Claude Code transcript - page 4/5

Load the fonts/xmen font for showing the time. Use regular font for the remaining event summary in the scheduleView

Thinking

The user wants to: 1. Load a "fonts/xmen" font for showing the time 2. Use the regular font for the event summary in scheduleView

I need to update scheduleView.lua to: 1. Load the xmen font 2. Draw the time with the xmen font 3. Draw the summary with the regular fontLet me read the current scheduleView.lua to see how the drawCell is currently implemented.

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua",
  "limit": 50
}
     1→-- Main schedule view using gridview
     2→
     3→ScheduleView = {
     4→    gridview = nil,
     5→}
     6→
     7→local gfx <const> = playdate.graphics
     8→
     9→-- Day constants (FOSDEM 2026: Jan 31 = Day 1, Feb 1 = Day 2)
    10→local DAY1_MONTH = 1   -- January
    11→local DAY2_MONTH = 2   -- February
    12→
    13→-- Cache for events split by section
    14→local sectionEvents = { {}, {} }  -- [1] = Day 1 events, [2] = Day 2 events
    15→local sectionCount = 1
    16→
    17→function ScheduleView.init()
    18→    -- Create gridview with cell width 0 (full width) and appropriate height
    19→    ScheduleView.gridview = playdate.ui.gridview.new(0, Config.CELL_HEIGHT)
    20→    ScheduleView.gridview:setContentInset(0, 0, 0, 0)
    21→    ScheduleView.gridview:setSectionHeaderHeight(Config.CELL_HEIGHT)
    22→
    23→    -- Override drawCell - now uses section to find the right event
    24→    function ScheduleView.gridview:drawCell(section, row, column, selected, x, y, width, height)
    25→        local events = sectionEvents[section] or {}
    26→        local event = events[row]
    27→        if not event then return end
    28→
    29→        local timeStr = formatTimeForDisplay(event.DTSTART)
    30→        local summary = event.SUMMARY or "Untitled"
    31→        local displayText = " " .. timeStr .. "  " .. summary
    32→
    33→        if selected then
    34→            gfx.setColor(gfx.kColorBlack)
    35→            gfx.fillRect(x, y, width, height)
    36→            gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
    37→        else
    38→            gfx.setColor(gfx.kColorWhite)
    39→            gfx.setImageDrawMode(gfx.kDrawModeFillBlack)
    40→        end
    41→
    42→        gfx.drawTextInRect(displayText, x, y, width, height, nil, "...", kTextAlignment.left)
    43→        gfx.setImageDrawMode(gfx.kDrawModeCopy)
    44→    end
    45→
    46→    -- Override drawSectionHeader for Day 1/Day 2 headers
    47→    function ScheduleView.gridview:drawSectionHeader(section, x, y, width, height)
    48→        -- Determine which day this section represents
    49→        local dayNumber = 1
    50→        local events = sectionEvents[section]

<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

Now I need to update the scheduleView to: 1. Load the xmen font for the time 2. Draw the time with the xmen font 3. Draw the summary with the regular font

I'll need to:1. Add a local variable for the xmen font2. Load it somewhere (either at module level or in init) 3. In drawCell, draw the time with xmen font and summary with regular fontSince the time and summary are currently drawn as one string, I'll need to draw them separately.

✏️ Edit 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

-- Day constants (FOSDEM 2026: Jan 31 = Day 1, Feb 1 = Day 2)
local DAY1_MONTH = 1   -- January
local DAY2_MONTH = 2   -- February

-- Cache for events split by section
local sectionEvents = { {}, {} }  -- [1] = Day 1 events, [2] = Day 2 events
local sectionCount = 1

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)
    ScheduleView.gridview:setSectionHeaderHeight(Config.CELL_HEIGHT)

    -- Override drawCell - now uses section to find the right event
    function ScheduleView.gridview:drawCell(section, row, column, selected, x, y, width, height)
        local events = sectionEvents[section] or {}
        local event = events[row]
        if not event then return end

        local timeStr = formatTimeForDisplay(event.DTSTART)
        local summary = event.SUMMARY or "Untitled"
        local displayText = " " .. timeStr .. "  " .. summary

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

        gfx.drawTextInRect(displayText, x, y, width, height, nil, "...", kTextAlignment.left)
        gfx.setImageDrawMode(gfx.kDrawModeCopy)
    end
+
-- Main schedule view using gridview

ScheduleView = {
    gridview = nil,
}

local gfx <const> = playdate.graphics

-- Day constants (FOSDEM 2026: Jan 31 = Day 1, Feb 1 = Day 2)
local DAY1_MONTH = 1   -- January
local DAY2_MONTH = 2   -- February

-- Cache for events split by section
local sectionEvents = { {}, {} }  -- [1] = Day 1 events, [2] = Day 2 events
local sectionCount = 1

-- Fonts
local timeFont = nil
local regularFont = nil

function ScheduleView.init()
    -- Load fonts
    timeFont = gfx.font.new("fonts/xmen")
    regularFont = gfx.getSystemFont()

    -- 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)
    ScheduleView.gridview:setSectionHeaderHeight(Config.CELL_HEIGHT)

    -- Override drawCell - now uses section to find the right event
    function ScheduleView.gridview:drawCell(section, row, column, selected, x, y, width, height)
        local events = sectionEvents[section] or {}
        local event = events[row]
        if not event then return end

        local timeStr = formatTimeForDisplay(event.DTSTART)
        local summary = event.SUMMARY or "Untitled"

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

        -- Draw time with xmen font
        gfx.setFont(timeFont)
        local timeWidth = gfx.getTextSize(timeStr)
        gfx.drawText(timeStr, x + 4, y + 2)

        -- Draw summary with regular font
        gfx.setFont(regularFont)
        local summaryX = x + 4 + timeWidth + 8
        local summaryWidth = width - summaryX
        gfx.drawTextInRect(summary, summaryX, y + 2, summaryWidth, height, nil, "...", kTextAlignment.left)

        gfx.setImageDrawMode(gfx.kDrawModeCopy)
    end
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua has been updated successfully.
Thinking

I've updated the scheduleView to: 1. Load the xmen font for time display 2. Load the system font as the regular font 3. Draw the time with xmen font 4. Draw the summary with regular fontThe time is drawn first, then the summary is drawn to the right of it with proper spacing.

Done. The scheduleView now: 1. Loads fonts/xmen for the time display 2. Uses the system font for the event summary 3. Draws them separately with proper spacing

Can we increase teh font size a little for the time?

Thinking

The user wants to increase the font size for the time. In Playdate, you can't directly scale fonts, but you can load a font at a different size if it's a scalable font, or use a different font file that's larger.

However, looking at the Playdate SDK, fonts are bitmap fonts and don't scale. The way to get a larger font would be to either: 1. Use a different font file that's already larger 2. Draw to an image and scale it (which would look pixelated)

Let me check if there's a way to load a font with a different size. Actually, in Playdate, fonts are typically provided in fixed sizes. The font files usually have the size in the name (like "font-14.fnt").

Let me suggest checking if there's a larger version of the xmen font available, or we could try drawing the text scaled. But the simplest approach would be to check if there's a larger font variant.

Actually, I should just ask the user or check if there's a larger font file. But since I don't know what font files are available, let me suggest a way to scale the text using image drawing.

Actually, a simpler approach on Playdate is to use drawTextAligned with a scaled context, but that might not work well.

Let me check if we can use gfx.setFontTracking() or if there's a way to scale. Actually, the cleanest way would be to: 1. Draw the text to an image 2. Scale that image

Or we can just tell the user that Playdate fonts are fixed-size and they'd need a larger font file.

Let me implement a simple scaling solution using image drawing:

Playdate fonts are bitmap-based and don't scale directly. We can draw the time to an image and scale it up. Let me implement that:

✏️ Edit scheduleView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua
        -- Draw time with xmen font
        gfx.setFont(timeFont)
        local timeWidth = gfx.getTextSize(timeStr)
        gfx.drawText(timeStr, x + 4, y + 2)

        -- Draw summary with regular font
        gfx.setFont(regularFont)
        local summaryX = x + 4 + timeWidth + 8
        local summaryWidth = width - summaryX
        gfx.drawTextInRect(summary, summaryX, y + 2, summaryWidth, height, nil, "...", kTextAlignment.left)
+
        -- Draw time with xmen font (scaled up)
        gfx.setFont(timeFont)
        local timeWidth, timeHeight = gfx.getTextSize(timeStr)
        local scale = 1.5
        local timeImg = gfx.image.new(timeWidth, timeHeight)
        gfx.pushContext(timeImg)
        gfx.setImageDrawMode(gfx.kDrawModeFillBlack)
        gfx.drawText(timeStr, 0, 0)
        gfx.popContext()
        local scaledWidth = math.floor(timeWidth * scale)
        local scaledHeight = math.floor(timeHeight * scale)
        timeImg:drawScaled(x + 4, y + (height - scaledHeight) / 2, scale)

        -- Draw summary with regular font
        gfx.setFont(regularFont)
        local summaryX = x + 4 + scaledWidth + 8
        local summaryWidth = width - summaryX
        gfx.drawTextInRect(summary, summaryX, y + 2, summaryWidth, height, nil, "...", kTextAlignment.left)
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua has been updated successfully.
Thinking

I've implemented a scaling solution: 1. Draw the time text to a temporary image 2. Scale that image up by 1.5x when drawing to the screen 3. Center the scaled time vertically in the cell 4. Position the summary after the scaled time width

The scale factor is 1.5 - this can be adjusted if needed. The text will be a bit pixelated since it's a bitmap font being scaled, but it should look reasonably good.

Done. The time is now scaled up by 1.5x by drawing it to an image first and then scaling. I also vertically centered it in the cell. The scale factor can be adjusted if you want it bigger or smaller.

Now we create the map state and views. Rotate through maps/{CAMPUS,K1,H}.png files using left and right keys. The files are bigger than 400x200, we want to support a pan based view using the arrow keys. Pressing B takes you back to the main menu, and pressing A takes you to the next file.

Thinking

The user wants me to create a map view with the following features: 1. Display map images from maps/CAMPUS.png, maps/K1.png, maps/H.png 2. Pan around the map using arrow keys (since images are bigger than 400x240 screen) 3. Left/Right to rotate through maps OR A button to go to next map 4. B button to go back to main menu

Let me create: 1. A new state for the map view in state.lua 2. A new mapView.lua file for the map UI 3. Input handlers for the map view 4. Update main.lua to handle the map state

Let me start by creating the mapView.lua file.

I'll create the map view with pan support. Let me create the necessary files:

📝 Write mapView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/mapView.lua
-- Map view with pan support

MapView = {
    currentMapIndex = 1,
    mapFiles = { "maps/CAMPUS", "maps/K1", "maps/H" },
    mapImage = nil,
    panX = 0,
    panY = 0,
    panSpeed = 10,
}

local gfx <const> = playdate.graphics

function MapView.init()
    MapView.loadCurrentMap()
end

function MapView.loadCurrentMap()
    local mapPath = MapView.mapFiles[MapView.currentMapIndex]
    MapView.mapImage = gfx.image.new(mapPath)
    -- Reset pan position when loading new map
    MapView.panX = 0
    MapView.panY = 0
end

function MapView.nextMap()
    MapView.currentMapIndex = MapView.currentMapIndex + 1
    if MapView.currentMapIndex > #MapView.mapFiles then
        MapView.currentMapIndex = 1
    end
    MapView.loadCurrentMap()
end

function MapView.previousMap()
    MapView.currentMapIndex = MapView.currentMapIndex - 1
    if MapView.currentMapIndex < 1 then
        MapView.currentMapIndex = #MapView.mapFiles
    end
    MapView.loadCurrentMap()
end

function MapView.pan(dx, dy)
    if not MapView.mapImage then return end

    local imgWidth, imgHeight = MapView.mapImage:getSize()
    local screenWidth = Config.SCREEN_WIDTH
    local screenHeight = Config.SCREEN_HEIGHT

    -- Update pan position
    MapView.panX = MapView.panX + dx
    MapView.panY = MapView.panY + dy

    -- Clamp to image bounds
    local maxPanX = math.max(0, imgWidth - screenWidth)
    local maxPanY = math.max(0, imgHeight - screenHeight)

    MapView.panX = math.max(0, math.min(MapView.panX, maxPanX))
    MapView.panY = math.max(0, math.min(MapView.panY, maxPanY))
end

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

    if MapView.mapImage then
        MapView.mapImage:draw(-MapView.panX, -MapView.panY)
    end

    -- Draw map name indicator at bottom
    local mapName = MapView.mapFiles[MapView.currentMapIndex]:match("maps/(.+)")
    gfx.setColor(gfx.kColorWhite)
    gfx.fillRect(0, Config.SCREEN_HEIGHT - 20, Config.SCREEN_WIDTH, 20)
    gfx.setColor(gfx.kColorBlack)
    gfx.drawRect(0, Config.SCREEN_HEIGHT - 20, Config.SCREEN_WIDTH, 20)
    gfx.drawTextAligned(mapName .. " (" .. MapView.currentMapIndex .. "/" .. #MapView.mapFiles .. ")",
        Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT - 16, kTextAlignment.center)
end
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/ui/mapView.lua
Thinking

Now I need to: 1. Add the MAP_VIEW state to state.lua2. Add input handlers for the map view 3. Update main.lua to import mapView and handle the state4. Update the main menu to navigate to the map view when MAPS is selected

Now let me add the MAP_VIEW state:

✏️ Edit state.lua
/home/nemo/projects/personal/fosdem-playdate/source/state.lua
State = {
    -- Application states
    LOADING = "loading",
    TIMEZONE_ERROR = "timezone_error",
    MAIN_MENU = "main_menu",
    SCHEDULE_VIEW = "schedule_view",
    QR_VIEW = "qr_view",
    DEVROOMS_VIEW = "devrooms_view",

    -- Day filter options
    DAY_FILTER_BOTH = "Both",
    DAY_FILTER_DAY1 = "Day 1",
    DAY_FILTER_DAY2 = "Day 2",
+
State = {
    -- Application states
    LOADING = "loading",
    TIMEZONE_ERROR = "timezone_error",
    MAIN_MENU = "main_menu",
    SCHEDULE_VIEW = "schedule_view",
    QR_VIEW = "qr_view",
    DEVROOMS_VIEW = "devrooms_view",
    MAP_VIEW = "map_view",

    -- Day filter options
    DAY_FILTER_BOTH = "Both",
    DAY_FILTER_DAY1 = "Day 1",
    DAY_FILTER_DAY2 = "Day 2",
The file /home/nemo/projects/personal/fosdem-playdate/source/state.lua has been updated successfully.
Thinking

Now let me add the input handlers for the map view:

Now add the map input handlers:

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua"
}
     1→-- Input handlers for different application states
     2→
     3→InputHandlers = {
     4→    crankAccumulator = 0,
     5→}
     6→
     7→-- Handlers for main menu
     8→InputHandlers.mainMenuHandlers = {
     9→    upButtonDown = function()
    10→        MainMenu.gridview:selectPreviousRow(true)
    11→    end,
    12→
    13→    downButtonDown = function()
    14→        MainMenu.gridview:selectNextRow(true)
    15→    end,
    16→
    17→    AButtonDown = function()
    18→        local item = MainMenu.getSelectedItem()
    19→        if item == "SCHEDULE" then
    20→            State.currentState = State.SCHEDULE_VIEW
    21→            playdate.inputHandlers.pop()
    22→            playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
    23→        elseif item == "DEVROOMS" then
    24→            State.currentState = State.DEVROOMS_VIEW
    25→            DevroomsFilter.show()
    26→            playdate.inputHandlers.pop()
    27→            playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
    28→        end
    29→        -- MAPS, STANDS, ABOUT are not yet implemented
    30→    end,
    31→
    32→    cranked = function(change, acceleratedChange)
    33→        if change > 5 then
    34→            MainMenu.gridview:selectNextRow(true)
    35→        elseif change < -5 then
    36→            MainMenu.gridview:selectPreviousRow(true)
    37→        end
    38→    end,
    39→}
    40→
    41→-- Handlers for main schedule view
    42→InputHandlers.scheduleHandlers = {
    43→    upButtonDown = function()
    44→        ScheduleView.gridview:selectPreviousRow(false)
    45→    end,
    46→
    47→    downButtonDown = function()
    48→        ScheduleView.gridview:selectNextRow(false)
    49→    end,
    50→
    51→    leftButtonDown = function()
    52→        State.previousCategory()
    53→    end,
    54→
    55→    rightButtonDown = function()
    56→        State.nextCategory()
    57→    end,
    58→
    59→    AButtonDown = function()
    60→        local event = ScheduleView.getSelectedEvent()
    61→        if event and event.EVENT_ID then
    62→            State.currentState = State.QR_VIEW
    63→            QROverlay.show(event)
    64→            playdate.inputHandlers.push(InputHandlers.qrHandlers)
    65→        end
    66→    end,
    67→
    68→    BButtonDown = function()
    69→        State.currentState = State.MAIN_MENU
    70→        playdate.inputHandlers.pop()
    71→        playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
    72→    end,
    73→
    74→    cranked = function(change, acceleratedChange)
    75→        InputHandlers.crankAccumulator = InputHandlers.crankAccumulator + change
    76→
    77→        if InputHandlers.crankAccumulator > Config.CRANK_THRESHOLD then
    78→            State.nextCategory()
    79→            InputHandlers.crankAccumulator = 0
    80→        elseif InputHandlers.crankAccumulator < -Config.CRANK_THRESHOLD then
    81→            State.previousCategory()
    82→            InputHandlers.crankAccumulator = 0
    83→        end
    84→    end,
    85→}
    86→
    87→-- Handlers for QR code overlay
    88→InputHandlers.qrHandlers = {
    89→    BButtonDown = function()
    90→        QROverlay.hide()
    91→        State.currentState = State.SCHEDULE_VIEW
    92→        playdate.inputHandlers.pop()
    93→    end,
    94→
    95→    -- Block other inputs while QR is visible
    96→    AButtonDown = function() end,
    97→    upButtonDown = function() end,
    98→    downButtonDown = function() end,
    99→    leftButtonDown = function() end,
   100→    rightButtonDown = function() end,
   101→    cranked = function() end,
   102→}
   103→
   104→-- Handlers for devrooms filter view
   105→InputHandlers.devroomsHandlers = {
   106→    upButtonDown = function()
   107→        DevroomsFilter.gridview:selectPreviousRow(false)
   108→    end,
   109→
   110→    downButtonDown = function()
   111→        DevroomsFilter.gridview:selectNextRow(false)
   112→    end,
   113→
   114→    AButtonDown = function()
   115→        DevroomsFilter.toggleSelectedCategory()
   116→    end,
   117→
   118→    BButtonDown = function()
   119→        DevroomsFilter.hide()
   120→        State.currentState = State.MAIN_MENU
   121→        playdate.inputHandlers.pop()
   122→        playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
   123→        -- Ensure current category is still visible
   124→        State.ensureValidCategory()
   125→    end,
   126→
   127→    cranked = function(change, acceleratedChange)
   128→        -- Use crank for scrolling in filter view
   129→        if change > 5 then
   130→            DevroomsFilter.gridview:selectNextRow(false)
   131→        elseif change < -5 then
   132→            DevroomsFilter.gridview:selectPreviousRow(false)
   133→        end
   134→    end,
   135→}
   136→

<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

Now I need to: 1. Add the map handlers to inputHandlers.lua2. Update the main menu handler to navigate to maps 3. Update main.lua to import mapView and handle the MAP_VIEW state

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
-- 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.MAIN_MENU
        playdate.inputHandlers.pop()
        playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
        -- 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,
}
+
-- 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.MAIN_MENU
        playdate.inputHandlers.pop()
        playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
        -- 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,
}

-- Handlers for map view
InputHandlers.mapHandlers = {
    upButtonDown = function()
        MapView.pan(0, -MapView.panSpeed)
    end,

    downButtonDown = function()
        MapView.pan(0, MapView.panSpeed)
    end,

    leftButtonDown = function()
        MapView.pan(-MapView.panSpeed, 0)
    end,

    rightButtonDown = function()
        MapView.pan(MapView.panSpeed, 0)
    end,

    AButtonDown = function()
        MapView.nextMap()
    end,

    BButtonDown = function()
        State.currentState = State.MAIN_MENU
        playdate.inputHandlers.pop()
        playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
    end,

    cranked = function(change, acceleratedChange)
        -- Use crank to pan vertically
        MapView.pan(0, change / 2)
    end,
}
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Now let me update the main menu handler to navigate to the map view when MAPS is selected:

Now update the main menu to handle MAPS selection:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
    AButtonDown = function()
        local item = MainMenu.getSelectedItem()
        if item == "SCHEDULE" then
            State.currentState = State.SCHEDULE_VIEW
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
        elseif item == "DEVROOMS" then
            State.currentState = State.DEVROOMS_VIEW
            DevroomsFilter.show()
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
        end
        -- MAPS, STANDS, ABOUT are not yet implemented
    end,
+
    AButtonDown = function()
        local item = MainMenu.getSelectedItem()
        if item == "SCHEDULE" then
            State.currentState = State.SCHEDULE_VIEW
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
        elseif item == "DEVROOMS" then
            State.currentState = State.DEVROOMS_VIEW
            DevroomsFilter.show()
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
        elseif item == "MAPS" then
            State.currentState = State.MAP_VIEW
            MapView.loadCurrentMap()
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.mapHandlers)
        end
        -- STANDS, ABOUT are not yet implemented
    end,
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Now I need to update main.lua to:1. Import mapView.lua2. Initialize MapView 3. Handle MAP_VIEW state in the update loop

Now update main.lua to import mapView and handle the state:

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/main.lua"
}
     1→-- FOSDEM 2026 Playdate Schedule Reader
     2→-- Main entry point
     3→
     4→-- Import CoreLibs
     5→import "CoreLibs/object"
     6→import "CoreLibs/graphics"
     7→import "CoreLibs/ui"
     8→import "CoreLibs/timer"
     9→import "CoreLibs/nineslice"
    10→
    11→-- Import application modules
    12→import "config"
    13→import "utils/dateUtils"
    14→import "utils/timeUtils"
    15→import "data/persistence"
    16→import "data/eventStore"
    17→import "data/abstracts"
    18→import "data/eventParser"
    19→import "state"
    20→import "ui/warningScreen"
    21→import "ui/mainMenu"
    22→import "ui/scheduleView"
    23→import "ui/qrOverlay"
    24→import "ui/devroomsFilter"
    25→import "input/inputHandlers"
    26→
    27→-- Local constants
    28→local gfx <const> = playdate.graphics
    29→
    30→-- Loading state message
    31→local loadingMessage = "Loading..."
    32→
    33→-- Setup System Menu
    34→local function setupSystemMenu()
    35→    local menu = playdate.getSystemMenu()
    36→
    37→    menu:addOptionsMenuItem("Days", {"Both", "Day 1", "Day 2"}, State.dayFilter, function(value)
    38→        State.dayFilter = value
    39→        Persistence.saveDayFilter(value)
    40→
    41→        -- Check if current category has events for the new filter
    42→        local currentCategory = State.getCurrentCategory()
    43→        if currentCategory and not State.isCategoryVisible(currentCategory) then
    44→            -- Current category has no events for this day filter, switch to Main Track
    45→            State.setToMainTrack()
    46→        else
    47→            State.ensureValidCategory()
    48→            ScheduleView.updateRowCount()
    49→            ScheduleView.scrollToActiveEvent()
    50→        end
    51→    end)
    52→
    53→    menu:addMenuItem("Devrooms", function()
    54→        if State.currentState == State.SCHEDULE_VIEW or State.currentState == State.MAIN_MENU then
    55→            State.currentState = State.DEVROOMS_VIEW
    56→            DevroomsFilter.show()
    57→            playdate.inputHandlers.pop()
    58→            playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
    59→        end
    60→    end)
    61→end
    62→
    63→-- Load and parse the schedule
    64→function loadSchedule()
    65→    loadingMessage = "Parsing schedule..."
    66→
    67→    local events, error = parseScheduleFile("schedule.json")
    68→
    69→    if not events then
    70→        loadingMessage = "Parse error:\n" .. (error or "Unknown error")
    71→        print("Failed to parse schedule: " .. (error or "unknown"))
    72→        return
    73→    end
    74→
    75→    if #events == 0 then
    76→        loadingMessage = "No events found in schedule"
    77→        return
    78→    end
    79→
    80→    -- Initialize event store
    81→    EventStore.init(events)
    82→
    83→    -- Initialize state
    84→    State.init()
    85→
    86→    -- Initialize UI components
    87→    MainMenu.init()
    88→    ScheduleView.init()
    89→    DevroomsFilter.init()
    90→
    91→    -- Set initial category to Main Track
    92→    State.setToMainTrack()
    93→
    94→    -- Switch to main menu
    95→    State.currentState = State.MAIN_MENU
    96→    playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
    97→
    98→    print("Schedule loaded successfully!")
    99→end
   100→
   101→-- Application setup (called at load time - no network requests allowed here)
   102→local function setup()
   103→    -- Validate timezone
   104→    if not isValidTimezone() then
   105→        State.currentState = State.TIMEZONE_ERROR
   106→        needsInitialization = false
   107→        print("Invalid timezone detected")
   108→        return
   109→    end
   110→
   111→    Abstracts.load()
   112→
   113→    -- Load settings before setting up menu (need dayFilter value)
   114→    State.dayFilter = Persistence.loadDayFilter()
   115→
   116→    -- Setup system menu
   117→    setupSystemMenu()
   118→    loadSchedule()
   119→end
   120→
   121→-- Draw loading screen
   122→local function drawLoadingScreen()
   123→    gfx.clear(gfx.kColorWhite)
   124→
   125→    -- Draw title
   126→    gfx.drawTextAligned("*Kurbelfahrplan*", 200, 80, kTextAlignment.center)
   127→
   128→    -- Draw loading message
   129→    gfx.drawTextAligned(loadingMessage, 200, 120, kTextAlignment.center)
   130→
   131→    -- Draw simple spinner animation
   132→    local frame = math.floor(playdate.getCurrentTimeMilliseconds() / 200) % 4
   133→    local spinnerChars = { "|", "/", "-", "\\" }
   134→    gfx.drawTextAligned(spinnerChars[frame + 1], 200, 150, kTextAlignment.center)
   135→end
   136→
   137→-- Main update loop
   138→function playdate.update()
   139→    -- Handle different states
   140→    if State.currentState == State.TIMEZONE_ERROR then
   141→        WarningScreen.draw()
   142→    elseif State.currentState == State.LOADING then
   143→        drawLoadingScreen()
   144→    elseif State.currentState == State.MAIN_MENU then
   145→        MainMenu.draw()
   146→    elseif State.currentState == State.SCHEDULE_VIEW then
   147→        gfx.clear(gfx.kColorWhite)
   148→        ScheduleView.draw()
   149→    elseif State.currentState == State.QR_VIEW then
   150→        gfx.clear(gfx.kColorWhite)
   151→        ScheduleView.draw()  -- Draw schedule in background
   152→        QROverlay.draw()     -- Draw overlay on top
   153→    elseif State.currentState == State.DEVROOMS_VIEW then
   154→        DevroomsFilter.draw()
   155→    end
   156→
   157→    -- Required for gridview animations, QR code generation, and timers
   158→    playdate.timer.updateTimers()
   159→end
   160→
   161→-- Lifecycle callbacks
   162→local function saveSettings()
   163→    Persistence.saveHiddenCategories(State.hiddenCategories)
   164→    Persistence.saveDayFilter(State.dayFilter)
   165→end
   166→
   167→function playdate.gameWillTerminate()
   168→    saveSettings()
   169→end
   170→
   171→function playdate.deviceWillSleep()
   172→    saveSettings()
   173→end
   174→
   175→function playdate.deviceWillLock()
   176→    saveSettings()
   177→end
   178→
   179→-- Start the application
   180→setup()
   181→

<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

Now I need to:1. Add the import for mapView2. Initialize MapView in loadSchedule3. Add MAP_VIEW handling in the update loop

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
import "ui/warningScreen"
import "ui/mainMenu"
import "ui/scheduleView"
import "ui/qrOverlay"
import "ui/devroomsFilter"
import "input/inputHandlers"
+
import "ui/warningScreen"
import "ui/mainMenu"
import "ui/scheduleView"
import "ui/qrOverlay"
import "ui/devroomsFilter"
import "ui/mapView"
import "input/inputHandlers"
The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Thinking

Now add MapView.init() call and handle MAP_VIEW state in the update loop:

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
    -- Initialize UI components
    MainMenu.init()
    ScheduleView.init()
    DevroomsFilter.init()
+
    -- Initialize UI components
    MainMenu.init()
    ScheduleView.init()
    DevroomsFilter.init()
    MapView.init()
The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Thinking

Now add MAP_VIEW handling in the update loop:

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
    elseif State.currentState == State.DEVROOMS_VIEW then
        DevroomsFilter.draw()
    end
+
    elseif State.currentState == State.DEVROOMS_VIEW then
        DevroomsFilter.draw()
    elseif State.currentState == State.MAP_VIEW then
        MapView.draw()
    end
The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Thinking

Done. The map view is now set up with: 1. Three maps: CAMPUS, K1, H 2. Pan support using arrow keys 3. A button to switch to next map 4. B button to go back to main menu 5. Crank for vertical panning

Let me also add continuous panning by checking if buttons are held down, not just on button down. Actually, the current implementation only triggers on buttonDown. For continuous panning while holding, we'd need to use a different approach. But let me first see if the basic version works.

Done! The map view is now set up with: - Arrow keys: Pan around the map - A button: Switch to next map
- B button: Return to main menu - Crank: Vertical panning

The maps are loaded from maps/CAMPUS.png, maps/K1.png, maps/H.png. A status bar at the bottom shows the current map name and position.

Note: Currently panning happens on button press. If you want continuous panning while holding the button, let me know and I can add that using playdate.buttonIsPressed() in the update loop.

Support long press on a direction pan which should happen every tick automtaically

Thinking

The user wants continuous panning when holding down a direction key. I need to check for button pressed state in the update loop rather than just on button down events.

I'll need to: 1. Add a function in MapView to handle continuous panning based on button state 2. Call this function from the update loop when in MAP_VIEW state

Let me update the mapView.lua to add an update function that checks for held buttons, and then call it from main.lua's update loop.

I'll add continuous panning support by checking button state each frame:

✏️ Edit mapView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/mapView.lua
function MapView.draw()
    gfx.clear(gfx.kColorWhite)

    if MapView.mapImage then
        MapView.mapImage:draw(-MapView.panX, -MapView.panY)
    end

    -- Draw map name indicator at bottom
    local mapName = MapView.mapFiles[MapView.currentMapIndex]:match("maps/(.+)")
    gfx.setColor(gfx.kColorWhite)
    gfx.fillRect(0, Config.SCREEN_HEIGHT - 20, Config.SCREEN_WIDTH, 20)
    gfx.setColor(gfx.kColorBlack)
    gfx.drawRect(0, Config.SCREEN_HEIGHT - 20, Config.SCREEN_WIDTH, 20)
    gfx.drawTextAligned(mapName .. " (" .. MapView.currentMapIndex .. "/" .. #MapView.mapFiles .. ")",
        Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT - 16, kTextAlignment.center)
end
+
function MapView.update()
    -- Handle continuous panning when buttons are held
    if playdate.buttonIsPressed(playdate.kButtonUp) then
        MapView.pan(0, -MapView.panSpeed)
    end
    if playdate.buttonIsPressed(playdate.kButtonDown) then
        MapView.pan(0, MapView.panSpeed)
    end
    if playdate.buttonIsPressed(playdate.kButtonLeft) then
        MapView.pan(-MapView.panSpeed, 0)
    end
    if playdate.buttonIsPressed(playdate.kButtonRight) then
        MapView.pan(MapView.panSpeed, 0)
    end
end

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

    if MapView.mapImage then
        MapView.mapImage:draw(-MapView.panX, -MapView.panY)
    end

    -- Draw map name indicator at bottom
    local mapName = MapView.mapFiles[MapView.currentMapIndex]:match("maps/(.+)")
    gfx.setColor(gfx.kColorWhite)
    gfx.fillRect(0, Config.SCREEN_HEIGHT - 20, Config.SCREEN_WIDTH, 20)
    gfx.setColor(gfx.kColorBlack)
    gfx.drawRect(0, Config.SCREEN_HEIGHT - 20, Config.SCREEN_WIDTH, 20)
    gfx.drawTextAligned(mapName .. " (" .. MapView.currentMapIndex .. "/" .. #MapView.mapFiles .. ")",
        Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT - 16, kTextAlignment.center)
end
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/mapView.lua has been updated successfully.
Thinking

Now I need to call MapView.update() from the main update loop when in MAP_VIEW state:

Now call the update function from main.lua:

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
    elseif State.currentState == State.MAP_VIEW then
        MapView.draw()
    end
+
    elseif State.currentState == State.MAP_VIEW then
        MapView.update()
        MapView.draw()
    end
The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Thinking

Now I should also remove the direction button handlers from the input handlers since we're handling them in the update loop now. But actually, we still need A and B button handlers. Let me update the input handlers to remove the direction handlers but keep A and B:

Now remove the direction handlers from inputHandlers since they're handled in the update loop:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
-- Handlers for map view
InputHandlers.mapHandlers = {
    upButtonDown = function()
        MapView.pan(0, -MapView.panSpeed)
    end,

    downButtonDown = function()
        MapView.pan(0, MapView.panSpeed)
    end,

    leftButtonDown = function()
        MapView.pan(-MapView.panSpeed, 0)
    end,

    rightButtonDown = function()
        MapView.pan(MapView.panSpeed, 0)
    end,

    AButtonDown = function()
        MapView.nextMap()
    end,

    BButtonDown = function()
        State.currentState = State.MAIN_MENU
        playdate.inputHandlers.pop()
        playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
    end,

    cranked = function(change, acceleratedChange)
        -- Use crank to pan vertically
        MapView.pan(0, change / 2)
    end,
}
+
-- Handlers for map view (direction keys handled in MapView.update for continuous panning)
InputHandlers.mapHandlers = {
    AButtonDown = function()
        MapView.nextMap()
    end,

    BButtonDown = function()
        State.currentState = State.MAIN_MENU
        playdate.inputHandlers.pop()
        playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
    end,

    cranked = function(change, acceleratedChange)
        -- Use crank to pan vertically
        MapView.pan(0, change / 2)
    end,
}
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Done. Now holding down a direction key will continuously pan the map every frame. The A button still switches maps and B returns to the menu. Crank also pans vertically.

Done! Now holding any direction key will continuously pan the map every frame. The panning is handled in MapView.update() using playdate.buttonIsPressed().

Add the following information about stands. Plan an appropriate layout and navigation, do not ask me for questions or advice. AW level 1 (group A) Hardware 1 OpenFlexure Microscope 2 KiCAD + FreeCAD 3 Framework Computer 4 RISC-V International 5 OpenPrinting IoT 6 Dronecode Foundation + The Zephyr Project 7 openHAB 8 OpenRemote 9 TinyGo, Mechanoid & WasmVision 10 wolfSSL Developer environment 11 GNU Radio HAM Radio 12 Infostand on amateur radio AW level 1 (group AW1124) Instant Messaging 1 Delta Chat (Sunday) 2 Linphone 3 The Matrix.org Foundation 4 XMPP & Realtime Lounge F Map F F level 1 (group A) Office suites and productivity 1 CiviCRM 2 Dolibar ERP CRM + Odoo Community Association (OCA) 3 LibreOffice Community advocacy 4 Mastodon Office suites and productivity 5 Nextcloud 6 Mozilla 7 Thunderbird 8 SOGo Webmail 9 Joplin 10 Weblate World wide web 11 ISRG (Let's Encrypt, Prossimo, Divvi Up)

H level 1 (group A) Operating Systems 1 BSD + FreeBSD Project 2 Debian 3 Ubuntu Community booth 4 OpenMandriva 5 Rocky Linux 6 Fedora Project 7 Nix and NixOS 8 Gentoo Linux 9 openSUSE Project 10 Qubes OS + Genode OS 11 T2 SDE Linux 12 XCP-ng and Xen Orchestra 13 Xen Project World wide web 14 Digital Public Goods

K level 1 (group A) Education 1 Open Source at CERN Developer environment 2 Homebrew 3 Jenkins 4 GitLab 5 Codeberg and Forgejo Monitoring and Observability 6 Grafana 7 Checkmk Programming languages 8 Python & Django 9 the Perl & Raku Foundation 10 Kotlin Community Stand 11 Kiwi TCMS (SAT) Hardware 12 PINE64 Community (SUN) K level 1 (group B) Database engines 1 MariaDB Server 2 Percona 3 MySQL 4 PostgreSQL World wide web 5 MapLibre 6 Tor, Tails, NoScript System administration 7 Proxmox VE 8 metal-stack K level 1 (group C) Multimedia and graphics 1 VideoLAN System administration 2 Sovereign Identity for server, desktop, and a cloud Keycloak, FreeIPA, SSSD, OpenWallet (SAT) Community advocacy 3 Sovereign Tech Agency (SUN) System administration 4 privacyIDEA 5 Computer networks with BIRD, KNOT and Turris 6 Wireshark 7 OpenTofu & OpenBao 8 OpenNebula 9 Foreman

K level 2 (group A) Community advocacy 1 ASF Community 2 Cloud Native Computing Foundation + OpenInfra & the Linux Foundation 3 Linux Foundation Europe + Open Source Security Foundation 4 Eclipse Foundation 5 KAIYUANSHE (China Open Source Alliance) 6 FOSSASIA 7 Open Culture Foundation + Taiwan Open Source community 8 FOSS United + fundingjson (and FLOSS/fund) 9 Free Software Foundation Europe 10 Software Freedom Conservancy World wide web 11 Internet Archive Europe (SAT) Community advocacy 12 Software Heritage (SUN) 13 Google Summer of Code 14 Open-Source Firmware Foundation 15 OpenSSL Foundation 16 OpenAgri Software Services 17 Hex sticker booth by NLnet Foundation

K level 2 (group B) Desktop environments 1 GNOME 2 KDE Gaming 3 Firefly Zero 4 Luanti (formerly Minetest)

UD level 1 (group A) Mobile Operating System 1 F-Droid and /e/OS + OW2 FOSS community / Murena degooglized phones and suite 2 Free Android World - From Hardware to Apps - An Open, Sustainable Ecosystem (BlissLabs, IzzyOnDroid & SHIFTphone) 3 postmarketOS 4 Linux on Mobile 5 Furi Labs

Thinking

The user wants me to create a stands view with all this information. I need to:

  1. Parse this data into a structured format
  2. Create a standsView.lua with appropriate navigation
  3. Add the STANDS state
  4. Update input handlers
  5. Update main.lua

Looking at the data, it's organized by: - Building/Level (AW level 1, F level 1, H level 1, K level 1, K level 2, UD level 1) - Group within that level (group A, group AW1124, group B, group C) - Category (Hardware, IoT, etc.) - Individual stands with numbers

I'll create a hierarchical view where: - Left/Right navigates between buildings/levels - Up/Down scrolls through stands in that location - The view shows the building, category headers, and stand names

Let me plan the layout: - Header: Building/Level name (e.g., "AW level 1 (group A)") - List of stands organized by category - Categories shown as section headers - Stands shown as list items

I'll structure the data and create the view.

I'll create a stands view with the data organized by location. Let me build this:

📝 Write standsView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/standsView.lua
-- Stands view for FOSDEM exhibitor booths

StandsView = {
    gridview = nil,
    currentLocationIndex = 1,
}

local gfx <const> = playdate.graphics

-- Stands data organized by location
local locations = {
    {
        name = "AW level 1 (group A)",
        stands = {
            { category = "Hardware", items = {
                "1  OpenFlexure Microscope",
                "2  KiCAD + FreeCAD",
                "3  Framework Computer",
                "4  RISC-V International",
                "5  OpenPrinting",
            }},
            { category = "IoT", items = {
                "6  Dronecode + Zephyr Project",
                "7  openHAB",
                "8  OpenRemote",
                "9  TinyGo, Mechanoid & WasmVision",
                "10 wolfSSL",
            }},
            { category = "Developer environment", items = {
                "11 GNU Radio",
            }},
            { category = "HAM Radio", items = {
                "12 Infostand on amateur radio",
            }},
        }
    },
    {
        name = "AW level 1 (group AW1124)",
        stands = {
            { category = "Instant Messaging", items = {
                "1  Delta Chat (Sunday)",
                "2  Linphone",
                "3  Matrix.org Foundation",
                "4  XMPP & Realtime Lounge",
            }},
        }
    },
    {
        name = "F level 1 (group A)",
        stands = {
            { category = "Office suites", items = {
                "1  CiviCRM",
                "2  Dolibar ERP + Odoo (OCA)",
                "3  LibreOffice",
            }},
            { category = "Community advocacy", items = {
                "4  Mastodon",
            }},
            { category = "Office suites", items = {
                "5  Nextcloud",
                "6  Mozilla",
                "7  Thunderbird",
                "8  SOGo Webmail",
                "9  Joplin",
                "10 Weblate",
            }},
            { category = "World wide web", items = {
                "11 ISRG (Let's Encrypt, Prossimo)",
            }},
        }
    },
    {
        name = "H level 1 (group A)",
        stands = {
            { category = "Operating Systems", items = {
                "1  BSD + FreeBSD Project",
                "2  Debian",
                "3  Ubuntu Community booth",
                "4  OpenMandriva",
                "5  Rocky Linux",
                "6  Fedora Project",
                "7  Nix and NixOS",
                "8  Gentoo Linux",
                "9  openSUSE Project",
                "10 Qubes OS + Genode OS",
                "11 T2 SDE Linux",
                "12 XCP-ng and Xen Orchestra",
                "13 Xen Project",
            }},
            { category = "World wide web", items = {
                "14 Digital Public Goods",
            }},
        }
    },
    {
        name = "K level 1 (group A)",
        stands = {
            { category = "Education", items = {
                "1  Open Source at CERN",
            }},
            { category = "Developer environment", items = {
                "2  Homebrew",
                "3  Jenkins",
                "4  GitLab",
                "5  Codeberg and Forgejo",
            }},
            { category = "Monitoring", items = {
                "6  Grafana",
                "7  Checkmk",
            }},
            { category = "Programming languages", items = {
                "8  Python & Django",
                "9  Perl & Raku Foundation",
                "10 Kotlin Community Stand",
                "11 Kiwi TCMS (SAT)",
            }},
            { category = "Hardware", items = {
                "12 PINE64 Community (SUN)",
            }},
        }
    },
    {
        name = "K level 1 (group B)",
        stands = {
            { category = "Database engines", items = {
                "1  MariaDB Server",
                "2  Percona",
                "3  MySQL",
                "4  PostgreSQL",
            }},
            { category = "World wide web", items = {
                "5  MapLibre",
                "6  Tor, Tails, NoScript",
            }},
            { category = "System administration", items = {
                "7  Proxmox VE",
                "8  metal-stack",
            }},
        }
    },
    {
        name = "K level 1 (group C)",
        stands = {
            { category = "Multimedia", items = {
                "1  VideoLAN",
            }},
            { category = "System administration", items = {
                "2  Keycloak, FreeIPA, SSSD (SAT)",
                "3  Sovereign Tech Agency (SUN)",
                "4  privacyIDEA",
                "5  BIRD, KNOT and Turris",
                "6  Wireshark",
                "7  OpenTofu & OpenBao",
                "8  OpenNebula",
                "9  Foreman",
            }},
        }
    },
    {
        name = "K level 2 (group A)",
        stands = {
            { category = "Community advocacy", items = {
                "1  ASF Community",
                "2  CNCF + OpenInfra + Linux Fdn",
                "3  LF Europe + OpenSSF",
                "4  Eclipse Foundation",
                "5  KAIYUANSHE (China OSS)",
                "6  FOSSASIA",
                "7  Open Culture Fdn + Taiwan OSS",
                "8  FOSS United + fundingjson",
                "9  Free Software Fdn Europe",
                "10 Software Freedom Conservancy",
            }},
            { category = "World wide web", items = {
                "11 Internet Archive Europe (SAT)",
            }},
            { category = "Community advocacy", items = {
                "12 Software Heritage (SUN)",
                "13 Google Summer of Code",
                "14 Open-Source Firmware Fdn",
                "15 OpenSSL Foundation",
                "16 OpenAgri Software Services",
                "17 Hex sticker booth by NLnet",
            }},
        }
    },
    {
        name = "K level 2 (group B)",
        stands = {
            { category = "Desktop environments", items = {
                "1  GNOME",
                "2  KDE",
            }},
            { category = "Gaming", items = {
                "3  Firefly Zero",
                "4  Luanti (formerly Minetest)",
            }},
        }
    },
    {
        name = "UD level 1 (group A)",
        stands = {
            { category = "Mobile Operating System", items = {
                "1  F-Droid and /e/OS + OW2/Murena",
                "2  BlissLabs, IzzyOnDroid, SHIFT",
                "3  postmarketOS",
                "4  Linux on Mobile",
                "5  Furi Labs",
            }},
        }
    },
}

-- Build flat list of rows for current location
local currentRows = {}  -- { type = "category" | "stand", text = "..." }

local function buildRowsForLocation(locationIndex)
    currentRows = {}
    local loc = locations[locationIndex]
    if not loc then return end

    for _, group in ipairs(loc.stands) do
        -- Add category header
        table.insert(currentRows, { type = "category", text = group.category })
        -- Add stands
        for _, item in ipairs(group.items) do
            table.insert(currentRows, { type = "stand", text = item })
        end
    end
end

function StandsView.init()
    StandsView.gridview = playdate.ui.gridview.new(0, 20)
    StandsView.gridview:setContentInset(4, 4, 4, 4)

    function StandsView.gridview:drawCell(section, row, column, selected, x, y, width, height)
        local rowData = currentRows[row]
        if not rowData then return end

        if rowData.type == "category" then
            -- Category header - bold, no selection highlight
            gfx.setColor(gfx.kColorBlack)
            gfx.fillRect(x, y, width, height)
            gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
            gfx.drawText("*" .. rowData.text .. "*", x + 4, y + 2)
            gfx.setImageDrawMode(gfx.kDrawModeCopy)
        else
            -- Stand item
            if selected then
                gfx.setColor(gfx.kColorBlack)
                gfx.fillRect(x, y, width, height)
                gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
            else
                gfx.setImageDrawMode(gfx.kDrawModeFillBlack)
            end
            gfx.drawTextInRect(rowData.text, x + 8, y + 2, width - 12, height, nil, "...", kTextAlignment.left)
            gfx.setImageDrawMode(gfx.kDrawModeCopy)
        end
    end

    StandsView.loadLocation(1)
end

function StandsView.loadLocation(index)
    StandsView.currentLocationIndex = index
    buildRowsForLocation(index)
    StandsView.gridview:setNumberOfRows(#currentRows)
    StandsView.gridview:setSelectedRow(1)
    StandsView.gridview:setScrollPosition(0, 0)
end

function StandsView.nextLocation()
    local next = StandsView.currentLocationIndex + 1
    if next > #locations then next = 1 end
    StandsView.loadLocation(next)
end

function StandsView.previousLocation()
    local prev = StandsView.currentLocationIndex - 1
    if prev < 1 then prev = #locations end
    StandsView.loadLocation(prev)
end

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

    -- Draw header with location name
    gfx.setColor(gfx.kColorBlack)
    gfx.fillRect(0, 0, Config.SCREEN_WIDTH, 24)
    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
    local loc = locations[StandsView.currentLocationIndex]
    local headerText = loc and loc.name or "Stands"
    gfx.drawTextAligned(headerText, Config.SCREEN_WIDTH / 2, 4, kTextAlignment.center)
    gfx.setImageDrawMode(gfx.kDrawModeCopy)

    -- Draw navigation hint
    gfx.setColor(gfx.kColorWhite)
    gfx.drawText("<", 4, 4)
    gfx.drawText(">", Config.SCREEN_WIDTH - 12, 4)

    -- Draw gridview
    StandsView.gridview:drawInRect(0, 26, Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT - 26)
end
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/ui/standsView.lua
Thinking

Now I need to: 1. Add STANDS_VIEW state 2. Add input handlers for stands view 3. Update main.lua to import and handle stands view 4. Update main menu to navigate to stands

Now add the STANDS_VIEW state:

✏️ Edit state.lua
/home/nemo/projects/personal/fosdem-playdate/source/state.lua
    MAP_VIEW = "map_view",
+
    MAP_VIEW = "map_view",
    STANDS_VIEW = "stands_view",
The file /home/nemo/projects/personal/fosdem-playdate/source/state.lua has been updated successfully.
Thinking

Now add input handlers for stands view:

Add the stands input handlers:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
-- Handlers for map view (direction keys handled in MapView.update for continuous panning)
InputHandlers.mapHandlers = {
+
-- Handlers for stands view
InputHandlers.standsHandlers = {
    upButtonDown = function()
        StandsView.gridview:selectPreviousRow(false)
    end,

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

    leftButtonDown = function()
        StandsView.previousLocation()
    end,

    rightButtonDown = function()
        StandsView.nextLocation()
    end,

    BButtonDown = function()
        State.currentState = State.MAIN_MENU
        playdate.inputHandlers.pop()
        playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
    end,

    cranked = function(change, acceleratedChange)
        if change > 5 then
            StandsView.gridview:selectNextRow(false)
        elseif change < -5 then
            StandsView.gridview:selectPreviousRow(false)
        end
    end,
}

-- Handlers for map view (direction keys handled in MapView.update for continuous panning)
InputHandlers.mapHandlers = {
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Now update main menu to handle STANDS selection:

Update main menu to handle STANDS:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
        elseif item == "MAPS" then
            State.currentState = State.MAP_VIEW
            MapView.loadCurrentMap()
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.mapHandlers)
        end
        -- STANDS, ABOUT are not yet implemented
+
        elseif item == "MAPS" then
            State.currentState = State.MAP_VIEW
            MapView.loadCurrentMap()
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.mapHandlers)
        elseif item == "STANDS" then
            State.currentState = State.STANDS_VIEW
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.standsHandlers)
        end
        -- ABOUT is not yet implemented
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Now update main.lua to import standsView and handle the STANDS_VIEW state:

Update main.lua to import and handle stands view:

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
import "ui/mapView"
import "input/inputHandlers"
+
import "ui/mapView"
import "ui/standsView"
import "input/inputHandlers"
The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Thinking

Now add StandsView.init() and handle the state in the update loop:

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
    MainMenu.init()
    ScheduleView.init()
    DevroomsFilter.init()
    MapView.init()
+
    MainMenu.init()
    ScheduleView.init()
    DevroomsFilter.init()
    MapView.init()
    StandsView.init()
The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Thinking

Now add the STANDS_VIEW handling in the update loop:

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
    elseif State.currentState == State.MAP_VIEW then
        MapView.update()
        MapView.draw()
    end
+
    elseif State.currentState == State.MAP_VIEW then
        MapView.update()
        MapView.draw()
    elseif State.currentState == State.STANDS_VIEW then
        StandsView.draw()
    end
The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Thinking

Done. The stands view is now set up with:- 10 locations (buildings/levels/groups) - Left/Right to navigate between locations- Up/Down to scroll through stands - Category headers shown in inverted colors- Stands listed under each category - B button to return to main menuThe layout shows:- Header with location name (e.g., "AW level 1 (group A)")- Navigation arrows < > in the header- Scrollable list of categories and stands below

Done! The stands view is now set up with:

Layout: - Header showing current location (e.g., "AW level 1 (group A)") - Navigation arrows < > indicating left/right to change location - Scrollable list with category headers (inverted colors) and stand items

Navigation: - Left/Right: Switch between 10 locations (AW, F, H, K levels, UD) - Up/Down: Scroll through stands - Crank: Scroll through stands - B: Return to main menu

Locations included: 1. AW level 1 (group A) - Hardware, IoT, Dev env, HAM Radio 2. AW level 1 (group AW1124) - Instant Messaging 3. F level 1 (group A) - Office suites, Community, Web 4. H level 1 (group A) - Operating Systems, Web 5. K level 1 (group A) - Education, Dev env, Monitoring, Languages, Hardware 6. K level 1 (group B) - Databases, Web, Sysadmin 7. K level 1 (group C) - Multimedia, Sysadmin 8. K level 2 (group A) - Community advocacy, Web 9. K level 2 (group B) - Desktop environments, Gaming 10. UD level 1 (group A) - Mobile OS