- Integrated Lua 5.4 engine (32-bit mode for embedded ARM) - Created LuaGame wrapper class implementing Game interface - Added C++ bindings exposing renderer, game state, and input to Lua - Implemented SD card loader for automatic .lua game discovery - Updated GameLauncher to support std::function for lambda captures - Made Game class members public for Lua bindings access - Added example Lua games: counter, snake, bouncing ball - Included comprehensive API documentation Games can now be written as .lua text files on SD card and loaded without recompilation. Build size: 747KB UF2, Lua VM uses ~50-80KB RAM.
106 lines
3.1 KiB
C++
106 lines
3.1 KiB
C++
// ============================================================================
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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 <functional>
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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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class InputManager;
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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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std::function<Game*(uint16_t, uint16_t, LowLevelRenderer*, LowLevelGUI*, InputManager*)> factory; // 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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* @param input_manager Pointer to input manager for capability queries
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*/
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GameLauncher(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager);
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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 or lambda 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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std::function<Game*(uint16_t, uint16_t, LowLevelRenderer*, LowLevelGUI*, InputManager*)> factory);
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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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InputManager* input_manager;
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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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