// 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), current_page(0) {}
void GameLauncher::register_game(const char* name, const char* description, 
                                  std::function<Game*(uint16_t, uint16_t, LowLevelRenderer*, LowLevelGUI*, InputManager*)> factory) {
    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);
    
    int total_pages = get_total_pages();
    char title[64];
    snprintf(title, sizeof(title), "Select a Game: (Page %d/%d)", current_page + 1, total_pages);
    renderer->draw_string_scaled(30, 40, title, 2);
    
    int page_start = get_page_start_index();
    int page_end = get_page_end_index();
    
    for (int i = page_start; i < page_end && i < (int)games.size(); i++) {
        int item_index = i - page_start;
        int y = MENU_Y_START + (item_index * MENU_ITEM_HEIGHT);
        bool is_selected = (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);
    }
    
    if (total_pages > 1) {
        int button_y = height - 65;
        gui->draw_button(window, PREV_BUTTON_X, button_y, "< PREV", false, true);
        gui->draw_button(window, NEXT_BUTTON_X, button_y, "NEXT >", false, true);
        renderer->set_font(&font_5x5_obj);
        renderer->draw_string_scaled(30, height - 25, "Touch buttons or KEY0/KEY1", 1);
    } else {
        renderer->set_font(&font_5x5_obj);
        renderer->draw_string_scaled(30, height - 35, "KEY0: Navigate | KEY1: Select | Touch to play", 1);
    }
}
bool GameLauncher::update(const InputEvent& event) {
    bool needs_refresh = false;
    int total_pages = get_total_pages();
    
    switch (event.type) {
        case INPUT_TOUCH_DOWN: {
            // Check if touch is on navigation buttons (if multiple pages)
            if (total_pages > 1) {
                if (event.x >= PREV_BUTTON_X && event.x < PREV_BUTTON_X + BUTTON_WIDTH &&
                    event.y >= NAV_BUTTON_Y && event.y < NAV_BUTTON_Y + BUTTON_HEIGHT) {
                    if (current_page > 0) {
                        current_page--;
                        selected_index = get_page_start_index();
                        needs_refresh = true;
                    }
                    break;
                }
                if (event.x >= NEXT_BUTTON_X && event.x < NEXT_BUTTON_X + BUTTON_WIDTH &&
                    event.y >= NAV_BUTTON_Y && event.y < NAV_BUTTON_Y + BUTTON_HEIGHT) {
                    if (current_page + 1 < total_pages) {
                        current_page++;
                        selected_index = get_page_start_index();
                        needs_refresh = true;
                    }
                    break;
                }
            }
            
            int page_start = get_page_start_index();
            int page_end = get_page_end_index();
            
            for (int i = page_start; i < page_end && i < (int)games.size(); i++) {
                int item_index = i - page_start;
                int y = MENU_Y_START + (item_index * 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: {
            int page_start = get_page_start_index();
            int page_end = get_page_end_index();
            
            if (page_end - page_start > 1) {
                int old_index = selected_index;
                selected_index++;
                if (selected_index >= page_end) {
                    if (current_page + 1 < total_pages) {
                        current_page++;
                        selected_index = get_page_start_index();
                    } else {
                        current_page = 0;
                        selected_index = 0;
                    }
                } else if (selected_index < page_start) {
                    selected_index = page_start;
                }
            } else {
                if (current_page + 1 < total_pages) {
                    current_page++;
                    selected_index = get_page_start_index();
                } else {
                    current_page = 0;
                    selected_index = 0;
                }
            }
            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;
    current_page = 0;
}

int GameLauncher::get_total_pages() const {
    if (games.empty()) return 1;
    return (games.size() + GAMES_PER_PAGE - 1) / GAMES_PER_PAGE;
}

int GameLauncher::get_page_start_index() const {
    return current_page * GAMES_PER_PAGE;
}

int GameLauncher::get_page_end_index() const {
    return (current_page + 1) * GAMES_PER_PAGE;
}
