Fix wxChoice/wxComboBox dropdown rendering and add tests

- Fix empty clip region bug in wx.js clipRect function
- Add dropdown mouse interaction tests
- Add *.log to gitignore
- Make build script clean by default (use --no-clean to skip)
- Add wxGLCanvas canvas element fix documentation

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Viktor Vaczi 2025-11-29 10:08:42 +01:00
commit a538954b70
5 changed files with 205 additions and 6 deletions

1
.gitignore vendored
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@ -39,3 +39,4 @@ wxwidgets-clean/
/tests/wasm-app/*.js /tests/wasm-app/*.js
/tests/wasm-app/minimal_test.wasm /tests/wasm-app/minimal_test.wasm
/temp/ /temp/
*.log

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@ -0,0 +1,146 @@
# 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`)

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@ -12,8 +12,8 @@
# ghcr.io/vslavik/bakefile:0.2 bakefile_gen # ghcr.io/vslavik/bakefile:0.2 bakefile_gen
# #
# Usage: # Usage:
# ./build-wxuniversal-wasm.sh # Build (incremental) # ./build-wxuniversal-wasm.sh # Clean build (default)
# ./build-wxuniversal-wasm.sh --clean # Clean build # ./build-wxuniversal-wasm.sh --no-clean # Incremental build
set -e set -e
@ -40,9 +40,9 @@ if [ "$WX_SOURCE/configure.in" -nt "$WX_SOURCE/configure" ]; then
(cd "$WX_SOURCE" && autoconf) (cd "$WX_SOURCE" && autoconf)
fi fi
# Clean if requested # Clean by default, unless --no-clean is passed
if [ "$1" = "--clean" ]; then if [ "$1" != "--no-clean" ]; then
echo "Cleaning build directory..." echo "Cleaning build directory (use --no-clean to skip)..."
rm -rf "$BUILD_DIR" rm -rf "$BUILD_DIR"
fi fi

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@ -194,6 +194,58 @@ test.describe('wxWidgets WASM - Diagnostics', () => {
await page.screenshot({ path: 'test-results/10-lists-clicked.png', fullPage: true }); await page.screenshot({ path: 'test-results/10-lists-clicked.png', fullPage: true });
// Test wxChoice dropdown - the Choice control is to the right of the ListBox
console.log('--- Testing wxChoice Dropdown ---');
// Debug: Check all window divs in the DOM before clicking
const windowsBefore = await page.evaluate(() => {
const windows = document.querySelectorAll('[id^="window-"]');
return Array.from(windows).map(w => ({
id: w.id,
display: (w as HTMLElement).style.display,
rect: w.getBoundingClientRect()
}));
});
console.log('Windows before click:', JSON.stringify(windowsBefore));
// Click on the wxChoice dropdown button (approximately right side of the panel)
// The Choice section is in a separate box to the right, starts around x=640
// The wxChoice dropdown button (arrow) is at approximately x=800
await page.mouse.click(box.x + 800, box.y + 100);
await page.waitForTimeout(500);
// Debug: Check all window divs in the DOM after clicking
const windowsAfter = await page.evaluate(() => {
const windows = document.querySelectorAll('[id^="window-"]');
return Array.from(windows).map(w => ({
id: w.id,
display: (w as HTMLElement).style.display,
width: (w as HTMLElement).style.width,
height: (w as HTMLElement).style.height,
rect: w.getBoundingClientRect()
}));
});
console.log('Windows after click:', JSON.stringify(windowsAfter));
await page.screenshot({ path: 'test-results/10a-choice-dropdown-open.png', fullPage: true });
// Click on the second option in the dropdown (should be "Green")
// Dropdown appears below the wxChoice, options are around x=700-800
await page.mouse.click(box.x + 700, box.y + 140);
await page.waitForTimeout(300);
await page.screenshot({ path: 'test-results/10b-choice-selected.png', fullPage: true });
// Try opening the dropdown again to verify it works
await page.mouse.click(box.x + 800, box.y + 100);
await page.waitForTimeout(500);
await page.screenshot({ path: 'test-results/10c-choice-dropdown-reopen.png', fullPage: true });
// Click elsewhere to close
await page.mouse.click(box.x + 200, box.y + 300);
await page.waitForTimeout(300);
// === TAB 5: OpenGL === // === TAB 5: OpenGL ===
console.log('--- Testing OpenGL Tab ---'); console.log('--- Testing OpenGL Tab ---');

@ -1 +1 @@
Subproject commit 54beb85efd41ac98c14b810895e69784c948bbae Subproject commit 2b32d5bfab8c4864b7eef5b06c14693375ee919a