Initial game launcher
This commit is contained in:
@@ -42,7 +42,9 @@ pico_sdk_init()
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add_executable(basic1
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basic1.cpp
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lib/input_manager.cpp
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lib/game_launcher.cpp
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games/tic_tac_toe.cpp
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games/demo_game.cpp
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lib/st7796/st7796.c
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lib/ft6336u/ft6336u.c
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lib/sd_card/sd_card.c
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74
basic1.cpp
74
basic1.cpp
@@ -49,7 +49,9 @@
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#include "display/low_level_touch.h"
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#include "input_manager.h"
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#include "game.h"
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#include "game_launcher.h"
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#include "tic_tac_toe.h"
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#include "demo_game.h"
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// Binary info for RP2350 - ensures proper boot image structure
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@@ -318,16 +320,24 @@ int main()
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// Create InputManager for processing inputs
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InputManager input_manager(touch, &config);
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// Create game instance (polymorphic - can swap for other games later)
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Game* current_game = new TicTacToeGame(V_WIDTH, V_HEIGHT, &renderer, &gui);
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// Create GameLauncher
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GameLauncher launcher(V_WIDTH, V_HEIGHT, &renderer, &gui);
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// Initialize game
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current_game->init();
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// Register available games
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launcher.register_game("Tic-Tac-Toe", "Classic 2-player game",
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[](uint16_t w, uint16_t h, LowLevelRenderer* r, LowLevelGUI* g) -> Game* {
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return new TicTacToeGame(w, h, r, g);
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});
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// Draw initial game graphics
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current_game->draw();
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launcher.register_game("Demo Game", "Simple test game",
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[](uint16_t w, uint16_t h, LowLevelRenderer* r, LowLevelGUI* g) -> Game* {
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return new DemoGame(w, h, r, g);
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});
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// Refresh the screen with the rendered GUI (async on Core 1)
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// Draw launcher menu
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launcher.draw();
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// Refresh the screen with the launcher menu (async on Core 1)
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refresh_screen_async(bit_buffer, display);
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printf("Initial screen refresh queued on Core 1\n");
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@@ -408,6 +418,9 @@ int main()
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printf("\nEntering reactive game loop (Core 0 - input & logic)\n");
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printf("Display refreshes handled by Core 1\n\n");
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Game* current_game = nullptr;
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uint32_t game_start_time = 0;
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while (1) {
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// Sleep until interrupt wakes us up (very power efficient!)
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__wfi(); // Wait For Interrupt - CPU sleeps until any interrupt occurs
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@@ -417,23 +430,58 @@ int main()
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// 1. Process button input first (higher priority)
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input = input_manager.process_button_input();
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if (input.valid) {
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needs_refresh = current_game->update(input);
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}
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// 2. Process touch input (if no button was pressed)
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if (!input.valid) {
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input = input_manager.process_touch_input(&last_touch_time);
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if (input.valid) {
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}
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// 3. Process input based on current state
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if (input.valid) {
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if (launcher.is_game_selected()) {
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// In game mode - process game input
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current_game = launcher.get_selected_game();
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needs_refresh = current_game->update(input);
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// Check if player wants to exit (hold for 2+ seconds or special gesture)
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// For now, we'll add a simple long-press detection
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if (input.type == INPUT_TOUCH_DOWN) {
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// Record start time on first touch
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if (game_start_time == 0) {
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game_start_time = to_ms_since_boot(get_absolute_time());
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}
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} else if (input.type == INPUT_TOUCH_UP) {
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uint32_t now = to_ms_since_boot(get_absolute_time());
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if (game_start_time > 0 && (now - game_start_time) > 2000) {
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// Long press detected - return to menu
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printf("Long press detected - returning to launcher\n");
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launcher.reset();
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needs_refresh = true;
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}
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game_start_time = 0;
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}
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} else {
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// In launcher mode - process menu input
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bool game_selected = launcher.update(input);
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if (game_selected) {
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printf("Game launched successfully\n");
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game_start_time = 0;
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}
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needs_refresh = true;
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}
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}
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// 3. Redraw and queue async refresh on Core 1
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// 4. Redraw and queue async refresh on Core 1
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if (needs_refresh || pending_refresh) {
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// Clear buffer and redraw entire UI with updated state
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memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8);
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current_game->draw();
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if (launcher.is_game_selected()) {
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current_game = launcher.get_selected_game();
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current_game->draw();
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} else {
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launcher.draw();
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}
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// Request async refresh (non-blocking - handled by Core 1)
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bool refresh_started = refresh_screen_async(bit_buffer, display);
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@@ -1,3 +1,6 @@
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#ifndef LOW_LEVEL_GUI_H
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#define LOW_LEVEL_GUI_H
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#include "low_level_render.h"
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class LowLevelWindow
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@@ -33,3 +36,5 @@ public:
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void draw_notification(LowLevelWindow* window, int x, int y, int width, const char* time, const char* message);
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void draw_large_clock(LowLevelWindow* window, int x, int y, const char* time_str);
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};
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#endif // LOW_LEVEL_GUI_H
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60
games/demo_game.cpp
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60
games/demo_game.cpp
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@@ -0,0 +1,60 @@
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// ============================================================================
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// DEMO GAME IMPLEMENTATION
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// ============================================================================
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// Simple demo game to test the launcher
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#include "demo_game.h"
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#include <stdio.h>
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#include <string.h>
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extern Font font_5x5_obj;
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DemoGame::DemoGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui)
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: Game(width, height, renderer, gui), tap_count(0), exit_requested(false) {
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}
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void DemoGame::init() {
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tap_count = 0;
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exit_requested = false;
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}
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bool DemoGame::update(const InputEvent& event) {
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bool needs_refresh = false;
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if (event.type == INPUT_TOUCH_DOWN || event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) {
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tap_count++;
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needs_refresh = true;
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// After 3 taps, signal to exit
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if (tap_count >= 3) {
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exit_requested = true;
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}
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}
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return needs_refresh;
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}
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void DemoGame::draw() {
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// Draw main window
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gui->draw_new_window(10, 10, width - 20, height - 20, "Demo Game");
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renderer->set_font(&font_5x5_obj);
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// Draw centered message
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int y = height / 2 - 40;
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renderer->draw_string(width/2 - 60, y, "Demo Game!", true);
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renderer->draw_string(width/2 - 80, y + 20, "This is a placeholder", true);
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// Show tap count
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char count_text[40];
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snprintf(count_text, sizeof(count_text), "Taps: %d", tap_count);
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renderer->draw_string(width/2 - 40, y + 50, count_text, true);
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// Instructions
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if (tap_count < 3) {
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renderer->draw_string(width/2 - 80, y + 80, "Tap 3 times to exit", true);
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} else {
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renderer->draw_string(width/2 - 70, y + 80, "Exiting to menu...", true);
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}
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}
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30
games/demo_game.h
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30
games/demo_game.h
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@@ -0,0 +1,30 @@
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// ============================================================================
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// DEMO GAME HEADER
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// ============================================================================
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// Simple demo game to test the launcher
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#ifndef DEMO_GAME_H
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#define DEMO_GAME_H
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#include "game.h"
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/**
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* @brief Demo Game - Simple test game for launcher
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*
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* Displays a welcome message and simple instructions.
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* Touch or press button to exit back to launcher.
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*/
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class DemoGame : public Game {
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public:
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DemoGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui);
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void init() override;
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bool update(const InputEvent& event) override;
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void draw() override;
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private:
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int tap_count;
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bool exit_requested;
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};
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#endif // DEMO_GAME_H
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131
lib/game_launcher.cpp
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131
lib/game_launcher.cpp
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@@ -0,0 +1,131 @@
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// ============================================================================
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// GAME LAUNCHER IMPLEMENTATION
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// ============================================================================
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// Menu system for selecting and launching games
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#include "game_launcher.h"
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#include "display/low_level_render.h"
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#include "display/low_level_gui.h"
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#include <stdio.h>
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GameLauncher::GameLauncher(uint16_t width, uint16_t height,
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LowLevelRenderer* renderer, LowLevelGUI* gui)
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: width(width), height(height), renderer(renderer), gui(gui),
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selected_index(0), selected_game(nullptr) {
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}
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void GameLauncher::register_game(const char* name, const char* description,
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Game* (*factory)(uint16_t, uint16_t, LowLevelRenderer*, LowLevelGUI*)) {
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GameEntry entry;
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entry.name = name;
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entry.description = description;
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entry.factory = factory;
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games.push_back(entry);
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printf("Registered game: %s - %s\n", name, description);
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}
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void GameLauncher::draw() {
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// Draw main window
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gui->draw_new_window(10, 10, width - 20, height - 20, "Game Launcher");
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// Draw title
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renderer->draw_string(30, 30, "Select a Game:", true);
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// Draw game list
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for (size_t i = 0; i < games.size(); i++) {
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int y = MENU_Y_START + (i * MENU_ITEM_HEIGHT);
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// Highlight selected item
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if ((int)i == selected_index) {
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// Draw selection box
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renderer->draw_rectangle(20, y - 5, width - 40, MENU_ITEM_HEIGHT - 10, true, 2);
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renderer->draw_string(30, y + 2, ">", true);
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}
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// Draw game name
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renderer->draw_string(45, y + 2, games[i].name, true);
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// Draw description (smaller, below name)
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renderer->draw_string(45, y + 15, games[i].description, true);
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}
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// Draw instructions at bottom
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const char* instructions;
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#ifdef BUTTON_KEY0_PIN
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instructions = "Touch game or use KEY0/KEY1";
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#else
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instructions = "Touch game to play";
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#endif
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renderer->draw_string(30, height - 35, instructions, true);
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}
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bool GameLauncher::update(const InputEvent& event) {
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bool needs_refresh = false;
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switch (event.type) {
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case INPUT_TOUCH_DOWN: {
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printf("Touch at (%d,%d) in launcher\n", event.x, event.y);
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// Check if touch is on a game entry
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for (size_t i = 0; i < games.size(); i++) {
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int y = MENU_Y_START + (i * MENU_ITEM_HEIGHT);
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// Touch area is the entire menu item
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if (event.y >= y - 5 && event.y < y + MENU_ITEM_HEIGHT - 5) {
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// Game selected - create instance
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printf("Selected game: %s\n", games[i].name);
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selected_game = games[i].factory(width, height, renderer, gui);
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if (selected_game) {
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selected_game->init();
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return true; // Signal game selected
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}
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break;
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}
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}
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break;
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}
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case INPUT_BUTTON_0: {
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// Navigate menu
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if (games.size() > 0) {
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selected_index = (selected_index + 1) % games.size();
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needs_refresh = true;
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printf("Menu selection: %d (%s)\n", selected_index, games[selected_index].name);
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}
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break;
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}
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case INPUT_BUTTON_1: {
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// Select current game
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if (selected_index >= 0 && selected_index < (int)games.size()) {
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printf("Selected game: %s\n", games[selected_index].name);
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selected_game = games[selected_index].factory(width, height, renderer, gui);
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if (selected_game) {
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selected_game->init();
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return true; // Signal game selected
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}
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}
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break;
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}
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default:
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break;
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}
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return needs_refresh;
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}
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Game* GameLauncher::get_selected_game() {
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return selected_game;
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}
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void GameLauncher::reset() {
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// Clean up current game if any
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if (selected_game) {
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delete selected_game;
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selected_game = nullptr;
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}
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selected_index = 0;
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printf("Launcher reset - returning to menu\n");
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}
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102
lib/game_launcher.h
Normal file
102
lib/game_launcher.h
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@@ -0,0 +1,102 @@
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// ============================================================================
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// GAME LAUNCHER HEADER
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// ============================================================================
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// Menu system for selecting and launching games
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#ifndef GAME_LAUNCHER_H
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#define GAME_LAUNCHER_H
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#include <stdint.h>
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#include <vector>
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#include "input_event.h"
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#include "game.h"
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// Forward declarations
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class LowLevelRenderer;
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class LowLevelGUI;
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/**
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* @brief Game entry in launcher menu
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*/
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struct GameEntry {
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const char* name; // Display name
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const char* description; // Short description
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Game* (*factory)(uint16_t width, uint16_t height,
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LowLevelRenderer* renderer, LowLevelGUI* gui); // Factory function
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};
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/**
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* @brief Game Launcher - Menu system for game selection
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*
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* Displays a list of available games and allows selection via:
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* - Touch: Tap on game name
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* - Buttons: KEY0 to navigate, KEY1 to select
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*
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* Returns the selected game instance for the main loop to run.
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*/
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class GameLauncher {
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public:
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/**
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* @brief Construct GameLauncher
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* @param width Display width in pixels
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* @param height Display height in pixels
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* @param renderer Pointer to low-level rendering interface
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* @param gui Pointer to GUI drawing primitives
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*/
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GameLauncher(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui);
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/**
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* @brief Register a game in the launcher
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* @param name Game display name
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* @param description Short description
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* @param factory Function pointer to create game instance
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*/
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void register_game(const char* name, const char* description,
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Game* (*factory)(uint16_t, uint16_t, LowLevelRenderer*, LowLevelGUI*));
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/**
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* @brief Draw the launcher menu
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*/
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void draw();
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/**
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* @brief Process input event in launcher
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* @param event Input event from InputManager
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* @return true if a game was selected (check get_selected_game())
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*/
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bool update(const InputEvent& event);
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/**
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* @brief Get the currently selected game instance
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* @return Pointer to selected game, or nullptr if none selected
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*/
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Game* get_selected_game();
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/**
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* @brief Reset launcher to show menu again
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*/
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void reset();
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/**
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* @brief Check if a game is currently selected
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* @return true if game selected, false if in menu
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*/
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bool is_game_selected() const { return selected_game != nullptr; }
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private:
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uint16_t width;
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uint16_t height;
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LowLevelRenderer* renderer;
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LowLevelGUI* gui;
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std::vector<GameEntry> games;
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int selected_index; // Currently highlighted game
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Game* selected_game; // Currently running game (nullptr = in menu)
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// Menu layout constants
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static const int MENU_Y_START = 60;
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static const int MENU_ITEM_HEIGHT = 40;
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static const int MENU_PADDING = 10;
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};
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#endif // GAME_LAUNCHER_H
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