// Copy of game_launcher.cpp for emulator build
#include "game_launcher.h"
#include "input_manager.h"
#include "../display/low_level_render.h"
#include "../display/low_level_gui.h"
#include <stdio.h>
extern Font font_5x5_obj;
GameLauncher::GameLauncher(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager)
    : width(width), height(height), renderer(renderer), gui(gui), input_manager(input_manager),
      selected_index(0), selected_game(nullptr) {}
void GameLauncher::register_game(const char* name, const char* description, Game* (*factory)(uint16_t, uint16_t, LowLevelRenderer*, LowLevelGUI*, InputManager*)) {
    GameEntry entry;
    entry.name = name;
    entry.description = description;
    entry.factory = factory;
    games.push_back(entry);
    printf("Registered game: %s - %s\n", name, description);
}
void GameLauncher::draw() {
    LowLevelWindow* window = gui->draw_new_window(10, 10, width - 20, height - 20, "Game Launcher");
    renderer->set_font(&font_5x5_obj);
    renderer->draw_string_scaled(30, 40, "Select a Game:", 2);
    for (size_t i = 0; i < games.size(); i++) {
        int y = MENU_Y_START + (i * MENU_ITEM_HEIGHT);
        bool is_selected = ((int)i == selected_index);
        gui->draw_button(window, 20, y, games[i].name, is_selected, true);
        renderer->set_font(&font_5x5_obj);
        renderer->set_text_color(true);
        renderer->draw_string_scaled(50, y + 36, games[i].description, 1);
    }
    const char* instructions;
    if (input_manager->has_buttons()) {
        instructions = "Touch game or use KEY0/KEY1";
    } else {
        instructions = "Touch game to play";
    }
    renderer->set_font(&font_5x5_obj);
    renderer->draw_string_scaled(30, height - 35, instructions, 2);
}
bool GameLauncher::update(const InputEvent& event) {
    bool needs_refresh = false;
    switch (event.type) {
        case INPUT_TOUCH_DOWN: {
            for (size_t i = 0; i < games.size(); i++) {
                int y = MENU_Y_START + (i * MENU_ITEM_HEIGHT);
                if (event.y >= y - 5 && event.y < y + MENU_ITEM_HEIGHT - 5) {
                    selected_game = games[i].factory(width, height, renderer, gui, input_manager);
                    if (selected_game) {
                        selected_game->init();
                        return true;
                    }
                    break;
                }
            }
            break;
        }
        case INPUT_BUTTON_0: {
            if (games.size() > 0) {
                selected_index = (selected_index + 1) % games.size();
                needs_refresh = true;
            }
            break;
        }
        case INPUT_BUTTON_1: {
            if (selected_index >= 0 && selected_index < (int)games.size()) {
                selected_game = games[selected_index].factory(width, height, renderer, gui, input_manager);
                if (selected_game) {
                    selected_game->init();
                    return true;
                }
            }
            break;
        }
        default:
            break;
    }
    return needs_refresh;
}
Game* GameLauncher::get_selected_game() { return selected_game; }
void GameLauncher::reset() {
    if (selected_game) {
        delete selected_game;
        selected_game = nullptr;
    }
    selected_index = 0;
}
