// ============================================================================
// GAME LAUNCHER IMPLEMENTATION
// ============================================================================
// Menu system for selecting and launching games

#include "game_launcher.h"
#include "input_manager.h"
#include "display/low_level_render.h"
#include "display/low_level_gui.h"
#include <stdio.h>

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() {
    // Draw main window
    LowLevelWindow* window = gui->draw_new_window(10, 10, width - 20, height - 20, "Game Launcher");

    renderer->set_font(&font_5x5_obj);
    
    // Draw title
    renderer->draw_string_scaled(30, 40, "Select a Game:", 2);
    
    // Draw game list with GUI buttons
    for (size_t i = 0; i < games.size(); i++) {
        int y = MENU_Y_START + (i * MENU_ITEM_HEIGHT);
        
        // Draw button (pressed/highlighted if selected)
        bool is_selected = ((int)i == selected_index);
        gui->draw_button(window, 20, y, games[i].name, is_selected, true);
        
        // Draw description below button
        renderer->set_font(&font_5x5_obj);  // Restore small font for description
        renderer->set_text_color(true);     // Normal text color
        renderer->draw_string_scaled(50, y + 36, games[i].description, 1);
    }
    
    // Draw instructions at bottom
    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: {
            printf("Touch at (%d,%d) in launcher\n", event.x, event.y);
            
            // Check if touch is on a game entry
            for (size_t i = 0; i < games.size(); i++) {
                int y = MENU_Y_START + (i * MENU_ITEM_HEIGHT);
                
                // Touch area is the entire menu item
                if (event.y >= y - 5 && event.y < y + MENU_ITEM_HEIGHT - 5) {
                    // Game selected - create instance
                    printf("Selected game: %s\n", games[i].name);
                    selected_game = games[i].factory(width, height, renderer, gui, input_manager);
                    if (selected_game) {
                        selected_game->init();
                        return true;  // Signal game selected
                    }
                    break;
                }
            }
            break;
        }
        
        case INPUT_BUTTON_0: {
            // Navigate menu
            if (games.size() > 0) {
                selected_index = (selected_index + 1) % games.size();
                needs_refresh = true;
                printf("Menu selection: %d (%s)\n", selected_index, games[selected_index].name);
            }
            break;
        }
        
        case INPUT_BUTTON_1: {
            // Select current game
            if (selected_index >= 0 && selected_index < (int)games.size()) {
                printf("Selected game: %s\n", games[selected_index].name);
                selected_game = games[selected_index].factory(width, height, renderer, gui, input_manager);
                if (selected_game) {
                    selected_game->init();
                    return true;  // Signal game selected
                }
            }
            break;
        }
        
        default:
            break;
    }
    
    return needs_refresh;
}

Game* GameLauncher::get_selected_game() {
    return selected_game;
}

void GameLauncher::reset() {
    // Clean up current game if any
    if (selected_game) {
        delete selected_game;
        selected_game = nullptr;
    }
    selected_index = 0;
    printf("Launcher reset - returning to menu\n");
}
