Fix emulator build script, UI rendering, and clean up repo

This commit is contained in:
Adolfo Reyna
2026-02-17 21:49:49 -05:00
parent 6d29e99394
commit b0ca1f1a55
9 changed files with 693 additions and 526 deletions

View File

@@ -1,164 +1,178 @@
// 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 "../display/low_level_render.h"
#include "input_manager.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);
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");
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);
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);
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;
renderer->set_font(&font_5x5_obj);
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);
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);
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;
}
}
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);
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 {
renderer->set_font(&font_5x5_obj);
renderer->draw_string_scaled(30, height - 35, "KEY0: Navigate | KEY1: Select | Touch to play", 1);
if (current_page + 1 < total_pages) {
current_page++;
selected_index = get_page_start_index();
} else {
current_page = 0;
selected_index = 0;
}
}
}
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;
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;
}
}
return needs_refresh;
break;
}
default:
break;
}
return needs_refresh;
}
Game* GameLauncher::get_selected_game() { return selected_game; }
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;
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;
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;
return current_page * GAMES_PER_PAGE;
}
int GameLauncher::get_page_end_index() const {
return (current_page + 1) * GAMES_PER_PAGE;
return (current_page + 1) * GAMES_PER_PAGE;
}