// ============================================================================ // 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 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, std::function 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() { // 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"); }