Claude Code transcript - page 3/6

Read schedule.ics first 100 lines instead and continue

Thinking

The user wants me to read the first 100 lines of the schedule.ics file to understand its format, then continue with the planning.

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/schedule.ics",
  "limit": 100
}
     1→BEGIN:VCALENDAR
     2→VERSION:2.0
     3→PRODID:-//Pentabarf//Schedule 0.3//EN
     4→CALSCALE:GREGORIAN
     5→METHOD:PUBLISH
     6→X-WR-CALDESC;VALUE=TEXT:iCal
     7→X-WR-CALNAME;VALUE=TEXT:iCal
     8→X-WR-TIMEZONE;VALUE=TEXT:Europe/Brussels
     9→BEGIN:VEVENT
    10→METHOD:PUBLISH
    11→UID:6895@fosdem-2026@fosdem.org
    12→TZID:Europe-Brussels
    13→DTSTART:20260201T090000
    14→DTEND:20260201T095000
    15→SUMMARY:Free as in Burned Out: Who Really Pays for Open Source?
    16→CLASS:PUBLIC
    17→STATUS:CONFIRMED
    18→CATEGORIES:Main Track
    19→URL:https:/fosdem.org/2026/schedule/event/L3BK7S-free-as-in-burned-out/
    20→LOCATION:Janson
    21→ATTENDEE;ROLE=REQ-PARTICIPANT;CUTYPE=INDIVIDUAL;CN="Marga Manterola":invalid:nomail
    22→END:VEVENT
    23→
    24→BEGIN:VEVENT
    25→METHOD:PUBLISH
    26→UID:6907@fosdem-2026@fosdem.org
    27→TZID:Europe-Brussels
    28→DTSTART:20260201T090000
    29→DTEND:20260201T095000
    30→SUMMARY:Know Your Enemies: Live Exploit of a PHP Engine Security Breach
    31→CLASS:PUBLIC
    32→STATUS:CONFIRMED
    33→CATEGORIES:Main Track
    34→URL:https:/fosdem.org/2026/schedule/event/FVFEAM-know_your_enemies_live_exploit_of_a_php_engine_security_breach/
    35→LOCATION:K.1.105 (La Fontaine)
    36→ATTENDEE;ROLE=REQ-PARTICIPANT;CUTYPE=INDIVIDUAL;CN="Alexandre Daubois":invalid:nomail
    37→END:VEVENT
    38→
    39→BEGIN:VEVENT
    40→METHOD:PUBLISH
    41→UID:9789@fosdem-2026@fosdem.org
    42→TZID:Europe-Brussels
    43→DTSTART:20260201T090000
    44→DTEND:20260201T090500
    45→SUMMARY:Introduction to Local First & Welcome to our devroom
    46→CLASS:PUBLIC
    47→STATUS:CONFIRMED
    48→CATEGORIES:Local-First, sync engines, CRDTs
    49→URL:https:/fosdem.org/2026/schedule/event/TDGH7X-local-first/
    50→LOCATION:K.3.201
    51→ATTENDEE;ROLE=REQ-PARTICIPANT;CUTYPE=INDIVIDUAL;CN="Niko Bonnieure":invalid:nomail
    52→ATTENDEE;ROLE=REQ-PARTICIPANT;CUTYPE=INDIVIDUAL;CN="Yousef El-Dardiry":invalid:nomail
    53→END:VEVENT
    54→
    55→BEGIN:VEVENT
    56→METHOD:PUBLISH
    57→UID:9178@fosdem-2026@fosdem.org
    58→TZID:Europe-Brussels
    59→DTSTART:20260201T090000
    60→DTEND:20260201T092500
    61→SUMMARY:Domain crate update: developments, plans; what would you like to see?
    62→CLASS:PUBLIC
    63→STATUS:CONFIRMED
    64→CATEGORIES:DNS
    65→URL:https:/fosdem.org/2026/schedule/event/P8NRUB-domain-update/
    66→LOCATION:K.3.401
    67→ATTENDEE;ROLE=REQ-PARTICIPANT;CUTYPE=INDIVIDUAL;CN="Philip Homburg":invalid:nomail
    68→END:VEVENT
    69→
    70→BEGIN:VEVENT
    71→METHOD:PUBLISH
    72→UID:8224@fosdem-2026@fosdem.org
    73→TZID:Europe-Brussels
    74→DTSTART:20260201T090000
    75→DTEND:20260201T092000
    76→SUMMARY:Welcome to the SDR/DSP devroom
    77→CLASS:PUBLIC
    78→STATUS:CONFIRMED
    79→CATEGORIES:Software Defined Radio(SDR)/Digital Signal Processing(DSP)
    80→URL:https:/fosdem.org/2026/schedule/event/HGTYTH-welcome_to_the_sdrdsp_devroom/
    81→LOCATION:K.3.601
    82→ATTENDEE;ROLE=REQ-PARTICIPANT;CUTYPE=INDIVIDUAL;CN="Jean-Michel Friedt":invalid:nomail
    83→END:VEVENT
    84→
    85→BEGIN:VEVENT
    86→METHOD:PUBLISH
    87→UID:9071@fosdem-2026@fosdem.org
    88→TZID:Europe-Brussels
    89→DTSTART:20260201T090000
    90→DTEND:20260201T093500
    91→SUMMARY:An introduction to Plan 9
    92→CLASS:PUBLIC
    93→STATUS:CONFIRMED
    94→CATEGORIES:Plan 9
    95→URL:https:/fosdem.org/2026/schedule/event/U8J9UG-an-introduction-to-plan-9/
    96→LOCATION:K.4.201
    97→ATTENDEE;ROLE=REQ-PARTICIPANT;CUTYPE=INDIVIDUAL;CN="Revan":invalid:nomail
    98→END:VEVENT
    99→
   100→BEGIN:VEVENT

<system-reminder>
Whenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.
</system-reminder>
Thinking

Good, now I can see the actual ICS file format. This helps me understand:

  1. Each event is wrapped in BEGIN:VEVENT / END:VEVENT
  2. Fields are: DTSTART, DTEND, SUMMARY, CATEGORIES, URL, LOCATION
  3. Date format is indeed YYYYMMDDTHHMMSS (e.g., 20260201T090000)
  4. CATEGORIES can be comma-separated (see line 48: "Local-First, sync engines, CRDTs")
  5. There's a blank line between events

Now let me continue with the Plan agent to create the implementation plan.

Now I have a good understanding of the ICS format. Let me continue with the Plan agent.

Task
Plan FOSDEM Playdate app implementation
{
  "subagent_type": "Plan",
  "prompt": "Create an implementation plan for a FOSDEM 2026 Playdate Schedule Reader application.\n\n## SPECIFICATION (from SPEC.md):\n\n**App Title:** FOSDEM Schedule\n**Libraries Required:** CoreLibs/ui (gridview), CoreLibs/graphics, CoreLibs/timer, CoreLibs/nineslice\n\n### Key Features:\n\n1. **Timezone Validation:**\n   - On init, calculate offset between local and GMT time\n   - If offset is NOT 3600 seconds (1 hour for CET) → display warning and halt\n\n2. **Data Layer:**\n   - Target File: schedule.ics in Data Disk\n   - Sync Logic: Check if file exists, download from https://fosdem.org/2026/schedule/ical if missing\n   - Refresh via System Menu \"Refresh Schedule\"\n   \n3. **ICS Parsing:**\n   - Parse VEVENT blocks with fields: DTSTART, DTEND, SUMMARY, CATEGORIES, URL, LOCATION\n   - Date format: YYYYMMDDTHHMMSS (e.g., 20260201T090000) → convert to epoch seconds\n   - Organize into: allEvents (flat list), eventsByCategory map, categoryNames (sorted alphabetically)\n   - Handle comma-separated CATEGORIES (e.g., \"Local-First, sync engines, CRDTs\")\n\n4. **Logic & State:**\n   - hiddenCategories table (saved to datastore)\n   - \"Main Track\" should never be hidden\n   - currentCategoryIndex, currentScrollPosition\n   - Initial load: set to \"Main Track\", scroll to first event where DTEND > current time\n\n5. **UI Architecture:**\n   - Main Schedule View using playdate.ui.gridview\n   - Header (30px): White text on black rect showing \"< Category Name >\"\n   - Sub-Header: Location of currently selected row\n   - Cell format: [HH:MM] Summary (respect 24-hour time setting)\n   - QR Code Overlay: triggered by A button, shows event URL as QR code\n\n6. **Input Mapping:**\n   - Up/Down: navigate rows\n   - Left/Right: switch categories (wrap around), reset scroll to active talk\n   - Crank: category switching\n   - A Button: show QR code\n   - B Button (in QR view): dismiss overlay\n\n7. **System Menu:**\n   - \"Refresh Schedule\" menu item\n   - \"Devrooms\" filter view (toggle categories on/off)\n\n## ACTUAL ICS FILE FORMAT (from schedule.ics):\n\n```\nBEGIN:VCALENDAR\nVERSION:2.0\nPRODID:-//Pentabarf//Schedule 0.3//EN\nX-WR-TIMEZONE;VALUE=TEXT:Europe/Brussels\nBEGIN:VEVENT\nMETHOD:PUBLISH\nUID:6895@fosdem-2026@fosdem.org\nTZID:Europe-Brussels\nDTSTART:20260201T090000\nDTEND:20260201T095000\nSUMMARY:Free as in Burned Out: Who Really Pays for Open Source?\nCLASS:PUBLIC\nSTATUS:CONFIRMED\nCATEGORIES:Main Track\nURL:https:/fosdem.org/2026/schedule/event/L3BK7S-free-as-in-burned-out/\nLOCATION:Janson\nATTENDEE;ROLE=REQ-PARTICIPANT;CUTYPE=INDIVIDUAL;CN=\"Marga Manterola\":invalid:nomail\nEND:VEVENT\n\nBEGIN:VEVENT\n...\nCATEGORIES:Local-First, sync engines, CRDTs\n...\nEND:VEVENT\n```\n\n## PLAYDATE API AVAILABLE:\n\n- Time: playdate.getTime(), playdate.getGMTTime(), playdate.epochFromTime(), playdate.shouldDisplay24HourTime()\n- Files: playdate.file.exists(), playdate.file.open(), playdate.file.file:readline(), playdate.datastore.write/read()\n- Network: playdate.network.http.new(), :get(), :read(), :setRequestCompleteCallback()\n- Graphics: playdate.graphics (drawing, fonts, images), playdate.graphics.generateQRCode()\n- UI: playdate.ui.gridview with drawCell, setNumberOfRows, selectNextRow/selectPreviousRow, etc.\n- Input: inputHandlers with AButtonDown, BButtonDown, upButtonDown, leftButtonDown, cranked(), etc.\n- System Menu: playdate.getSystemMenu(), menu:addMenuItem()\n\nCreate a detailed implementation plan with:\n1. File structure for the project\n2. Implementation order (phases/steps)\n3. Key modules and their responsibilities\n4. Critical implementation details for each component\n5. Potential challenges or edge cases"
}
Good. Now I have a comprehensive understanding of the project requirements. Let me create the detailed implementation plan.

---

# FOSDEM 2026 Playdate Schedule Reader - Implementation Plan

## Executive Summary

This document outlines the implementation plan for a Playdate application that allows FOSDEM 2026 attendees to browse the conference schedule on their Playdate device. The application will parse an ICS calendar file, organize events by category (devroom), and provide an intuitive navigation interface with QR code generation for event URLs.

---

## 1. Project File Structure

```
fosdem-schedule/
|-- source/
|   |-- main.lua                 # Entry point, game loop, initialization
|   |-- config.lua               # Constants and configuration values
|   |-- state.lua                # Application state management
|   |-- ui/
|   |   |-- scheduleView.lua     # Main schedule gridview implementation
|   |   |-- qrOverlay.lua        # QR code overlay component
|   |   |-- devroomsFilter.lua   # Category filter view
|   |   |-- header.lua           # Header rendering (category name)
|   |   |-- warningScreen.lua    # Timezone warning screen
|   |-- data/
|   |   |-- icsParser.lua        # ICS file parsing logic
|   |   |-- eventStore.lua       # Event data organization and access
|   |   |-- networkSync.lua      # Network download functionality
|   |   |-- persistence.lua      # Datastore read/write for preferences
|   |-- utils/
|   |   |-- dateUtils.lua        # Date parsing and formatting utilities
|   |   |-- timeUtils.lua        # Timezone validation, epoch conversion
|   |-- input/
|       |-- inputHandlers.lua    # Input handler definitions
|-- pdxinfo                      # Playdate metadata file
```

---

## 2. Implementation Phases

### Phase 1: Project Setup and Core Utilities (Foundation)

**Duration:** Initial setup

**Tasks:**
1. Create `pdxinfo` with application metadata
2. Implement `config.lua` with all constants
3. Implement `dateUtils.lua` for ICS date parsing (YYYYMMDDTHHMMSS format)
4. Implement `timeUtils.lua` for timezone validation and epoch conversion

**Key Implementation Details:**

**config.lua:**
```lua
-- Constants
Config = {
    HEADER_HEIGHT = 30,
    SUB_HEADER_HEIGHT = 20,
    CELL_HEIGHT = 24,
    CET_OFFSET_SECONDS = 3600,  -- 1 hour in seconds
    ICS_FILE_PATH = "schedule.ics",
    ICS_URL = "https://fosdem.org/2026/schedule/ical",
    MAIN_TRACK = "Main Track",
    EPOCH_YEAR_2000_OFFSET = 946684800  -- Seconds from Unix epoch to Playdate epoch (Jan 1, 2000)
}
```

**dateUtils.lua - Critical parsing function:**
```lua
-- Parse ICS date format: YYYYMMDDTHHMMSS (e.g., 20260201T090000)
-- Returns a table compatible with playdate.epochFromTime()
function parseICSDate(dateStr)
    local year = tonumber(dateStr:sub(1, 4))
    local month = tonumber(dateStr:sub(5, 6))
    local day = tonumber(dateStr:sub(7, 8))
    local hour = tonumber(dateStr:sub(10, 11))
    local minute = tonumber(dateStr:sub(12, 13))
    local second = tonumber(dateStr:sub(14, 15))
    
    return {
        year = year,
        month = month,
        day = day,
        hour = hour,
        minute = minute,
        second = second,
        millisecond = 0
    }
end
```

**timeUtils.lua - Timezone validation:**
```lua
-- Calculate offset between local and GMT time
-- Returns offset in seconds
function getTimezoneOffset()
    local localTime = playdate.getTime()
    local gmtTime = playdate.getGMTTime()
    
    local localEpoch = playdate.epochFromTime(localTime)
    local gmtEpoch = playdate.epochFromGMTTime(gmtTime)
    
    return localEpoch - gmtEpoch
end

function isValidTimezone()
    local offset = getTimezoneOffset()
    return offset == Config.CET_OFFSET_SECONDS
end
```

---

### Phase 2: Data Layer Implementation

**Duration:** Core data handling

**Tasks:**
1. Implement `icsParser.lua` for parsing ICS files
2. Implement `eventStore.lua` for data organization
3. Implement `persistence.lua` for saving/loading hidden categories
4. Implement `networkSync.lua` for downloading ICS files

**icsParser.lua - Key parsing logic:**

```lua
-- Parse the ICS file and return a list of event tables
function parseICSFile(filePath)
    local events = {}
    local file = playdate.file.open(filePath, playdate.file.kFileRead)
    
    if not file then
        return nil, "Could not open file"
    end
    
    local currentEvent = nil
    local line = file:readline()
    
    while line do
        line = trimWhitespace(line)
        
        if line == "BEGIN:VEVENT" then
            currentEvent = {}
        elseif line == "END:VEVENT" then
            if currentEvent then
                table.insert(events, currentEvent)
            end
            currentEvent = nil
        elseif currentEvent then
            -- Parse key:value pairs
            local key, value = parseICSLine(line)
            if key and value then
                if key == "DTSTART" or key == "DTEND" then
                    currentEvent[key] = parseICSDate(value)
                    currentEvent[key .. "_epoch"] = playdate.epochFromTime(currentEvent[key])
                elseif key == "CATEGORIES" then
                    -- Handle comma-separated categories
                    currentEvent[key] = splitCategories(value)
                else
                    currentEvent[key] = value
                end
            end
        end
        
        line = file:readline()
    end
    
    file:close()
    return events
end

-- Split comma-separated categories
function splitCategories(categoriesStr)
    local categories = {}
    for cat in categoriesStr:gmatch("([^,]+)") do
        table.insert(categories, trimWhitespace(cat))
    end
    return categories
end
```

**eventStore.lua - Data organization:**

```lua
EventStore = {}

function EventStore.init(events)
    EventStore.allEvents = events
    EventStore.eventsByCategory = {}
    EventStore.categoryNames = {}
    
    -- Build category map
    for _, event in ipairs(events) do
        local categories = event.CATEGORIES or {}
        for _, category in ipairs(categories) do
            if not EventStore.eventsByCategory[category] then
                EventStore.eventsByCategory[category] = {}
                table.insert(EventStore.categoryNames, category)
            end
            table.insert(EventStore.eventsByCategory[category], event)
        end
    end
    
    -- Sort category names alphabetically
    table.sort(EventStore.categoryNames)
    
    -- Sort events within each category by start time
    for category, catEvents in pairs(EventStore.eventsByCategory) do
        table.sort(catEvents, function(a, b)
            return a.DTSTART_epoch < b.DTSTART_epoch
        end)
    end
end

function EventStore.getEventsForCategory(category)
    return EventStore.eventsByCategory[category] or {}
end

function EventStore.getCategoryIndex(categoryName)
    for i, name in ipairs(EventStore.categoryNames) do
        if name == categoryName then
            return i
        end
    end
    return 1
end

function EventStore.findFirstActiveEventIndex(category)
    local events = EventStore.getEventsForCategory(category)
    local currentEpoch = playdate.getSecondsSinceEpoch()
    
    for i, event in ipairs(events) do
        if event.DTEND_epoch > currentEpoch then
            return i
        end
    end
    return 1  -- Default to first event if all have ended
end
```

**networkSync.lua - Download logic:**

```lua
NetworkSync = {}

function NetworkSync.downloadSchedule(callback)
    local http = playdate.network.http.new(
        "fosdem.org", 
        443, 
        true,  -- useSSL
        "Download FOSDEM schedule for offline viewing"
    )
    
    http:setRequestCompleteCallback(function()
        local status = http:getResponseStatus()
        if status == 200 then
            local data = http:read()
            local file = playdate.file.open(
                Config.ICS_FILE_PATH, 
                playdate.file.kFileWrite
            )
            if file then
                file:write(data)
                file:close()
                callback(true)
            else
                callback(false, "Could not write file")
            end
        else
            callback(false, "HTTP error: " .. status)
        end
    end)
    
    http:get("/2026/schedule/ical")
end

function NetworkSync.scheduleExists()
    return playdate.file.exists(Config.ICS_FILE_PATH)
end
```

**persistence.lua - Hidden categories storage:**

```lua
Persistence = {}

local HIDDEN_CATEGORIES_KEY = "hiddenCategories"

function Persistence.saveHiddenCategories(hiddenCategories)
    playdate.datastore.write({ hidden = hiddenCategories }, HIDDEN_CATEGORIES_KEY)
end

function Persistence.loadHiddenCategories()
    local data = playdate.datastore.read(HIDDEN_CATEGORIES_KEY)
    if data and data.hidden then
        -- Ensure "Main Track" is never hidden
        data.hidden[Config.MAIN_TRACK] = nil
        return data.hidden
    end
    return {}
end
```

---

### Phase 3: UI Components

**Duration:** UI implementation

**Tasks:**
1. Implement `warningScreen.lua` for timezone warning
2. Implement `header.lua` for category header display
3. Implement `scheduleView.lua` using gridview
4. Implement `qrOverlay.lua` for QR code display
5. Implement `devroomsFilter.lua` for category filtering

**warningScreen.lua:**

```lua
WarningScreen = {}

function WarningScreen.draw()
    local gfx = playdate.graphics
    gfx.clear(gfx.kColorWhite)
    
    local message = "Timezone must be set to\nCET (+01:00)"
    local width, height = gfx.getTextSize(message)
    
    gfx.drawTextAligned(
        message,
        200,  -- center x
        120 - height / 2,  -- center y
        kTextAlignment.center
    )
end
```

**scheduleView.lua - Main gridview implementation:**

```lua
import "CoreLibs/ui"
import "CoreLibs/graphics"

ScheduleView = {}

local gfx = playdate.graphics

function ScheduleView.init()
    -- Create gridview with cell width 0 (full width) and appropriate height
    ScheduleView.gridview = playdate.ui.gridview.new(0, Config.CELL_HEIGHT)
    ScheduleView.gridview:setContentInset(0, 0, Config.HEADER_HEIGHT + Config.SUB_HEADER_HEIGHT, 0)
    
    -- Override drawCell
    function ScheduleView.gridview:drawCell(section, row, column, selected, x, y, width, height)
        local events = ScheduleView.getCurrentEvents()
        local event = events[row]
        
        if not event then return end
        
        -- Draw selection highlight
        if selected then
            gfx.fillRect(x, y, width, height)
            gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
        else
            gfx.setImageDrawMode(gfx.kDrawModeCopy)
        end
        
        -- Format time based on user preference
        local timeStr = ScheduleView.formatTime(event.DTSTART)
        local displayText = "[" .. timeStr .. "] " .. event.SUMMARY
        
        -- Draw with truncation if needed
        gfx.drawTextInRect(displayText, x + 4, y + 2, width - 8, height - 4, nil, "...")
    end
end

function ScheduleView.formatTime(timeTable)
    if playdate.shouldDisplay24HourTime() then
        return string.format("%02d:%02d", timeTable.hour, timeTable.minute)
    else
        local hour = timeTable.hour
        local ampm = "am"
        if hour >= 12 then
            ampm = "pm"
            if hour > 12 then hour = hour - 12 end
        end
        if hour == 0 then hour = 12 end
        return string.format("%d:%02d %s", hour, timeTable.minute, ampm)
    end
end

function ScheduleView.getCurrentEvents()
    local category = EventStore.categoryNames[State.currentCategoryIndex]
    return EventStore.getEventsForCategory(category)
end

function ScheduleView.updateRowCount()
    local events = ScheduleView.getCurrentEvents()
    ScheduleView.gridview:setNumberOfRows(#events)
end

function ScheduleView.scrollToActiveEvent()
    local category = EventStore.categoryNames[State.currentCategoryIndex]
    local activeIndex = EventStore.findFirstActiveEventIndex(category)
    ScheduleView.gridview:setSelectedRow(activeIndex)
    ScheduleView.gridview:scrollToRow(activeIndex)
end

function ScheduleView.draw()
    local gfx = playdate.graphics
    
    -- Draw header (black background, white text)
    gfx.setColor(gfx.kColorBlack)
    gfx.fillRect(0, 0, 400, Config.HEADER_HEIGHT)
    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
    
    local category = EventStore.categoryNames[State.currentCategoryIndex]
    local headerText = "< " .. category .. " >"
    gfx.drawTextAligned(headerText, 200, 8, kTextAlignment.center)
    
    -- Draw sub-header (location of selected event)
    gfx.setImageDrawMode(gfx.kDrawModeCopy)
    local events = ScheduleView.getCurrentEvents()
    local selectedRow = ScheduleView.gridview:getSelectedRow()
    if events[selectedRow] then
        local location = events[selectedRow].LOCATION or "Unknown location"
        gfx.drawTextInRect(
            location, 
            4, 
            Config.HEADER_HEIGHT + 2, 
            392, 
            Config.SUB_HEADER_HEIGHT - 4,
            nil,
            "..."
        )
    end
    
    -- Draw gridview
    ScheduleView.gridview:drawInRect(
        0, 
        Config.HEADER_HEIGHT + Config.SUB_HEADER_HEIGHT, 
        400, 
        240 - Config.HEADER_HEIGHT - Config.SUB_HEADER_HEIGHT
    )
end
```

**qrOverlay.lua:**

```lua
import "CoreLibs/qrcode"

QROverlay = {}

QROverlay.visible = false
QROverlay.qrImage = nil

function QROverlay.show(url)
    QROverlay.visible = true
    QROverlay.qrImage = nil
    
    -- Generate QR code asynchronously
    playdate.graphics.generateQRCode(url, 150, function(image, errorMessage)
        if image then
            QROverlay.qrImage = image
        else
            print("QR generation error: " .. (errorMessage or "unknown"))
        end
    end)
end

function QROverlay.hide()
    QROverlay.visible = false
    QROverlay.qrImage = nil
end

function QROverlay.draw()
    if not QROverlay.visible then return end
    
    local gfx = playdate.graphics
    
    -- Draw white background
    gfx.setColor(gfx.kColorWhite)
    gfx.fillRect(50, 30, 300, 180)
    gfx.setColor(gfx.kColorBlack)
    gfx.drawRect(50, 30, 300, 180)
    
    if QROverlay.qrImage then
        -- Draw QR code centered
        local w, h = QROverlay.qrImage:getSize()
        QROverlay.qrImage:drawCentered(200, 100)
    else
        gfx.drawTextAligned("Generating QR...", 200, 100, kTextAlignment.center)
    end
    
    -- Draw dismiss instruction
    gfx.drawTextAligned("Press B to close", 200, 190, kTextAlignment.center)
end
```

**devroomsFilter.lua:**

```lua
DevroomsFilter = {}

DevroomsFilter.visible = false
DevroomsFilter.gridview = nil

function DevroomsFilter.init()
    DevroomsFilter.gridview = playdate.ui.gridview.new(0, 24)
    
    function DevroomsFilter.gridview:drawCell(section, row, column, selected, x, y, width, height)
        local gfx = playdate.graphics
        local category = EventStore.categoryNames[row]
        local isHidden = State.hiddenCategories[category] == true
        local isMainTrack = category == Config.MAIN_TRACK
        
        if selected then
            gfx.fillRect(x, y, width, height)
            gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
        else
            gfx.setImageDrawMode(gfx.kDrawModeCopy)
        end
        
        local checkbox = isHidden and "[ ]" or "[x]"
        if isMainTrack then
            checkbox = "[x]"  -- Always checked, cannot be unchecked
        end
        
        gfx.drawText(checkbox .. " " .. category, x + 4, y + 4)
    end
end

function DevroomsFilter.show()
    DevroomsFilter.visible = true
    DevroomsFilter.gridview:setNumberOfRows(#EventStore.categoryNames)
    DevroomsFilter.gridview:setSelectedRow(1)
end

function DevroomsFilter.hide()
    DevroomsFilter.visible = false
    Persistence.saveHiddenCategories(State.hiddenCategories)
end

function DevroomsFilter.toggleSelectedCategory()
    local row = DevroomsFilter.gridview:getSelectedRow()
    local category = EventStore.categoryNames[row]
    
    -- Prevent hiding Main Track
    if category == Config.MAIN_TRACK then return end
    
    if State.hiddenCategories[category] then
        State.hiddenCategories[category] = nil
    else
        State.hiddenCategories[category] = true
    end
end

function DevroomsFilter.draw()
    if not DevroomsFilter.visible then return end
    
    local gfx = playdate.graphics
    gfx.clear(gfx.kColorWhite)
    
    -- Header
    gfx.setColor(gfx.kColorBlack)
    gfx.fillRect(0, 0, 400, 30)
    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
    gfx.drawTextAligned("Devrooms Filter", 200, 8, kTextAlignment.center)
    
    gfx.setImageDrawMode(gfx.kDrawModeCopy)
    DevroomsFilter.gridview:drawInRect(0, 30, 400, 210)
end
```

---

### Phase 4: State Management and Input Handling

**Duration:** Integration

**Tasks:**
1. Implement `state.lua` for centralized state management
2. Implement `inputHandlers.lua` for all input handling

**state.lua:**

```lua
State = {}

-- Application states
State.LOADING = "loading"
State.TIMEZONE_ERROR = "timezone_error"
State.SCHEDULE_VIEW = "schedule_view"
State.QR_VIEW = "qr_view"
State.DEVROOMS_VIEW = "devrooms_view"

function State.init()
    State.currentState = State.LOADING
    State.currentCategoryIndex = 1
    State.hiddenCategories = Persistence.loadHiddenCategories()
end

function State.setCategory(index)
    -- Skip hidden categories
    local visibleCategories = State.getVisibleCategories()
    if #visibleCategories == 0 then return end
    
    -- Wrap around
    if index < 1 then
        index = #visibleCategories
    elseif index > #visibleCategories then
        index = 1
    end
    
    -- Map visible index to actual category index
    local visibleCategory = visibleCategories[index]
    State.currentCategoryIndex = EventStore.getCategoryIndex(visibleCategory)
    
    ScheduleView.updateRowCount()
    ScheduleView.scrollToActiveEvent()
end

function State.getVisibleCategories()
    local visible = {}
    for _, category in ipairs(EventStore.categoryNames) do
        if not State.hiddenCategories[category] then
            table.insert(visible, category)
        end
    end
    return visible
end

function State.nextCategory()
    local visibleCategories = State.getVisibleCategories()
    local currentCategory = EventStore.categoryNames[State.currentCategoryIndex]
    
    for i, cat in ipairs(visibleCategories) do
        if cat == currentCategory then
            State.setCategory(i + 1)
            return
        end
    end
end

function State.previousCategory()
    local visibleCategories = State.getVisibleCategories()
    local currentCategory = EventStore.categoryNames[State.currentCategoryIndex]
    
    for i, cat in ipairs(visibleCategories) do
        if cat == currentCategory then
            State.setCategory(i - 1)
            return
        end
    end
end
```

**inputHandlers.lua:**

```lua
InputHandlers = {}

InputHandlers.scheduleHandlers = {
    upButtonDown = function()
        ScheduleView.gridview:selectPreviousRow(false)
    end,
    
    downButtonDown = function()
        ScheduleView.gridview:selectNextRow(false)
    end,
    
    leftButtonDown = function()
        State.previousCategory()
    end,
    
    rightButtonDown = function()
        State.nextCategory()
    end,
    
    AButtonDown = function()
        local events = ScheduleView.getCurrentEvents()
        local row = ScheduleView.gridview:getSelectedRow()
        if events[row] and events[row].URL then
            State.currentState = State.QR_VIEW
            QROverlay.show(events[row].URL)
            playdate.inputHandlers.push(InputHandlers.qrHandlers)
        end
    end,
    
    cranked = function(change, acceleratedChange)
        -- Use accelerated change for category switching
        -- Accumulate crank rotation
        InputHandlers.crankAccumulator = (InputHandlers.crankAccumulator or 0) + change
        
        local threshold = 30  -- degrees per category switch
        if InputHandlers.crankAccumulator > threshold then
            State.nextCategory()
            InputHandlers.crankAccumulator = 0
        elseif InputHandlers.crankAccumulator < -threshold then
            State.previousCategory()
            InputHandlers.crankAccumulator = 0
        end
    end
}

InputHandlers.qrHandlers = {
    BButtonDown = function()
        QROverlay.hide()
        State.currentState = State.SCHEDULE_VIEW
        playdate.inputHandlers.pop()
    end
}

InputHandlers.devroomsHandlers = {
    upButtonDown = function()
        DevroomsFilter.gridview:selectPreviousRow(false)
    end,
    
    downButtonDown = function()
        DevroomsFilter.gridview:selectNextRow(false)
    end,
    
    AButtonDown = function()
        DevroomsFilter.toggleSelectedCategory()
    end,
    
    BButtonDown = function()
        DevroomsFilter.hide()
        State.currentState = State.SCHEDULE_VIEW
        playdate.inputHandlers.pop()
        -- Ensure current category is still visible
        local currentCategory = EventStore.categoryNames[State.currentCategoryIndex]
        if State.hiddenCategories[currentCategory] then
            State.setCategory(1)
        end
    end
}

InputHandlers.crankAccumulator = 0
```

---

### Phase 5: Main Application Integration

**Duration:** Final integration

**Tasks:**
1. Implement `main.lua` tying everything together
2. Set up System Menu items
3. Implement complete update loop

**main.lua:**

```lua
import "CoreLibs/object"
import "CoreLibs/graphics"
import "CoreLibs/ui"
import "CoreLibs/timer"
import "CoreLibs/nineslice"
import "CoreLibs/qrcode"

import "config"
import "state"
import "utils/dateUtils"
import "utils/timeUtils"
import "data/icsParser"
import "data/eventStore"
import "data/networkSync"
import "data/persistence"
import "ui/warningScreen"
import "ui/scheduleView"
import "ui/qrOverlay"
import "ui/devroomsFilter"
import "ui/header"
import "input/inputHandlers"

local gfx = playdate.graphics

-- Initialization
function setup()
    -- Validate timezone
    if not isValidTimezone() then
        State.currentState = State.TIMEZONE_ERROR
        return
    end
    
    -- Load or download schedule
    if NetworkSync.scheduleExists() then
        loadSchedule()
    else
        State.currentState = State.LOADING
        gfx.clear()
        gfx.drawTextAligned("Downloading schedule...", 200, 120, kTextAlignment.center)
        
        NetworkSync.downloadSchedule(function(success, error)
            if success then
                loadSchedule()
            else
                -- Show error, maybe retry option
                gfx.clear()
                gfx.drawTextAligned("Download failed: " .. (error or "unknown"), 200, 120, kTextAlignment.center)
            end
        end)
    end
    
    -- Setup System Menu
    local menu = playdate.getSystemMenu()
    
    menu:addMenuItem("Refresh Schedule", function()
        State.currentState = State.LOADING
        NetworkSync.downloadSchedule(function(success, error)
            if success then
                loadSchedule()
            end
        end)
    end)
    
    menu:addMenuItem("Devrooms", function()
        State.currentState = State.DEVROOMS_VIEW
        DevroomsFilter.show()
        playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
    end)
end

function loadSchedule()
    local events, error = parseICSFile(Config.ICS_FILE_PATH)
    
    if not events then
        gfx.clear()
        gfx.drawTextAligned("Parse error: " .. (error or "unknown"), 200, 120, kTextAlignment.center)
        return
    end
    
    EventStore.init(events)
    State.init()
    ScheduleView.init()
    DevroomsFilter.init()
    
    -- Set initial category to Main Track
    local mainTrackIndex = EventStore.getCategoryIndex(Config.MAIN_TRACK)
    State.currentCategoryIndex = mainTrackIndex
    ScheduleView.updateRowCount()
    ScheduleView.scrollToActiveEvent()
    
    State.currentState = State.SCHEDULE_VIEW
    playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
end

-- Main update loop
function playdate.update()
    if State.currentState == State.TIMEZONE_ERROR then
        WarningScreen.draw()
        return
    end
    
    if State.currentState == State.LOADING then
        -- Loading screen already drawn, just wait
        return
    end
    
    if State.currentState == State.SCHEDULE_VIEW then
        gfx.clear()
        ScheduleView.draw()
    end
    
    if State.currentState == State.QR_VIEW then
        gfx.clear()
        ScheduleView.draw()  -- Draw schedule in background
        QROverlay.draw()     -- Draw overlay on top
    end
    
    if State.currentState == State.DEVROOMS_VIEW then
        DevroomsFilter.draw()
    end
    
    -- Required for gridview animations and QR code generation
    playdate.timer.updateTimers()
end

-- Lifecycle callbacks
function playdate.gameWillTerminate()
    Persistence.saveHiddenCategories(State.hiddenCategories)
end

function playdate.deviceWillSleep()
    Persistence.saveHiddenCategories(State.hiddenCategories)
end

-- Start the app
setup()
```

---

## 3. Key Implementation Challenges and Solutions

### Challenge 1: ICS Date Parsing Without os.time

**Problem:** Playdate does not have `os.time()` for parsing arbitrary date strings.

**Solution:** Manually parse the `YYYYMMDDTHHMMSS` format character by character using string operations, then construct a table matching `playdate.getTime()` format for use with `playdate.epochFromTime()`.

### Challenge 2: Comma-Separated Categories

**Problem:** Events can belong to multiple categories (e.g., "Local-First, sync engines, CRDTs").

**Solution:** Split the CATEGORIES field on commas and add the event to each category's event list. This creates duplicate references, but Lua tables handle this efficiently.

### Challenge 3: Category Navigation with Hidden Categories

**Problem:** When switching categories with Left/Right buttons or crank, hidden categories must be skipped.

**Solution:** Maintain a list of visible categories derived from the full list minus hidden ones. Navigation operates on visible indices and maps back to actual category indices.

### Challenge 4: QR Code Generation is Asynchronous

**Problem:** `playdate.graphics.generateQRCode()` uses timers and requires time to complete.

**Solution:** Show a "Generating..." message while waiting. The callback updates the QR image when ready. Ensure `playdate.timer.updateTimers()` is called in the update loop.

### Challenge 5: Timezone Validation Using Epoch

**Problem:** Calculating timezone offset requires comparing local and GMT times.

**Solution:** Get both times, convert to epochs using `epochFromTime()` and `epochFromGMTTime()`, then subtract. The difference should be 3600 seconds for CET.

### Challenge 6: Network Request Handling

**Problem:** Network downloads are asynchronous and require proper callback handling.

**Solution:** Use state machine to show loading screen during download. Set up `setRequestCompleteCallback` to handle completion, check status code, then read and write data.

### Challenge 7: Persistent Storage for Preferences

**Problem:** Hidden categories should persist across sessions.

**Solution:** Use `playdate.datastore.write()` and `playdate.datastore.read()` to save/load a table of hidden categories. Always ensure "Main Track" is not in the hidden list.

---

## 4. Edge Cases to Handle

1. **Empty categories:** Some categories might have no events at certain times
2. **Very long event titles:** Use truncation with "..." in `drawTextInRect`
3. **Very long category names:** Ensure header handles overflow gracefully
4. **Network timeout/failure:** Provide clear error messages and retry option
5. **Missing LOCATION field:** Default to "Unknown location"
6. **Missing URL field:** Disable QR code button for events without URLs
7. **All categories hidden:** Prevent this by ensuring Main Track cannot be hidden
8. **ICS file format variations:** Handle missing optional fields gracefully
9. **Events spanning midnight:** Epoch-based comparisons handle this naturally
10. **Events with same start time:** Maintain stable sort order

---

## 5. Testing Considerations

1. Test timezone validation with different device timezone settings
2. Test ICS parsing with the actual 1014-event schedule
3. Test category switching with hidden categories
4. Test QR code generation for long URLs
5. Test network download failure scenarios
6. Test persistence across app restarts
7. Test crank sensitivity for category switching
8. Test gridview scrolling performance with many events
9. Test 12-hour vs 24-hour time display preference

---

### Critical Files for Implementation

- `/home/nemo/projects/personal/fosdem-playdate/source/main.lua` - Entry point, initialization, update loop, and system menu setup
- `/home/nemo/projects/personal/fosdem-playdate/source/data/icsParser.lua` - Critical ICS parsing logic including date format conversion and category splitting
- `/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua` - Core UI implementation using playdate.ui.gridview with custom cell rendering
- `/home/nemo/projects/personal/fosdem-playdate/source/state.lua` - Central state management including category navigation with hidden category handling
- `/home/nemo/projects/personal/fosdem-playdate/source/utils/timeUtils.lua` - Timezone validation and epoch conversion utilities critical for the app's core constraint
agentId: a087679 (for resuming to continue this agent's work if needed)
Thinking

The Plan agent has returned a comprehensive implementation plan. Let me summarize the key points for the user.

The Plan agent has created a comprehensive implementation plan for the FOSDEM 2026 Playdate Schedule Reader. Here's a summary:

Implementation Plan Summary

File Structure

fosdem-schedule/
├── source/
│   ├── main.lua                 # Entry point, game loop
│   ├── config.lua               # Constants
│   ├── state.lua                # App state management
│   ├── ui/
│   │   ├── scheduleView.lua     # Main gridview
│   │   ├── qrOverlay.lua        # QR code display
│   │   ├── devroomsFilter.lua   # Category filter
│   │   └── warningScreen.lua    # Timezone warning
│   ├── data/
│   │   ├── icsParser.lua        # ICS file parsing
│   │   ├── eventStore.lua       # Event organization
│   │   ├── networkSync.lua      # Download logic
│   │   └── persistence.lua      # Save/load prefs
│   ├── utils/
│   │   ├── dateUtils.lua        # Date parsing
│   │   └── timeUtils.lua        # Timezone validation
│   └── input/
│       └── inputHandlers.lua    # Input handling
└── pdxinfo                      # Metadata

Implementation Phases

  1. Phase 1: Core utilities (config, date/time utils)
  2. Phase 2: Data layer (ICS parser, event store, network, persistence)
  3. Phase 3: UI components (schedule view, QR overlay, devrooms filter)
  4. Phase 4: State management & input handling
  5. Phase 5: Main app integration

Key Challenges Addressed

  • Manual ICS date parsing (YYYYMMDDTHHMMSS → epoch)
  • Comma-separated categories handling
  • Hidden category navigation logic
  • Async QR code generation
  • Timezone validation using epoch comparison
  • Network download with callbacks

Would you like me to proceed with implementing this plan?

Yes, implement it

Thinking

The user wants me to implement the FOSDEM Playdate Schedule Reader application based on the plan. Let me start by creating a todo list to track the implementation, then begin creating the files.

I'll need to: 1. Create the directory structure 2. Create pdxinfo 3. Create config.lua 4. Create utility files (dateUtils.lua, timeUtils.lua) 5. Create data layer files (icsParser.lua, eventStore.lua, networkSync.lua, persistence.lua) 6. Create UI files (warningScreen.lua, scheduleView.lua, qrOverlay.lua, devroomsFilter.lua) 7. Create state.lua 8. Create inputHandlers.lua 9. Create main.lua

Let me start implementing these files.

Task List
  • Create directory structure and pdxinfo
  • Create config.lua with constants
  • Create utility files (dateUtils, timeUtils)
  • Create data layer (icsParser, eventStore, networkSync, persistence)
  • Create UI components (warningScreen, scheduleView, qrOverlay, devroomsFilter)
  • Create state.lua for state management
  • Create inputHandlers.lua
  • Create main.lua entry point
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Thinking

Let me start creating the directory structure and the files. I'll create multiple files in parallel where possible.

$ Bash
Create directory structure
mkdir -p /home/nemo/projects/personal/fosdem-playdate/source/{ui,data,utils,input}
Thinking

Now let me create the pdxinfo file and config.lua in parallel.

📝 Write pdxinfo
/home/nemo/projects/personal/fosdem-playdate/source/pdxinfo
name=FOSDEM Schedule
author=FOSDEM
description=Browse the FOSDEM 2026 conference schedule on your Playdate
bundleID=org.fosdem.schedule
version=1.0.0
buildNumber=1
imagePath=
launchSoundPath=
contentWarning=
contentWarning2=
📝 Write config.lua
/home/nemo/projects/personal/fosdem-playdate/source/config.lua
-- Configuration constants for FOSDEM Schedule app

Config = {
    -- UI dimensions
    HEADER_HEIGHT = 30,
    SUB_HEADER_HEIGHT = 20,
    CELL_HEIGHT = 24,
    SCREEN_WIDTH = 400,
    SCREEN_HEIGHT = 240,

    -- Timezone
    CET_OFFSET_SECONDS = 3600,  -- 1 hour in seconds for CET

    -- File paths
    ICS_FILE_PATH = "schedule.ics",
    ICS_URL_HOST = "fosdem.org",
    ICS_URL_PATH = "/2026/schedule/ical",

    -- Special categories
    MAIN_TRACK = "Main Track",

    -- Crank sensitivity
    CRANK_THRESHOLD = 30,  -- degrees per category switch
}
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/pdxinfo
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/config.lua
Thinking

Good progress. Now let me update the todo and create the utility files.

Task List
  • Create directory structure and pdxinfo
  • Create config.lua with constants
  • Create utility files (dateUtils, timeUtils)
  • Create data layer (icsParser, eventStore, networkSync, persistence)
  • Create UI components (warningScreen, scheduleView, qrOverlay, devroomsFilter)
  • Create state.lua for state management
  • Create inputHandlers.lua
  • Create main.lua entry point
📝 Write dateUtils.lua
/home/nemo/projects/personal/fosdem-playdate/source/utils/dateUtils.lua
-- Date utilities for parsing ICS date format

-- Parse ICS date format: YYYYMMDDTHHMMSS (e.g., 20260201T090000)
-- Returns a table compatible with playdate.epochFromTime()
function parseICSDate(dateStr)
    if not dateStr or #dateStr < 15 then
        return nil
    end

    local year = tonumber(dateStr:sub(1, 4))
    local month = tonumber(dateStr:sub(5, 6))
    local day = tonumber(dateStr:sub(7, 8))
    -- Skip the 'T' at position 9
    local hour = tonumber(dateStr:sub(10, 11))
    local minute = tonumber(dateStr:sub(12, 13))
    local second = tonumber(dateStr:sub(14, 15))

    if not (year and month and day and hour and minute and second) then
        return nil
    end

    return {
        year = year,
        month = month,
        day = day,
        hour = hour,
        minute = minute,
        second = second,
        millisecond = 0
    }
end

-- Format time for display based on user preference
function formatTimeForDisplay(timeTable)
    if not timeTable then
        return "??:??"
    end

    if playdate.shouldDisplay24HourTime() then
        return string.format("%02d:%02d", timeTable.hour, timeTable.minute)
    else
        local hour = timeTable.hour
        local ampm = "am"
        if hour >= 12 then
            ampm = "pm"
            if hour > 12 then
                hour = hour - 12
            end
        end
        if hour == 0 then
            hour = 12
        end
        return string.format("%d:%02d %s", hour, timeTable.minute, ampm)
    end
end

-- Trim whitespace from string
function trimWhitespace(str)
    if not str then
        return ""
    end
    return str:match("^%s*(.-)%s*$")
end
📝 Write timeUtils.lua
/home/nemo/projects/personal/fosdem-playdate/source/utils/timeUtils.lua
-- Time utilities for timezone validation and epoch conversion

-- Calculate offset between local and GMT time
-- Returns offset in seconds
function getTimezoneOffset()
    local localTime = playdate.getTime()
    local gmtTime = playdate.getGMTTime()

    local localEpoch = playdate.epochFromTime(localTime)
    local gmtEpoch = playdate.epochFromGMTTime(gmtTime)

    return localEpoch - gmtEpoch
end

-- Check if device timezone is set to CET (+01:00)
function isValidTimezone()
    local offset = getTimezoneOffset()
    return offset == Config.CET_OFFSET_SECONDS
end

-- Get current time as epoch seconds (since Jan 1, 2000)
function getCurrentEpoch()
    local currentTime = playdate.getTime()
    return playdate.epochFromTime(currentTime)
end

-- Convert a time table to epoch seconds
function timeToEpoch(timeTable)
    if not timeTable then
        return 0
    end
    return playdate.epochFromTime(timeTable)
end
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/utils/dateUtils.lua
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/utils/timeUtils.lua
Thinking

Good, utility files done. Now let me create the data layer files.

Task List
  • Create directory structure and pdxinfo
  • Create config.lua with constants
  • Create utility files (dateUtils, timeUtils)
  • Create data layer (icsParser, eventStore, networkSync, persistence)
  • Create UI components (warningScreen, scheduleView, qrOverlay, devroomsFilter)
  • Create state.lua for state management
  • Create inputHandlers.lua
  • Create main.lua entry point
📝 Write icsParser.lua
/home/nemo/projects/personal/fosdem-playdate/source/data/icsParser.lua
-- ICS file parser for FOSDEM schedule

-- Parse a single ICS line and return key, value pair
local function parseICSLine(line)
    if not line then
        return nil, nil
    end

    -- Handle lines with parameters (e.g., "DTSTART;TZID=Europe-Brussels:20260201T090000")
    local colonPos = line:find(":")
    if not colonPos then
        return nil, nil
    end

    local keyPart = line:sub(1, colonPos - 1)
    local value = line:sub(colonPos + 1)

    -- Extract just the key name (before any semicolon)
    local semicolonPos = keyPart:find(";")
    local key = semicolonPos and keyPart:sub(1, semicolonPos - 1) or keyPart

    return key, value
end

-- Split comma-separated categories
local function splitCategories(categoriesStr)
    local categories = {}
    for cat in categoriesStr:gmatch("([^,]+)") do
        local trimmed = trimWhitespace(cat)
        if trimmed and #trimmed > 0 then
            table.insert(categories, trimmed)
        end
    end
    return categories
end

-- Parse the ICS file and return a list of event tables
function parseICSFile(filePath)
    local events = {}
    local file = playdate.file.open(filePath, playdate.file.kFileRead)

    if not file then
        return nil, "Could not open file: " .. filePath
    end

    local currentEvent = nil
    local line = file:readline()

    while line do
        line = trimWhitespace(line)

        if line == "BEGIN:VEVENT" then
            currentEvent = {}
        elseif line == "END:VEVENT" then
            if currentEvent then
                -- Calculate epoch times for sorting/comparison
                if currentEvent.DTSTART then
                    currentEvent.DTSTART_epoch = timeToEpoch(currentEvent.DTSTART)
                end
                if currentEvent.DTEND then
                    currentEvent.DTEND_epoch = timeToEpoch(currentEvent.DTEND)
                end
                -- Ensure categories is always a table
                if not currentEvent.CATEGORIES then
                    currentEvent.CATEGORIES = {}
                end
                table.insert(events, currentEvent)
            end
            currentEvent = nil
        elseif currentEvent then
            local key, value = parseICSLine(line)
            if key and value then
                if key == "DTSTART" or key == "DTEND" then
                    currentEvent[key] = parseICSDate(value)
                elseif key == "CATEGORIES" then
                    currentEvent[key] = splitCategories(value)
                elseif key == "SUMMARY" or key == "URL" or key == "LOCATION" then
                    currentEvent[key] = value
                end
            end
        end

        line = file:readline()
    end

    file:close()
    return events
end
📝 Write eventStore.lua
/home/nemo/projects/personal/fosdem-playdate/source/data/eventStore.lua
-- Event store for organizing and accessing parsed events

EventStore = {
    allEvents = {},
    eventsByCategory = {},
    categoryNames = {},
}

function EventStore.init(events)
    EventStore.allEvents = events or {}
    EventStore.eventsByCategory = {}
    EventStore.categoryNames = {}

    local categorySet = {}

    -- Build category map
    for _, event in ipairs(EventStore.allEvents) do
        local categories = event.CATEGORIES or {}
        for _, category in ipairs(categories) do
            if not categorySet[category] then
                categorySet[category] = true
                table.insert(EventStore.categoryNames, category)
            end
            if not EventStore.eventsByCategory[category] then
                EventStore.eventsByCategory[category] = {}
            end
            table.insert(EventStore.eventsByCategory[category], event)
        end
    end

    -- Sort category names alphabetically
    table.sort(EventStore.categoryNames)

    -- Sort events within each category by start time
    for _, catEvents in pairs(EventStore.eventsByCategory) do
        table.sort(catEvents, function(a, b)
            return (a.DTSTART_epoch or 0) < (b.DTSTART_epoch or 0)
        end)
    end

    print("EventStore initialized with " .. #EventStore.allEvents .. " events in " .. #EventStore.categoryNames .. " categories")
end

function EventStore.getEventsForCategory(category)
    return EventStore.eventsByCategory[category] or {}
end

function EventStore.getCategoryIndex(categoryName)
    for i, name in ipairs(EventStore.categoryNames) do
        if name == categoryName then
            return i
        end
    end
    return 1
end

function EventStore.getCategoryByIndex(index)
    return EventStore.categoryNames[index]
end

function EventStore.getCategoryCount()
    return #EventStore.categoryNames
end

-- Find the first event in a category where DTEND > current time
function EventStore.findFirstActiveEventIndex(category)
    local events = EventStore.getEventsForCategory(category)
    local currentEpoch = getCurrentEpoch()

    for i, event in ipairs(events) do
        if event.DTEND_epoch and event.DTEND_epoch > currentEpoch then
            return i
        end
    end
    return 1  -- Default to first event if all have ended
end
📝 Write networkSync.lua
/home/nemo/projects/personal/fosdem-playdate/source/data/networkSync.lua
-- Network synchronization for downloading ICS schedule

NetworkSync = {
    isDownloading = false,
    downloadCallback = nil,
    http = nil,
    receivedData = "",
}

function NetworkSync.downloadSchedule(callback)
    if NetworkSync.isDownloading then
        callback(false, "Download already in progress")
        return
    end

    NetworkSync.isDownloading = true
    NetworkSync.downloadCallback = callback
    NetworkSync.receivedData = ""

    NetworkSync.http = playdate.network.http.new(
        Config.ICS_URL_HOST,
        443,
        true,  -- useSSL
        "Download FOSDEM schedule for offline viewing"
    )

    if not NetworkSync.http then
        NetworkSync.isDownloading = false
        callback(false, "Could not create HTTP connection")
        return
    end

    NetworkSync.http:setRequestCompleteCallback(function()
        NetworkSync.onRequestComplete()
    end)

    NetworkSync.http:setRequestCallback(function()
        NetworkSync.onDataAvailable()
    end)

    local success, err = NetworkSync.http:get(Config.ICS_URL_PATH)
    if not success then
        NetworkSync.isDownloading = false
        callback(false, err or "Failed to start download")
    end
end

function NetworkSync.onDataAvailable()
    if NetworkSync.http then
        local data = NetworkSync.http:read(65536)  -- Read up to 64KB at a time
        if data then
            NetworkSync.receivedData = NetworkSync.receivedData .. data
        end
    end
end

function NetworkSync.onRequestComplete()
    local callback = NetworkSync.downloadCallback
    NetworkSync.isDownloading = false
    NetworkSync.downloadCallback = nil

    if not NetworkSync.http then
        if callback then callback(false, "No HTTP connection") end
        return
    end

    local status = NetworkSync.http:getResponseStatus()

    if status == 200 then
        -- Read any remaining data
        local remaining = NetworkSync.http:read(65536)
        while remaining and #remaining > 0 do
            NetworkSync.receivedData = NetworkSync.receivedData .. remaining
            remaining = NetworkSync.http:read(65536)
        end

        -- Write to file
        local file = playdate.file.open(Config.ICS_FILE_PATH, playdate.file.kFileWrite)
        if file then
            local written = file:write(NetworkSync.receivedData)
            file:close()
            if written and written > 0 then
                print("Schedule downloaded: " .. written .. " bytes")
                if callback then callback(true) end
            else
                if callback then callback(false, "Could not write file") end
            end
        else
            if callback then callback(false, "Could not create file") end
        end
    else
        if callback then callback(false, "HTTP error: " .. (status or "unknown")) end
    end

    NetworkSync.http:close()
    NetworkSync.http = nil
    NetworkSync.receivedData = ""
end

function NetworkSync.scheduleExists()
    return playdate.file.exists(Config.ICS_FILE_PATH)
end
📝 Write persistence.lua
/home/nemo/projects/personal/fosdem-playdate/source/data/persistence.lua
-- Persistence for saving and loading user preferences

Persistence = {}

local HIDDEN_CATEGORIES_KEY = "hiddenCategories"

function Persistence.saveHiddenCategories(hiddenCategories)
    local data = { hidden = hiddenCategories or {} }
    playdate.datastore.write(data, HIDDEN_CATEGORIES_KEY)
    print("Saved hidden categories")
end

function Persistence.loadHiddenCategories()
    local data = playdate.datastore.read(HIDDEN_CATEGORIES_KEY)
    if data and data.hidden then
        -- Ensure "Main Track" is never hidden
        data.hidden[Config.MAIN_TRACK] = nil
        return data.hidden
    end
    return {}
end
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/data/icsParser.lua
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/data/eventStore.lua
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/data/networkSync.lua
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/data/persistence.lua
Thinking

Data layer complete. Now let me create the UI components.

Task List
  • Create directory structure and pdxinfo
  • Create config.lua with constants
  • Create utility files (dateUtils, timeUtils)
  • Create data layer (icsParser, eventStore, networkSync, persistence)
  • Create UI components (warningScreen, scheduleView, qrOverlay, devroomsFilter)
  • Create state.lua for state management
  • Create inputHandlers.lua
  • Create main.lua entry point
📝 Write warningScreen.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/warningScreen.lua
-- Warning screen for timezone validation errors

WarningScreen = {}

local gfx <const> = playdate.graphics

function WarningScreen.draw()
    gfx.clear(gfx.kColorWhite)

    local message = "Timezone must be set to\nCET (+01:00)"

    -- Draw a border box
    gfx.setColor(gfx.kColorBlack)
    gfx.drawRect(50, 80, 300, 80)

    -- Draw warning icon (simple exclamation)
    gfx.fillTriangle(200, 90, 190, 110, 210, 110)
    gfx.setColor(gfx.kColorWhite)
    gfx.fillRect(198, 94, 4, 10)
    gfx.fillRect(198, 106, 4, 4)

    -- Draw message
    gfx.setColor(gfx.kColorBlack)
    gfx.drawTextAligned(message, 200, 120, kTextAlignment.center)
end
📝 Write scheduleView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua
-- Main schedule view using gridview

ScheduleView = {
    gridview = nil,
}

local gfx <const> = playdate.graphics

function ScheduleView.init()
    -- Create gridview with cell width 0 (full width) and appropriate height
    ScheduleView.gridview = playdate.ui.gridview.new(0, Config.CELL_HEIGHT)
    ScheduleView.gridview:setContentInset(0, 0, 0, 0)

    -- Override drawCell
    function ScheduleView.gridview:drawCell(section, row, column, selected, x, y, width, height)
        local events = ScheduleView.getCurrentEvents()
        local event = events[row]

        if not event then return end

        -- Draw selection highlight
        if selected then
            gfx.setColor(gfx.kColorBlack)
            gfx.fillRect(x, y, width, height)
            gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
        else
            gfx.setImageDrawMode(gfx.kDrawModeCopy)
        end

        -- Format time based on user preference
        local timeStr = formatTimeForDisplay(event.DTSTART)
        local summary = event.SUMMARY or "Untitled"
        local displayText = "[" .. timeStr .. "] " .. summary

        -- Draw with truncation if needed
        gfx.drawTextInRect(displayText, x + 4, y + 4, width - 8, height - 8, nil, "...", kTextAlignment.left)

        -- Reset draw mode
        gfx.setImageDrawMode(gfx.kDrawModeCopy)
    end
end

function ScheduleView.getCurrentEvents()
    local category = State.getCurrentCategory()
    if category then
        return EventStore.getEventsForCategory(category)
    end
    return {}
end

function ScheduleView.updateRowCount()
    local events = ScheduleView.getCurrentEvents()
    ScheduleView.gridview:setNumberOfRows(#events)
end

function ScheduleView.scrollToActiveEvent()
    local category = State.getCurrentCategory()
    if category then
        local activeIndex = EventStore.findFirstActiveEventIndex(category)
        ScheduleView.gridview:setSelectedRow(activeIndex)
        ScheduleView.gridview:scrollToRow(activeIndex)
    end
end

function ScheduleView.getSelectedEvent()
    local events = ScheduleView.getCurrentEvents()
    local row = ScheduleView.gridview:getSelectedRow()
    return events[row]
end

function ScheduleView.draw()
    -- Draw header (black background, white text)
    gfx.setColor(gfx.kColorBlack)
    gfx.fillRect(0, 0, Config.SCREEN_WIDTH, Config.HEADER_HEIGHT)
    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)

    local category = State.getCurrentCategory() or "No Category"
    local headerText = "< " .. category .. " >"
    gfx.drawTextAligned(headerText, 200, 8, kTextAlignment.center)

    -- Draw sub-header (location of selected event)
    gfx.setImageDrawMode(gfx.kDrawModeCopy)
    gfx.setColor(gfx.kColorWhite)
    gfx.fillRect(0, Config.HEADER_HEIGHT, Config.SCREEN_WIDTH, Config.SUB_HEADER_HEIGHT)
    gfx.setColor(gfx.kColorBlack)

    local selectedEvent = ScheduleView.getSelectedEvent()
    if selectedEvent then
        local location = selectedEvent.LOCATION or "Unknown location"
        gfx.drawTextInRect(
            location,
            4,
            Config.HEADER_HEIGHT + 2,
            Config.SCREEN_WIDTH - 8,
            Config.SUB_HEADER_HEIGHT - 4,
            nil,
            "...",
            kTextAlignment.left
        )
    end

    -- Draw separator line
    gfx.drawLine(0, Config.HEADER_HEIGHT + Config.SUB_HEADER_HEIGHT - 1, Config.SCREEN_WIDTH, Config.HEADER_HEIGHT + Config.SUB_HEADER_HEIGHT - 1)

    -- Draw gridview
    local gridY = Config.HEADER_HEIGHT + Config.SUB_HEADER_HEIGHT
    local gridHeight = Config.SCREEN_HEIGHT - gridY
    ScheduleView.gridview:drawInRect(0, gridY, Config.SCREEN_WIDTH, gridHeight)
end
📝 Write qrOverlay.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua
-- QR code overlay for displaying event URLs

QROverlay = {
    visible = false,
    qrImage = nil,
    qrTimer = nil,
}

local gfx <const> = playdate.graphics

function QROverlay.show(url)
    if not url or #url == 0 then
        print("No URL to display")
        return
    end

    QROverlay.visible = true
    QROverlay.qrImage = nil

    -- Generate QR code asynchronously
    QROverlay.qrTimer = gfx.generateQRCode(url, 150, function(image, errorMessage)
        if image then
            QROverlay.qrImage = image
        else
            print("QR generation error: " .. (errorMessage or "unknown"))
        end
    end)
end

function QROverlay.hide()
    QROverlay.visible = false
    QROverlay.qrImage = nil
    if QROverlay.qrTimer then
        QROverlay.qrTimer:remove()
        QROverlay.qrTimer = nil
    end
end

function QROverlay.isVisible()
    return QROverlay.visible
end

function QROverlay.draw()
    if not QROverlay.visible then return end

    -- Draw semi-transparent overlay effect by drawing white background
    gfx.setColor(gfx.kColorWhite)
    gfx.fillRect(40, 20, 320, 200)

    -- Draw border
    gfx.setColor(gfx.kColorBlack)
    gfx.setLineWidth(2)
    gfx.drawRect(40, 20, 320, 200)
    gfx.setLineWidth(1)

    if QROverlay.qrImage then
        -- Draw QR code centered
        QROverlay.qrImage:drawCentered(200, 110)
    else
        gfx.drawTextAligned("Generating QR code...", 200, 110, kTextAlignment.center)
    end

    -- Draw dismiss instruction
    gfx.drawTextAligned("Press B to close", 200, 200, kTextAlignment.center)
end
📝 Write devroomsFilter.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/devroomsFilter.lua
-- Devrooms filter view for toggling category visibility

DevroomsFilter = {
    visible = false,
    gridview = nil,
}

local gfx <const> = playdate.graphics

function DevroomsFilter.init()
    DevroomsFilter.gridview = playdate.ui.gridview.new(0, 24)
    DevroomsFilter.gridview:setContentInset(0, 0, 0, 0)

    function DevroomsFilter.gridview:drawCell(section, row, column, selected, x, y, width, height)
        local category = EventStore.getCategoryByIndex(row)
        if not category then return end

        local isHidden = State.hiddenCategories[category] == true
        local isMainTrack = category == Config.MAIN_TRACK

        if selected then
            gfx.setColor(gfx.kColorBlack)
            gfx.fillRect(x, y, width, height)
            gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
        else
            gfx.setImageDrawMode(gfx.kDrawModeCopy)
        end

        local checkbox
        if isMainTrack then
            checkbox = "[*]"  -- Always visible, locked
        elseif isHidden then
            checkbox = "[ ]"
        else
            checkbox = "[x]"
        end

        local displayText = checkbox .. " " .. category
        gfx.drawTextInRect(displayText, x + 4, y + 4, width - 8, height - 8, nil, "...", kTextAlignment.left)

        gfx.setImageDrawMode(gfx.kDrawModeCopy)
    end
end

function DevroomsFilter.show()
    DevroomsFilter.visible = true
    DevroomsFilter.gridview:setNumberOfRows(EventStore.getCategoryCount())
    DevroomsFilter.gridview:setSelectedRow(1)
end

function DevroomsFilter.hide()
    DevroomsFilter.visible = false
    Persistence.saveHiddenCategories(State.hiddenCategories)
end

function DevroomsFilter.isVisible()
    return DevroomsFilter.visible
end

function DevroomsFilter.toggleSelectedCategory()
    local row = DevroomsFilter.gridview:getSelectedRow()
    local category = EventStore.getCategoryByIndex(row)

    if not category then return end

    -- Prevent hiding Main Track
    if category == Config.MAIN_TRACK then
        return
    end

    if State.hiddenCategories[category] then
        State.hiddenCategories[category] = nil
    else
        State.hiddenCategories[category] = true
    end
end

function DevroomsFilter.draw()
    if not DevroomsFilter.visible then return end

    gfx.clear(gfx.kColorWhite)

    -- Header
    gfx.setColor(gfx.kColorBlack)
    gfx.fillRect(0, 0, Config.SCREEN_WIDTH, Config.HEADER_HEIGHT)
    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
    gfx.drawTextAligned("Devrooms Filter", 200, 8, kTextAlignment.center)

    -- Instructions
    gfx.setImageDrawMode(gfx.kDrawModeCopy)
    gfx.drawTextAligned("A: Toggle  B: Back", 200, Config.SCREEN_HEIGHT - 16, kTextAlignment.center)

    -- Gridview
    local gridY = Config.HEADER_HEIGHT
    local gridHeight = Config.SCREEN_HEIGHT - gridY - 20
    DevroomsFilter.gridview:drawInRect(0, gridY, Config.SCREEN_WIDTH, gridHeight)
end
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/ui/warningScreen.lua
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/ui/devroomsFilter.lua
Thinking

UI components done. Now let me create the state management, input handlers, and main.lua.

Task List
  • Create directory structure and pdxinfo
  • Create config.lua with constants
  • Create utility files (dateUtils, timeUtils)
  • Create data layer (icsParser, eventStore, networkSync, persistence)
  • Create UI components (warningScreen, scheduleView, qrOverlay, devroomsFilter)
  • Create state.lua for state management
  • Create inputHandlers.lua
  • Create main.lua entry point
📝 Write state.lua
/home/nemo/projects/personal/fosdem-playdate/source/state.lua
-- Application state management

State = {
    -- Application states
    LOADING = "loading",
    TIMEZONE_ERROR = "timezone_error",
    SCHEDULE_VIEW = "schedule_view",
    QR_VIEW = "qr_view",
    DEVROOMS_VIEW = "devrooms_view",

    -- Current state
    currentState = "loading",
    currentCategoryIndex = 1,
    visibleCategoryIndex = 1,
    hiddenCategories = {},
}

function State.init()
    State.currentState = State.LOADING
    State.currentCategoryIndex = 1
    State.visibleCategoryIndex = 1
    State.hiddenCategories = Persistence.loadHiddenCategories()
end

function State.getCurrentCategory()
    return EventStore.getCategoryByIndex(State.currentCategoryIndex)
end

-- Get list of visible (non-hidden) categories
function State.getVisibleCategories()
    local visible = {}
    for i = 1, EventStore.getCategoryCount() do
        local category = EventStore.getCategoryByIndex(i)
        if category and not State.hiddenCategories[category] then
            table.insert(visible, { index = i, name = category })
        end
    end
    return visible
end

function State.getVisibleCategoryCount()
    local count = 0
    for i = 1, EventStore.getCategoryCount() do
        local category = EventStore.getCategoryByIndex(i)
        if category and not State.hiddenCategories[category] then
            count = count + 1
        end
    end
    return count
end

-- Find the visible index for the current category
function State.findVisibleIndex()
    local visibleCategories = State.getVisibleCategories()
    local currentCategory = State.getCurrentCategory()

    for i, cat in ipairs(visibleCategories) do
        if cat.name == currentCategory then
            return i
        end
    end
    return 1
end

-- Set category by visible index (skips hidden categories)
function State.setVisibleCategory(visibleIndex)
    local visibleCategories = State.getVisibleCategories()

    if #visibleCategories == 0 then
        return
    end

    -- Wrap around
    if visibleIndex < 1 then
        visibleIndex = #visibleCategories
    elseif visibleIndex > #visibleCategories then
        visibleIndex = 1
    end

    State.visibleCategoryIndex = visibleIndex
    State.currentCategoryIndex = visibleCategories[visibleIndex].index

    ScheduleView.updateRowCount()
    ScheduleView.scrollToActiveEvent()
end

function State.nextCategory()
    local currentVisibleIndex = State.findVisibleIndex()
    State.setVisibleCategory(currentVisibleIndex + 1)
end

function State.previousCategory()
    local currentVisibleIndex = State.findVisibleIndex()
    State.setVisibleCategory(currentVisibleIndex - 1)
end

-- Set to Main Track category
function State.setToMainTrack()
    local mainTrackIndex = EventStore.getCategoryIndex(Config.MAIN_TRACK)
    if mainTrackIndex then
        State.currentCategoryIndex = mainTrackIndex
        State.visibleCategoryIndex = State.findVisibleIndex()
        ScheduleView.updateRowCount()
        ScheduleView.scrollToActiveEvent()
    end
end

-- Ensure current category is still visible after filter changes
function State.ensureValidCategory()
    local currentCategory = State.getCurrentCategory()
    if currentCategory and State.hiddenCategories[currentCategory] then
        -- Current category was hidden, switch to first visible
        State.setVisibleCategory(1)
    else
        -- Update visible index
        State.visibleCategoryIndex = State.findVisibleIndex()
    end
end
📝 Write inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
-- Input handlers for different application states

InputHandlers = {
    crankAccumulator = 0,
}

-- Handlers for main schedule view
InputHandlers.scheduleHandlers = {
    upButtonDown = function()
        ScheduleView.gridview:selectPreviousRow(false)
    end,

    downButtonDown = function()
        ScheduleView.gridview:selectNextRow(false)
    end,

    leftButtonDown = function()
        State.previousCategory()
    end,

    rightButtonDown = function()
        State.nextCategory()
    end,

    AButtonDown = function()
        local event = ScheduleView.getSelectedEvent()
        if event and event.URL and #event.URL > 0 then
            State.currentState = State.QR_VIEW
            QROverlay.show(event.URL)
            playdate.inputHandlers.push(InputHandlers.qrHandlers)
        end
    end,

    cranked = function(change, acceleratedChange)
        InputHandlers.crankAccumulator = InputHandlers.crankAccumulator + change

        if InputHandlers.crankAccumulator > Config.CRANK_THRESHOLD then
            State.nextCategory()
            InputHandlers.crankAccumulator = 0
        elseif InputHandlers.crankAccumulator < -Config.CRANK_THRESHOLD then
            State.previousCategory()
            InputHandlers.crankAccumulator = 0
        end
    end,
}

-- Handlers for QR code overlay
InputHandlers.qrHandlers = {
    BButtonDown = function()
        QROverlay.hide()
        State.currentState = State.SCHEDULE_VIEW
        playdate.inputHandlers.pop()
    end,

    -- Block other inputs while QR is visible
    AButtonDown = function() end,
    upButtonDown = function() end,
    downButtonDown = function() end,
    leftButtonDown = function() end,
    rightButtonDown = function() end,
    cranked = function() end,
}

-- Handlers for devrooms filter view
InputHandlers.devroomsHandlers = {
    upButtonDown = function()
        DevroomsFilter.gridview:selectPreviousRow(false)
    end,

    downButtonDown = function()
        DevroomsFilter.gridview:selectNextRow(false)
    end,

    AButtonDown = function()
        DevroomsFilter.toggleSelectedCategory()
    end,

    BButtonDown = function()
        DevroomsFilter.hide()
        State.currentState = State.SCHEDULE_VIEW
        playdate.inputHandlers.pop()
        -- Ensure current category is still visible
        State.ensureValidCategory()
    end,

    cranked = function(change, acceleratedChange)
        -- Use crank for scrolling in filter view
        if change > 5 then
            DevroomsFilter.gridview:selectNextRow(false)
        elseif change < -5 then
            DevroomsFilter.gridview:selectPreviousRow(false)
        end
    end,
}
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/state.lua
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
Thinking

Now let me create the main.lua entry point.

Task List
  • Create directory structure and pdxinfo
  • Create config.lua with constants
  • Create utility files (dateUtils, timeUtils)
  • Create data layer (icsParser, eventStore, networkSync, persistence)
  • Create UI components (warningScreen, scheduleView, qrOverlay, devroomsFilter)
  • Create state.lua for state management
  • Create inputHandlers.lua
  • Create main.lua entry point
📝 Write main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
-- FOSDEM 2026 Playdate Schedule Reader
-- Main entry point

-- Import CoreLibs
import "CoreLibs/object"
import "CoreLibs/graphics"
import "CoreLibs/ui"
import "CoreLibs/timer"
import "CoreLibs/nineslice"
import "CoreLibs/qrcode"

-- Import application modules
import "config"
import "utils/dateUtils"
import "utils/timeUtils"
import "data/persistence"
import "data/eventStore"
import "data/icsParser"
import "data/networkSync"
import "state"
import "ui/warningScreen"
import "ui/scheduleView"
import "ui/qrOverlay"
import "ui/devroomsFilter"
import "input/inputHandlers"

-- Local constants
local gfx <const> = playdate.graphics

-- Loading state message
local loadingMessage = "Loading..."

-- Setup System Menu
local function setupSystemMenu()
    local menu = playdate.getSystemMenu()

    menu:addMenuItem("Refresh Schedule", function()
        State.currentState = State.LOADING
        loadingMessage = "Downloading..."
        NetworkSync.downloadSchedule(function(success, error)
            if success then
                loadSchedule()
            else
                loadingMessage = "Download failed:\n" .. (error or "Unknown error")
                -- Stay in loading state to show error
            end
        end)
    end)

    menu:addMenuItem("Devrooms", function()
        if State.currentState == State.SCHEDULE_VIEW then
            State.currentState = State.DEVROOMS_VIEW
            DevroomsFilter.show()
            playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
        end
    end)
end

-- Load and parse the schedule
function loadSchedule()
    loadingMessage = "Parsing schedule..."

    local events, error = parseICSFile(Config.ICS_FILE_PATH)

    if not events then
        loadingMessage = "Parse error:\n" .. (error or "Unknown error")
        print("Failed to parse ICS file: " .. (error or "unknown"))
        return
    end

    if #events == 0 then
        loadingMessage = "No events found in schedule"
        return
    end

    -- Initialize event store
    EventStore.init(events)

    -- Initialize state
    State.init()

    -- Initialize UI components
    ScheduleView.init()
    DevroomsFilter.init()

    -- Set initial category to Main Track
    State.setToMainTrack()

    -- Switch to schedule view
    State.currentState = State.SCHEDULE_VIEW
    playdate.inputHandlers.push(InputHandlers.scheduleHandlers)

    print("Schedule loaded successfully!")
end

-- Application setup
local function setup()
    -- Validate timezone
    if not isValidTimezone() then
        State.currentState = State.TIMEZONE_ERROR
        print("Invalid timezone detected")
        return
    end

    -- Setup system menu
    setupSystemMenu()

    -- Load or download schedule
    if NetworkSync.scheduleExists() then
        loadingMessage = "Loading schedule..."
        -- Use a timer to allow the loading screen to draw first
        playdate.timer.performAfterDelay(100, function()
            loadSchedule()
        end)
    else
        loadingMessage = "Downloading schedule..."
        NetworkSync.downloadSchedule(function(success, error)
            if success then
                loadSchedule()
            else
                loadingMessage = "Download failed:\n" .. (error or "Unknown error")
                print("Failed to download schedule: " .. (error or "unknown"))
            end
        end)
    end
end

-- Draw loading screen
local function drawLoadingScreen()
    gfx.clear(gfx.kColorWhite)

    -- Draw title
    gfx.drawTextAligned("*FOSDEM Schedule*", 200, 80, kTextAlignment.center)

    -- Draw loading message
    gfx.drawTextAligned(loadingMessage, 200, 120, kTextAlignment.center)

    -- Draw simple spinner animation
    local frame = math.floor(playdate.getCurrentTimeMilliseconds() / 200) % 4
    local spinnerChars = { "|", "/", "-", "\\" }
    gfx.drawTextAligned(spinnerChars[frame + 1], 200, 150, kTextAlignment.center)
end

-- Main update loop
function playdate.update()
    -- Handle different states
    if State.currentState == State.TIMEZONE_ERROR then
        WarningScreen.draw()
    elseif State.currentState == State.LOADING then
        drawLoadingScreen()
    elseif State.currentState == State.SCHEDULE_VIEW then
        gfx.clear(gfx.kColorWhite)
        ScheduleView.draw()
    elseif State.currentState == State.QR_VIEW then
        gfx.clear(gfx.kColorWhite)
        ScheduleView.draw()  -- Draw schedule in background
        QROverlay.draw()     -- Draw overlay on top
    elseif State.currentState == State.DEVROOMS_VIEW then
        DevroomsFilter.draw()
    end

    -- Required for gridview animations, QR code generation, and timers
    playdate.timer.updateTimers()
end

-- Lifecycle callbacks
function playdate.gameWillTerminate()
    Persistence.saveHiddenCategories(State.hiddenCategories)
end

function playdate.deviceWillSleep()
    Persistence.saveHiddenCategories(State.hiddenCategories)
end

function playdate.deviceWillLock()
    Persistence.saveHiddenCategories(State.hiddenCategories)
end

-- Start the application
setup()
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/main.lua
Thinking

The implementation is complete. Let me update the todo list and show the user the final structure.

Task List
  • Create directory structure and pdxinfo
  • Create config.lua with constants
  • Create utility files (dateUtils, timeUtils)
  • Create data layer (icsParser, eventStore, networkSync, persistence)
  • Create UI components (warningScreen, scheduleView, qrOverlay, devroomsFilter)
  • Create state.lua for state management
  • Create inputHandlers.lua
  • Create main.lua entry point
$ Bash
List all created files
find /home/nemo/projects/personal/fosdem-playdate/source -type f | sort
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
/home/nemo/projects/personal/fosdem-playdate/source/config.lua
/home/nemo/projects/personal/fosdem-playdate/source/data/eventStore.lua
/home/nemo/projects/personal/fosdem-playdate/source/data/icsParser.lua
/home/nemo/projects/personal/fosdem-playdate/source/data/networkSync.lua
/home/nemo/projects/personal/fosdem-playdate/source/data/persistence.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
/home/nemo/projects/personal/fosdem-playdate/source/pdxinfo
/home/nemo/projects/personal/fosdem-playdate/source/state.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/devroomsFilter.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/warningScreen.lua
/home/nemo/projects/personal/fosdem-playdate/source/utils/dateUtils.lua
/home/nemo/projects/personal/fosdem-playdate/source/utils/timeUtils.lua
Thinking

All files have been created. Let me also copy the schedule.ics into the source directory so it can be bundled with the app for testing, or at least move it to where the app can find it during development.

Actually, looking at the spec again, the schedule.ics should be in the Data folder (user data), not bundled with the app. But for testing purposes, we could either: 1. Copy it to the source folder so it's available 2. Keep it separate and let the app download it

The spec says it should be in the Data Disk and downloaded if missing. For development/testing, the user would need to either have the schedule.ics in their Playdate Data folder or let the app download it.

Let me provide a summary of what was created.

Implementation complete! Here's the final project structure:

source/
├── pdxinfo                      # App metadata
├── main.lua                     # Entry point & update loop
├── config.lua                   # Constants
├── state.lua                    # State management
├── data/
│   ├── icsParser.lua           # ICS file parsing
│   ├── eventStore.lua          # Event organization
│   ├── networkSync.lua         # HTTP download
│   └── persistence.lua         # Save/load preferences
├── ui/
│   ├── scheduleView.lua        # Main gridview
│   ├── qrOverlay.lua           # QR code display
│   ├── devroomsFilter.lua      # Category filter
│   └── warningScreen.lua       # Timezone warning
├── utils/
│   ├── dateUtils.lua           # Date parsing (YYYYMMDDTHHMMSS)
│   └── timeUtils.lua           # Timezone validation
└── input/
    └── inputHandlers.lua       # D-pad, crank, buttons

Features Implemented

  • Timezone validation - Checks for CET (+01:00) on startup
  • ICS parsing - Parses VEVENT blocks with comma-separated categories
  • Network download - Downloads schedule from FOSDEM if missing
  • Main schedule view - Gridview with [HH:MM] Summary format
  • Category navigation - Left/Right buttons and crank to switch
  • QR code overlay - Press A to show event URL as QR
  • Devrooms filter - System menu to hide/show categories
  • Persistence - Saves hidden categories to datastore

To Build & Run

Use the Playdate SDK compiler:

pdc source fosdem-schedule.pdx

Then run in the simulator or sideload to device. The app will download the schedule on first run (or you can place schedule.ics in the Data folder manually).

Are you sure this is correct -- Calculate offset between local and GMT time -- Returns offset in seconds function getTimezoneOffset() local localTime = playdate.getTime() local gmtTime = playdate.getGMTTime()

local localEpoch = playdate.epochFromTime(localTime)
local gmtEpoch = playdate.epochFromGMTTime(gmtTime)

return localEpoch - gmtEpoch

end

Thinking

The user is questioning my timezone offset calculation. Let me think about this more carefully.

Looking at the Playdate API:

  • playdate.getTime() - Returns a table with values for the local time
  • playdate.getGMTTime() - Returns a table in the same format as playdate.getTime(), but in GMT rather than local time
  • playdate.epochFromTime(time) - Returns the number of seconds between midnight Jan 1 2000 UTC and time, specified in local time
  • playdate.epochFromGMTTime(time) - Returns the number of seconds between midnight Jan 1 2000 UTC and time, specified in GMT time

So if I call: - playdate.getTime() → returns local time table (e.g., 14:00 in CET) - playdate.getGMTTime() → returns GMT time table (e.g., 13:00 in GMT)

Then: - playdate.epochFromTime(localTime) - This interprets the localTime table as local time and converts it to epoch. So it takes {hour=14, ...} and says "14:00 local time is X seconds since epoch" - playdate.epochFromGMTTime(gmtTime) - This interprets the gmtTime table as GMT time and converts it to epoch. So it takes {hour=13, ...} and says "13:00 GMT is Y seconds since epoch"

Wait, but both should return the SAME epoch value because they represent the same moment in time! The local time 14:00 CET and GMT time 13:00 are the same instant.

So localEpoch - gmtEpoch would be 0, not 3600.

The problem is that I'm using the wrong approach. Let me think about what the SPEC actually says:

From SPEC.md:

  • On pd.update (or init), calculate offset: (playdate.getTime() - playdate.getGMTTime()).

You can't directly subtract time tables, so the spec is ambiguous. What it likely means is comparing the hour values—if local time shows 14:00 and GMT shows 13:00, the offset would be (14-13)*3600 plus any minute/second differences.

However, this breaks around midnight. A more robust approach: take the local time table and convert it both ways—once with epochFromTime() treating it as local time, and once with epochFromGMTTime() treating the same table as GMT. The difference between these epochs gives the timezone offset, since the same hour value interpreted in different time zones produces different epoch values. } as local time, which is 13:00 UTC, so it returns that epoch. But epochFromGMTTime(localTime) interprets the same {hour=14,...} as GMT time, giving 14:00 UTC. The difference between these is exactly the offset I need.

Testing this with the concrete example: localTime = {hour=14,...} represents 14:00 CET locally. Interpreting it as GMT would be 14:00 UTC. Since 14:00 CET is actually 13:00 UTC, the offset is -3600 seconds (one hour behind). This approach correctly captures the timezone difference by using the same time values but interpreting them in different ways. :00 UTC" → epoch C - epochFromGMTTime(gmtTime) - "13:00 GMT" = "13:00 UTC" → epoch D - D - C = 3600 seconds

So epochFromGMTTime(gmtTime) - epochFromTime(gmtTime) gives 3600 for CET. The same logic applies with localTime: epochFromGMTTime(localTime) - epochFromTime(localTime) also yields 3600. The implementation should subtract the local epoch from the GMT epoch to get the correct offset.

function getTimezoneOffset()
    local localTime = playdate.getTime()
    local asLocalEpoch = playdate.epochFromTime(localTime)
    local asGMTEpoch = playdate.epochFromGMTTime(localTime)
    return asGMTEpoch - asLocalEpoch
end

By passing the same time table to both functions, they interpret it differently—one as local time, one as GMT—and the difference reveals the timezone offset. Testing with CET at 14:00 local: epochFromTime treats it as 13:00 UTC while epochFromGMTTime treats it as 14:00 UTC, yielding the correct 3600-second difference. The original approach failed because it didn't account for how each function interprets the input.

You're right to question that - it's wrong! Let me think through it:

  • playdate.getTime() → local time table (e.g., {hour=14, ...} in CET)
  • playdate.getGMTTime() → GMT time table (e.g., {hour=13, ...})
  • epochFromTime(localTime) → interprets the table as local time → epoch for 13:00 UTC
  • epochFromGMTTime(gmtTime) → interprets the table as GMT → epoch for 13:00 UTC

Both return the same epoch because they represent the same moment in time! The subtraction would always be ~0.

The correct approach is to use the same time table interpreted two different ways:

✏️ Edit timeUtils.lua
/home/nemo/projects/personal/fosdem-playdate/source/utils/timeUtils.lua
-- Calculate offset between local and GMT time
-- Returns offset in seconds
function getTimezoneOffset()
    local localTime = playdate.getTime()
    local gmtTime = playdate.getGMTTime()

    local localEpoch = playdate.epochFromTime(localTime)
    local gmtEpoch = playdate.epochFromGMTTime(gmtTime)

    return localEpoch - gmtEpoch
end
+
-- Calculate offset between local and GMT time
-- Returns offset in seconds (positive for east of GMT, e.g., +3600 for CET)
function getTimezoneOffset()
    local timeTable = playdate.getTime()

    -- Interpret the SAME time table two different ways:
    -- epochFromTime treats it as local time
    -- epochFromGMTTime treats it as GMT time
    local asLocalEpoch = playdate.epochFromTime(timeTable)
    local asGMTEpoch = playdate.epochFromGMTTime(timeTable)

    -- Example for CET (+1) when local time is 14:00:
    -- asLocalEpoch: "14:00 local" = 13:00 UTC = epoch X
    -- asGMTEpoch: "14:00 GMT" = 14:00 UTC = epoch X + 3600
    -- Difference: 3600 seconds
    return asGMTEpoch - asLocalEpoch
end
The file /home/nemo/projects/personal/fosdem-playdate/source/utils/timeUtils.lua has been updated successfully.
Thinking

Good, I fixed the timezone offset calculation. The key insight is: - Use the same time table - Interpret it as local time with epochFromTime() - Interpret it as GMT with epochFromGMTTime() - The difference gives the offset

For CET (+1 hour): - If local time is 14:00, that's 13:00 UTC - epochFromTime({hour=14}) = epoch for 13:00 UTC - epochFromGMTTime({hour=14}) = epoch for 14:00 UTC - Difference = +3600 seconds ✓

Fixed. The key insight:

Function Input {hour=14} Interpretation UTC equivalent
epochFromTime() 14:00 local (CET) 13:00 UTC
epochFromGMTTime() 14:00 GMT 14:00 UTC

Difference: 14:00 UTC - 13:00 UTC = 3600 seconds

Suggest 5 names for the app. Think a bit of quirk and german

Thinking

The user wants quirky, German-inspired names for the FOSDEM Playdate Schedule app. FOSDEM is held in Brussels, Belgium, but they want German flair. Let me think of some fun names that play on:

  1. German words related to schedules, plans, time
  2. Playdate puns
  3. FOSDEM/conference themes
  4. Quirky compound German words (Germans are famous for these)

German words to consider: - Fahrplan = timetable/schedule (literally "driving plan", used for trains) - Stundenplan = timetable (school schedule) - Zeitplan = schedule/timeline - Terminkalender = appointment calendar - Kurbel = crank (relevant to Playdate!) - Spielerei = playful thing, toy - Taschenfahrplan = pocket timetable - Wunderbar = wonderful - Gemütlich = cozy - Schnell = fast - Klein = small

Fun ideas: 1. Taschenfahrplan - "Pocket Timetable" - very German, very practical 2. Kurbelkalender - "Crank Calendar" - combines Playdate's crank with calendar 3. FOSDEMfahrplan - combines FOSDEM with Fahrplan 4. Der kleine Zeitplan - "The little schedule" - cute 5. Terminwunder - "Appointment miracle" 6. Zeitkurbel - "Time crank" 7. Planung mit Kurbel - "Planning with crank" 8. Das Fahrplänchen - diminutive of Fahrplan, "the little timetable" 9. Kurbelzeit - "Crank time" 10. Plänchen - little plan (cute diminutive)

Let me pick 5 good ones with explanations:

Here are 5 quirky German-inspired names:

  1. Kurbelfahrplan - "Crank Timetable" - marries Playdate's signature crank with the German word for train schedules

  2. Das Plänchen - "The Little Plan" - cute diminutive, sounds endearing and pocketable

  3. Zeitkurbel - "Time Crank" - evokes cranking through time/schedule, very Playdate

  4. Taschenfahrplan - "Pocket Timetable" - what Germans call those fold-out train schedules; fits the Playdate perfectly

  5. Wunderkurbel - "Wonder Crank" - playful, slightly absurd, memorable

My favorite is Kurbelfahrplan - it captures both the Playdate identity (crank) and the German precision of a proper Fahrplan (the sacred train timetable that Germans take very seriously).