgets/samples/widgets/` - Multi-widget showcase pattern
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- wxWidgets Samples: `wxwidgets/samples/drawing/` - Custom painting pattern
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- wxUniversal Headers: `wxwidgets/include/wx/univ/` - Available controls
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324
docs/05-WXGLCANVAS-WASM-IMPLEMENTATION.md
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docs/05-WXGLCANVAS-WASM-IMPLEMENTATION.md
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# 05 - wxGLCanvas WASM Implementation
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This document outlines the plan to implement wxGLCanvas (OpenGL/WebGL support) for the wxWidgets WASM port, enabling KiCad's OpenGL-based rendering in the browser.
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## Current Status: Completed ✅
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**wxGLCanvas implementation is complete.** The GL library builds successfully:
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```
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libwx_wasmunivu_gl-3.2-emscripten.a
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```
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### Build Command
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```bash
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./scripts/build-wxuniversal-wasm.sh # Incremental build
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./scripts/build-wxuniversal-wasm.sh --clean # Clean build
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```
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### Implementation Summary
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- Created `wxwidgets/include/wx/wasm/glcanvas.h`
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- Created `wxwidgets/src/wasm/glcanvas.cpp`
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- Updated `wxwidgets/configure.in` for WASM OpenGL support
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- Updated `wxwidgets/build/bakefiles/files.bkl`
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- Added empty stubs for legacy wxGLAPI functions in `glcmn.cpp` (KiCad doesn't use these)
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---
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## Phase 1: Fix wxWidgets Build (PCRE2 Issue) ✅ Completed
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### Problem
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```
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fatal error: 'pcre2.h' file not found
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```
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### Root Cause
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Build race condition during parallel make. With `-j` parallel builds, `regex.cpp` can compile before PCRE generates its headers.
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### Solution
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Modify `scripts/build-wxuniversal-wasm.sh` to build PCRE first:
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```bash
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# After configure section, add:
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echo ""
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echo "=== Building PCRE first (dependency) ==="
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emmake make -C 3rdparty/pcre
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# Then existing make:
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echo ""
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echo "=== Building ==="
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emmake make -j$(nproc 2>/dev/null || sysctl -n hw.ncpu)
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```
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---
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## Phase 2: Implement wxGLCanvas for WASM ✅ Completed
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### Estimated Effort: 18-27 hours (Actual: ~8 hours)
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| Component | Files | Effort |
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|-----------|-------|--------|
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| Header file | `include/wx/wasm/glcanvas.h` | 2-3 hours |
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| Implementation | `src/wasm/glcanvas.cpp` | 8-12 hours |
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| Configure updates | `configure.in` | 1-2 hours |
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| Build system | `build/files.bkl` | 1 hour |
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| Testing & debug | - | 6-10 hours |
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### Implementation Approach: Direct WebGL via Emscripten
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Use Emscripten's HTML5 API (`emscripten/html5.h`) for WebGL context management.
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#### 1. Create `include/wx/wasm/glcanvas.h` (~100-150 lines)
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```cpp
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#ifndef _WX_WASM_GLCANVAS_H_
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#define _WX_WASM_GLCANVAS_H_
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#include "wx/glcanvas.h"
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#include <emscripten/html5.h>
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class WXDLLIMPEXP_GL wxGLContext : public wxGLContextBase
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{
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public:
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wxGLContext(wxGLCanvas *win, const wxGLContext *other = NULL,
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const wxGLContextAttrs *ctxAttrs = NULL);
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virtual ~wxGLContext();
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virtual bool SetCurrent(const wxGLCanvas& win) const wxOVERRIDE;
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private:
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EMSCRIPTEN_WEBGL_CONTEXT_HANDLE m_context;
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wxDECLARE_CLASS(wxGLContext);
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};
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class WXDLLIMPEXP_GL wxGLCanvas : public wxGLCanvasBase
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{
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public:
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wxGLCanvas(wxWindow *parent,
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const wxGLAttributes& dispAttrs,
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wxWindowID id = wxID_ANY,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = 0,
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const wxString& name = wxGLCanvasName,
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const wxPalette& palette = wxNullPalette);
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virtual ~wxGLCanvas();
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virtual bool SwapBuffers() wxOVERRIDE;
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// Get the canvas element ID for Emscripten
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const char* GetCanvasId() const { return m_canvasId.c_str(); }
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private:
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bool CreateWindow(wxWindow *parent, const wxGLAttributes& dispAttrs,
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wxWindowID id, const wxPoint& pos, const wxSize& size,
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long style, const wxString& name);
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std::string m_canvasId;
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wxDECLARE_CLASS(wxGLCanvas);
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};
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#endif // _WX_WASM_GLCANVAS_H_
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```
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#### 2. Create `src/wasm/glcanvas.cpp` (~500-700 lines)
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Key implementation tasks:
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- Parse wxGL_* attributes → WebGL context attributes
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- Create WebGL context using `emscripten_webgl_create_context()`
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- Implement `SetCurrent()` using `emscripten_webgl_make_context_current()`
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- Handle canvas resize events
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- `SwapBuffers()` - typically no-op for WebGL (auto-swaps)
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#### 3. Update `configure.in` (line ~3890)
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```autoconf
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elif test "$wxUSE_WASM" = 1; then
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dnl WASM uses WebGL through Emscripten
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OPENGL_LIBS=""
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wxUSE_OPENGL="yes"
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```
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#### 4. Update `build/files.bkl`
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Add `glcanvas.cpp` to WASM sources list.
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### Reference Files
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- `src/unix/glegl.cpp` - EGL implementation (922 lines)
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- `src/gtk/glcanvas.cpp` - GTK implementation (303 lines)
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- `src/common/glcmn.cpp` - Base implementation shared by all ports
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---
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## Phase 3: Legacy OpenGL Emulation for KiCad
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### The Problem
|
||||
|
||||
**KiCad uses legacy OpenGL immediate mode** which is **NOT supported in WebGL**. KiCad does NOT use wxGLAPI (wxWidgets' wrapper), but calls raw OpenGL directly:
|
||||
|
||||
| Function Category | Count | Examples |
|
||||
|---|---|---|
|
||||
| glBegin/glEnd | 70 | Immediate mode drawing |
|
||||
| glVertex2f/3f/2d/3d | 112 | Vertex specification |
|
||||
| glMatrixMode/glPushMatrix/glPopMatrix | 88 | Matrix stack operations |
|
||||
| glEnableClientState/glDisableClientState | 43 | Legacy vertex arrays |
|
||||
| glColor3f/4f/3d/4d | 34 | Per-vertex colors |
|
||||
| glTranslatef/glRotatef/glScalef | 26 | Matrix transforms |
|
||||
| glTexCoord2f/2d | 19 | Texture coordinates |
|
||||
| glVertexPointer/glColorPointer | 18 | Legacy vertex arrays |
|
||||
| glNormal3f/3d | 12 | Normal vectors |
|
||||
| **TOTAL** | **423+** | **Must be emulated** |
|
||||
|
||||
### Most Affected KiCad Files
|
||||
|
||||
**3D Viewer (heaviest usage):**
|
||||
- `opengl_utils.cpp` - 88+ calls (bounding boxes, debug geometry)
|
||||
- `render_3d_opengl.cpp` - 50+ calls (core 3D board rendering)
|
||||
- `3d_spheres_gizmo.cpp` - 48+ calls (interactive gizmos)
|
||||
- `layer_triangles.cpp` - 34 calls (layer mesh rendering)
|
||||
|
||||
**2D PCB Viewer:**
|
||||
- `opengl_gal.cpp` - 39+ calls (bitmap text, cursor)
|
||||
- `antialiasing.cpp` - 37+ calls (fullscreen AA post-processing)
|
||||
- `opengl_compositor.cpp` - 19+ calls (screen compositing)
|
||||
|
||||
### Solution: Emscripten Legacy GL Emulation
|
||||
|
||||
**Link flag:** `-sLEGACY_GL_EMULATION`
|
||||
|
||||
This built-in Emscripten feature emulates legacy OpenGL (immediate mode, matrix stack, etc.) on top of WebGL. It was used to port the Sauerbraten 3D game (BananaBread).
|
||||
|
||||
**Optional performance flags:**
|
||||
- `-sGL_UNSAFE_OPTS` - Skip redundant GL work
|
||||
- `-sGL_FFP_ONLY` - Disable programmable pipeline detection
|
||||
|
||||
**Alternatives (if needed later):**
|
||||
- [gl4es](https://github.com/ptitSeb/gl4es) - OpenGL 2.1 → GLES 2.0 translation
|
||||
- [Regal](https://github.com/emscripten-ports/regal) - Used by D3Wasm (Doom 3 port)
|
||||
|
||||
---
|
||||
|
||||
## Phase 4: Test Graphics
|
||||
|
||||
### Goal
|
||||
|
||||
Create tests that exercise **all GL functions KiCad uses** to verify emulation works.
|
||||
|
||||
### GL Functions to Test (Based on KiCad Usage)
|
||||
|
||||
#### Immediate Mode Drawing
|
||||
```cpp
|
||||
glBegin(GL_TRIANGLES);
|
||||
glBegin(GL_QUADS);
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glBegin(GL_LINES);
|
||||
glEnd();
|
||||
```
|
||||
|
||||
#### Vertex Specification
|
||||
```cpp
|
||||
glVertex2f(x, y);
|
||||
glVertex3f(x, y, z);
|
||||
glVertex2d(x, y);
|
||||
glVertex3d(x, y, z);
|
||||
```
|
||||
|
||||
#### Color Specification
|
||||
```cpp
|
||||
glColor3f(r, g, b);
|
||||
glColor4f(r, g, b, a);
|
||||
glColor3ub(r, g, b);
|
||||
glColor4ub(r, g, b, a);
|
||||
```
|
||||
|
||||
#### Matrix Operations
|
||||
```cpp
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glPushMatrix();
|
||||
glPopMatrix();
|
||||
glTranslatef(x, y, z);
|
||||
glRotatef(angle, x, y, z);
|
||||
glScalef(x, y, z);
|
||||
glOrtho(...);
|
||||
gluPerspective(...);
|
||||
```
|
||||
|
||||
#### Texture Coordinates
|
||||
```cpp
|
||||
glTexCoord2f(s, t);
|
||||
glTexCoord2d(s, t);
|
||||
```
|
||||
|
||||
#### Normal Vectors
|
||||
```cpp
|
||||
glNormal3f(nx, ny, nz);
|
||||
glNormal3d(nx, ny, nz);
|
||||
```
|
||||
|
||||
#### Legacy Vertex Arrays
|
||||
```cpp
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(...);
|
||||
glVertexPointer(...);
|
||||
glColorPointer(...);
|
||||
glDrawArrays(...);
|
||||
```
|
||||
|
||||
#### State Management
|
||||
```cpp
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glDisable(...);
|
||||
glBlendFunc(...);
|
||||
```
|
||||
|
||||
### Test File: `tests/wasm-app/gl_test.cpp`
|
||||
|
||||
Create test application that:
|
||||
1. Creates wxGLCanvas with WebGL context
|
||||
2. Tests each category of GL functions
|
||||
3. Renders a known pattern (e.g., colored shapes)
|
||||
4. Logs results to console
|
||||
|
||||
### Playwright Tests: `tests/e2e/gl.spec.ts`
|
||||
|
||||
Automated tests:
|
||||
- WebGL context creation succeeds
|
||||
- Each GL function category executes without errors
|
||||
- Visual verification of rendered output (screenshot comparison)
|
||||
|
||||
---
|
||||
|
||||
## Files to Create/Modify
|
||||
|
||||
| File | Action |
|
||||
|------|--------|
|
||||
| `scripts/build-wxuniversal-wasm.sh` | Modify - fix PCRE build order |
|
||||
| `wxwidgets/include/wx/wasm/glcanvas.h` | Create - wxGLCanvas header |
|
||||
| `wxwidgets/src/wasm/glcanvas.cpp` | Create - wxGLCanvas implementation |
|
||||
| `wxwidgets/configure.in` | Modify - add WASM OpenGL support |
|
||||
| `wxwidgets/build/files.bkl` | Modify - add source file |
|
||||
| `tests/wasm-app/gl_test.cpp` | Create - test application |
|
||||
| `tests/e2e/gl.spec.ts` | Create - Playwright tests |
|
||||
|
||||
---
|
||||
|
||||
## Why This Matters for KiCad
|
||||
|
||||
KiCad uses a Graphics Abstraction Layer (GAL) with two backends:
|
||||
- **Cairo backend**: Uses wxDC (2D) - works with existing wxUniversal WASM
|
||||
- **OpenGL backend**: Uses wxGLCanvas - **requires this implementation**
|
||||
|
||||
KiCad's OpenGL GAL provides:
|
||||
- Hardware-accelerated rendering
|
||||
- Better performance for complex PCBs
|
||||
- 3D viewer support
|
||||
|
||||
Without wxGLCanvas, KiCad would be limited to Cairo rendering only.
|
||||
|
|
@ -1,6 +1,19 @@
|
|||
#!/bin/bash
|
||||
# Build wxWidgets with wxUniversal for WebAssembly
|
||||
# This builds the GUI-enabled wxWidgets needed for KiCad
|
||||
#
|
||||
# Prerequisites:
|
||||
# - Emscripten SDK installed and activated
|
||||
# - autoconf (for regenerating configure from configure.in)
|
||||
#
|
||||
# To regenerate Makefile.in from bakefiles (after modifying files.bkl):
|
||||
# cd wxwidgets/build/bakefiles
|
||||
# docker run --rm -v "$(pwd)/../..":"$(pwd)/../.." -w "$(pwd)" \
|
||||
# ghcr.io/vslavik/bakefile:0.2 bakefile_gen
|
||||
#
|
||||
# Usage:
|
||||
# ./build-wxuniversal-wasm.sh # Build (incremental)
|
||||
# ./build-wxuniversal-wasm.sh --clean # Clean build
|
||||
|
||||
set -e
|
||||
|
||||
|
|
@ -15,12 +28,18 @@ echo "Build dir: $BUILD_DIR"
|
|||
echo "wxWidgets source: $WX_SOURCE"
|
||||
|
||||
# Verify we're in the right place
|
||||
if [ ! -f "$WX_SOURCE/configure" ]; then
|
||||
if [ ! -f "$WX_SOURCE/configure.in" ]; then
|
||||
echo "ERROR: wxWidgets source not found at $WX_SOURCE"
|
||||
echo "Make sure the wxwidgets submodule is initialized"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# Regenerate configure if configure.in is newer
|
||||
if [ "$WX_SOURCE/configure.in" -nt "$WX_SOURCE/configure" ]; then
|
||||
echo "configure.in is newer than configure, regenerating..."
|
||||
(cd "$WX_SOURCE" && autoconf)
|
||||
fi
|
||||
|
||||
# Clean if requested
|
||||
if [ "$1" = "--clean" ]; then
|
||||
echo "Cleaning build directory..."
|
||||
|
|
@ -64,9 +83,15 @@ emconfigure "$WX_SOURCE/configure" \
|
|||
--with-cxx=17 \
|
||||
--enable-utf8
|
||||
|
||||
# Build
|
||||
# Build PCRE first to avoid race condition with parallel builds
|
||||
# PCRE headers (pcre2.h) must be generated before regex.cpp compiles
|
||||
echo ""
|
||||
echo "=== Building ==="
|
||||
echo "=== Building PCRE first (dependency) ==="
|
||||
emmake make -C 3rdparty/pcre
|
||||
|
||||
# Build wxWidgets
|
||||
echo ""
|
||||
echo "=== Building wxWidgets ==="
|
||||
emmake make -j$(nproc 2>/dev/null || sysctl -n hw.ncpu)
|
||||
|
||||
echo ""
|
||||
|
|
|
|||
|
|
@ -1 +1 @@
|
|||
Subproject commit fd8c4884833eff35ce790bfd6f085c1556227456
|
||||
Subproject commit f9229d7b06260dfdf699932fac84d3f0c7620c0f
|
||||
Loading…
Reference in a new issue