Claude Code transcript - page 5/5

Change the QR popup screen to be more generic - It should be able to display more than just events. What it needs is a type (event) title (event summary), subtitle (event location) - optional, description (event abstract), an ID (that can be used for the qr if file is present), take a boolean called: saveAble. The UI gets 2 changes: add a circular button underneath the QR code (or at the bottom if no QR) in black background that says (B) BACK. Further, just above the QR code if saveAble is true, then show a (A) [SAVE] button, where SAVE has a rounded rectangle around it in 2 px. On pressing A, toggle the SAVE and persist it as a type,ID tuple. Since QR is now a genericview, we want to reuse it for our ABOUT screen. Show the app title, a small description (Kurbelfahrplan is a FOSDEM schedule app for the playdate made by Nemo. Made using Claude Code with lots of <3 in Berlin. Come find the author at the FOSSUnited+FLOSS/fund booth for an easter egg. Set id=ABOUT, so that ABOUT.png loads. saveAble will be false.

Thinking

The user wants me to refactor the QR popup/overlay to be more generic. Here's what I need to do:

  1. Refactor QROverlay to accept:
  2. type (string, e.g., "event")
  3. title (string)
  4. subtitle (string, optional)
  5. description (string)
  6. id (string, used for QR image filename)
  7. saveAble (boolean)

  8. UI changes:

  9. Add (B) BACK button at the bottom (circular, black background)
  10. Add (A) [SAVE] button above QR if saveAble is true
  11. SAVE has rounded rectangle around it, 2px
  12. Pressing A toggles save state
  13. Persist saved items as type,ID tuples

  14. Create ABOUT screen using this generic view:

  15. title: "Kurbelfahrplan"
  16. description: The provided text
  17. id: "ABOUT" (loads ABOUT.png)
  18. saveAble: false

  19. Add ABOUT state and wire it up in the main menu

Let me start by refactoring qrOverlay.lua:

I'll refactor the QROverlay to be more generic and add the ABOUT functionality. Let me start:

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua"
}
     1→-- QR code overlay for displaying event details and QR code
     2→
     3→QROverlay = {
     4→    visible = false,
     5→    qrImage = nil,
     6→    currentEvent = nil,
     7→    abstractScroll = 0,
     8→    abstractHeight = 0,
     9→}
    10→
    11→local gfx <const> = playdate.graphics
    12→
    13→-- Layout constants
    14→local POPUP_X = 10
    15→local POPUP_Y = 10
    16→local POPUP_WIDTH = 380
    17→local POPUP_HEIGHT = 220
    18→local PADDING = 5
    19→local QR_SIZE = 86
    20→local SUMMARY_HEIGHT = 40
    21→local LOCATION_HEIGHT = 20
    22→local ABSTRACT_Y_START = POPUP_Y + PADDING + SUMMARY_HEIGHT + 4
    23→
    24→function QROverlay.show(event)
    25→    if not event or not event.EVENT_ID then
    26→        print("No event to display")
    27→        return
    28→    end
    29→
    30→    QROverlay.visible = true
    31→    QROverlay.qrImage = nil
    32→    QROverlay.currentEvent = event
    33→    QROverlay.abstractScroll = 0
    34→
    35→    -- Load pre-generated QR code image
    36→    local qrPath = "qr/" .. event.EVENT_ID
    37→    QROverlay.qrImage = gfx.image.new(qrPath)
    38→
    39→    if not QROverlay.qrImage then
    40→        print("Could not load QR code: " .. qrPath)
    41→    end
    42→
    43→    -- Calculate abstract height for scrolling
    44→    local abstract = Abstracts.get(event.EVENT_ID)
    45→    if abstract then
    46→        local abstractWidth = POPUP_WIDTH - PADDING * 3 - QR_SIZE
    47→        local _, height = gfx.getTextSizeForMaxWidth(abstract, abstractWidth)
    48→        QROverlay.abstractHeight = height
    49→    else
    50→        QROverlay.abstractHeight = 0
    51→    end
    52→end
    53→
    54→function QROverlay.hide()
    55→    QROverlay.visible = false
    56→    QROverlay.qrImage = nil
    57→    QROverlay.currentEvent = nil
    58→    QROverlay.abstractScroll = 0
    59→end
    60→
    61→function QROverlay.isVisible()
    62→    return QROverlay.visible
    63→end
    64→
    65→function QROverlay.scroll(amount)
    66→    local maxScroll = math.max(0, QROverlay.abstractHeight - 80)
    67→    QROverlay.abstractScroll = math.max(0, math.min(maxScroll, QROverlay.abstractScroll + amount))
    68→end
    69→
    70→function QROverlay.draw()
    71→    if not QROverlay.visible then return end
    72→
    73→    local event = QROverlay.currentEvent
    74→
    75→    -- Draw white background
    76→    gfx.setColor(gfx.kColorWhite)
    77→    gfx.fillRect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT)
    78→
    79→    -- Draw border
    80→    gfx.setColor(gfx.kColorBlack)
    81→    gfx.setLineWidth(2)
    82→    gfx.drawRect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT)
    83→    gfx.setLineWidth(1)
    84→
    85→    local textX = POPUP_X + PADDING
    86→    local textY = POPUP_Y + PADDING
    87→
    88→    local locationWidth = 0
    89→    -- Location (top right)
    90→    -- printTable(event)
    91→    if event and event.LOCATION then
    92→        locationWidth, _, _ = gfx.drawTextInRect(
    93→            event.LOCATION,
    94→            POPUP_X + PADDING,
    95→            textY,
    96→            POPUP_WIDTH - PADDING * 2,
    97→            LOCATION_HEIGHT,
    98→            nil, "...", kTextAlignment.right
    99→        )
   100→    end
   101→
   102→    local summaryWidth = POPUP_WIDTH - PADDING * 3 - locationWidth
   103→
   104→    -- Summary (bold, same as location)
   105→    local summaryY = textY
   106→    playdate.graphics.setFont(playdate.graphics.font.kVariantBold)
   107→    if event and event.SUMMARY then
   108→        gfx.drawTextInRect(
   109→            event.SUMMARY,
   110→            textX, summaryY,
   111→            summaryWidth, SUMMARY_HEIGHT,
   112→            nil, "...", kTextAlignment.left
   113→        )
   114→    end
   115→
   116→    -- Used for abstract only
   117→    local textWidth = POPUP_WIDTH - PADDING * 3 - QR_SIZE
   118→
   119→    -- Abstract (scrollable, below summary)
   120→    local abstractY = summaryY + SUMMARY_HEIGHT + 4
   121→    local abstractHeight = POPUP_HEIGHT - (abstractY - POPUP_Y) - PADDING - 16
   122→    local abstract = Abstracts.get(event and event.EVENT_ID)
   123→
   124→    if abstract then
   125→        -- Set clipping rect for abstract area
   126→        gfx.setClipRect(textX, abstractY, textWidth, abstractHeight)
   127→
   128→        -- Draw abstract with scroll offset
   129→        gfx.drawTextInRect(
   130→            abstract,
   131→            textX, abstractY - QROverlay.abstractScroll,
   132→            textWidth, QROverlay.abstractHeight + 100,
   133→            nil, nil, kTextAlignment.left
   134→        )
   135→
   136→        -- Clear clip rect
   137→        gfx.clearClipRect()
   138→
   139→        -- Draw scroll indicator if content is scrollable
   140→        if QROverlay.abstractHeight > abstractHeight then
   141→            local scrollBarHeight = 40
   142→            local scrollRange = QROverlay.abstractHeight - abstractHeight
   143→            local scrollPos = (QROverlay.abstractScroll / scrollRange) * (abstractHeight - scrollBarHeight)
   144→            gfx.fillRect(textX + textWidth + 2, abstractY + scrollPos, 3, scrollBarHeight)
   145→        end
   146→    end
   147→
   148→    -- QR code (bottom right)
   149→    local qrX = POPUP_X + POPUP_WIDTH - PADDING - QR_SIZE / 2
   150→    local qrY = POPUP_Y + POPUP_HEIGHT - PADDING - QR_SIZE / 2 - 12
   151→    if QROverlay.qrImage then
   152→        QROverlay.qrImage:drawCentered(qrX, qrY)
   153→    end
   154→end
   155→

<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

I need to refactor QROverlay to be more generic. Let me also check the persistence module to see how to save the type,ID tuples:

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/data/persistence.lua"
}
     1→-- Persistence for saving and loading user preferences
     2→
     3→Persistence = {}
     4→
     5→local SETTINGS_KEY = "settings"
     6→
     7→function Persistence.saveHiddenCategories(hiddenCategories)
     8→    local data = playdate.datastore.read(SETTINGS_KEY) or {}
     9→    data.hidden = hiddenCategories or {}
    10→    playdate.datastore.write(data, SETTINGS_KEY)
    11→end
    12→
    13→function Persistence.loadHiddenCategories()
    14→    local data = playdate.datastore.read(SETTINGS_KEY)
    15→    if data and data.hidden then
    16→        -- Ensure "Main Track" is never hidden
    17→        data.hidden[Config.MAIN_TRACK] = nil
    18→        return data.hidden
    19→    end
    20→    return {}
    21→end
    22→
    23→function Persistence.saveDayFilter(dayFilter)
    24→    local data = playdate.datastore.read(SETTINGS_KEY) or {}
    25→    data.dayFilter = dayFilter
    26→    playdate.datastore.write(data, SETTINGS_KEY)
    27→end
    28→
    29→function Persistence.loadDayFilter()
    30→    local data = playdate.datastore.read(SETTINGS_KEY)
    31→    if data and data.dayFilter then
    32→        return data.dayFilter
    33→    end
    34→    return "Both"  -- Default to showing both days
    35→end
    36→

<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'll refactor the QROverlay and add persistence for saved items. Let me rewrite qrOverlay.lua:

Now let me rewrite the QROverlay to be generic:

📝 Write qrOverlay.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua
-- Generic overlay for displaying details with optional QR code

QROverlay = {
    visible = false,
    qrImage = nil,
    abstractScroll = 0,
    abstractHeight = 0,
    -- Current item data
    itemType = nil,
    itemId = nil,
    title = nil,
    subtitle = nil,
    description = nil,
    saveAble = false,
    isSaved = false,
}

local gfx <const> = playdate.graphics

-- Layout constants
local POPUP_X = 10
local POPUP_Y = 10
local POPUP_WIDTH = 380
local POPUP_HEIGHT = 220
local PADDING = 5
local QR_SIZE = 86
local TITLE_HEIGHT = 40
local SUBTITLE_HEIGHT = 20
local BUTTON_HEIGHT = 20

-- Saved items storage
local savedItems = {}

function QROverlay.loadSavedItems()
    local data = playdate.datastore.read("saved_items")
    if data then
        savedItems = data
    else
        savedItems = {}
    end
end

function QROverlay.persistSavedItems()
    playdate.datastore.write(savedItems, "saved_items")
end

function QROverlay.isItemSaved(itemType, itemId)
    local key = itemType .. ":" .. itemId
    return savedItems[key] == true
end

function QROverlay.toggleSave()
    if not QROverlay.saveAble or not QROverlay.itemType or not QROverlay.itemId then
        return
    end
    local key = QROverlay.itemType .. ":" .. QROverlay.itemId
    if savedItems[key] then
        savedItems[key] = nil
        QROverlay.isSaved = false
    else
        savedItems[key] = true
        QROverlay.isSaved = true
    end
    QROverlay.persistSavedItems()
end

-- Show overlay with generic data
-- params: { type, id, title, subtitle (optional), description, saveAble }
function QROverlay.showGeneric(params)
    QROverlay.visible = true
    QROverlay.qrImage = nil
    QROverlay.abstractScroll = 0

    QROverlay.itemType = params.type or "unknown"
    QROverlay.itemId = params.id or ""
    QROverlay.title = params.title or ""
    QROverlay.subtitle = params.subtitle
    QROverlay.description = params.description or ""
    QROverlay.saveAble = params.saveAble or false
    QROverlay.isSaved = QROverlay.isItemSaved(QROverlay.itemType, QROverlay.itemId)

    -- Load QR code image if exists
    local qrPath = "qr/" .. QROverlay.itemId
    QROverlay.qrImage = gfx.image.new(qrPath)

    -- Calculate description height for scrolling
    if QROverlay.description and #QROverlay.description > 0 then
        local descWidth = POPUP_WIDTH - PADDING * 3 - QR_SIZE
        local _, height = gfx.getTextSizeForMaxWidth(QROverlay.description, descWidth)
        QROverlay.abstractHeight = height
    else
        QROverlay.abstractHeight = 0
    end
end

-- Legacy show function for events
function QROverlay.show(event)
    if not event or not event.EVENT_ID then
        print("No event to display")
        return
    end

    local abstract = Abstracts.get(event.EVENT_ID) or ""

    QROverlay.showGeneric({
        type = "event",
        id = event.EVENT_ID,
        title = event.SUMMARY or "Untitled",
        subtitle = event.LOCATION,
        description = abstract,
        saveAble = true,
    })
end

function QROverlay.hide()
    QROverlay.visible = false
    QROverlay.qrImage = nil
    QROverlay.itemType = nil
    QROverlay.itemId = nil
    QROverlay.title = nil
    QROverlay.subtitle = nil
    QROverlay.description = nil
    QROverlay.saveAble = false
    QROverlay.isSaved = false
    QROverlay.abstractScroll = 0
end

function QROverlay.isVisible()
    return QROverlay.visible
end

function QROverlay.scroll(amount)
    local maxScroll = math.max(0, QROverlay.abstractHeight - 80)
    QROverlay.abstractScroll = math.max(0, math.min(maxScroll, QROverlay.abstractScroll + amount))
end

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

    -- Draw white background
    gfx.setColor(gfx.kColorWhite)
    gfx.fillRect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT)

    -- Draw border
    gfx.setColor(gfx.kColorBlack)
    gfx.setLineWidth(2)
    gfx.drawRect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT)
    gfx.setLineWidth(1)

    local textX = POPUP_X + PADDING
    local textY = POPUP_Y + PADDING

    local subtitleWidth = 0
    -- Subtitle (top right) - optional
    if QROverlay.subtitle then
        subtitleWidth, _, _ = gfx.drawTextInRect(
            QROverlay.subtitle,
            POPUP_X + PADDING,
            textY,
            POPUP_WIDTH - PADDING * 2,
            SUBTITLE_HEIGHT,
            nil, "...", kTextAlignment.right
        )
    end

    local titleWidth = POPUP_WIDTH - PADDING * 3 - subtitleWidth

    -- Title (bold)
    gfx.setFont(gfx.getSystemFont(gfx.font.kVariantBold))
    if QROverlay.title then
        gfx.drawTextInRect(
            QROverlay.title,
            textX, textY,
            titleWidth, TITLE_HEIGHT,
            nil, "...", kTextAlignment.left
        )
    end
    gfx.setFont(gfx.getSystemFont())

    -- Description area
    local textWidth = POPUP_WIDTH - PADDING * 3 - QR_SIZE
    local descY = textY + TITLE_HEIGHT + 4
    local descHeight = POPUP_HEIGHT - (descY - POPUP_Y) - PADDING - BUTTON_HEIGHT - 8

    if QROverlay.description and #QROverlay.description > 0 then
        -- Set clipping rect for description area
        gfx.setClipRect(textX, descY, textWidth, descHeight)

        -- Draw description with scroll offset
        gfx.drawTextInRect(
            QROverlay.description,
            textX, descY - QROverlay.abstractScroll,
            textWidth, QROverlay.abstractHeight + 100,
            nil, nil, kTextAlignment.left
        )

        -- Clear clip rect
        gfx.clearClipRect()

        -- Draw scroll indicator if content is scrollable
        if QROverlay.abstractHeight > descHeight then
            local scrollBarHeight = 40
            local scrollRange = QROverlay.abstractHeight - descHeight
            local scrollPos = (QROverlay.abstractScroll / scrollRange) * (descHeight - scrollBarHeight)
            gfx.fillRect(textX + textWidth + 2, descY + scrollPos, 3, scrollBarHeight)
        end
    end

    -- QR code area (right side)
    local qrX = POPUP_X + POPUP_WIDTH - PADDING - QR_SIZE
    local qrAreaY = descY

    -- Save button above QR if saveAble
    if QROverlay.saveAble then
        local saveY = qrAreaY
        local saveText = QROverlay.isSaved and "SAVED" or "SAVE"
        local saveTextWidth = gfx.getTextSize(saveText)
        local buttonWidth = saveTextWidth + 12
        local buttonX = qrX + (QR_SIZE - buttonWidth) / 2

        -- Draw (A) prefix
        gfx.drawText("(A)", buttonX - 24, saveY)

        -- Draw rounded rectangle around SAVE
        gfx.setLineWidth(2)
        gfx.drawRoundRect(buttonX, saveY - 2, buttonWidth, 18, 4)
        gfx.setLineWidth(1)

        -- Draw SAVE text
        gfx.drawText(saveText, buttonX + 6, saveY)

        qrAreaY = qrAreaY + 24
    end

    -- QR code
    if QROverlay.qrImage then
        local qrDrawX = qrX + QR_SIZE / 2
        local qrDrawY = qrAreaY + QR_SIZE / 2
        QROverlay.qrImage:drawCentered(qrDrawX, qrDrawY)
    end

    -- Back button at bottom (circular black background)
    local backY = POPUP_Y + POPUP_HEIGHT - PADDING - BUTTON_HEIGHT
    local backX = POPUP_X + POPUP_WIDTH - PADDING - QR_SIZE + QR_SIZE / 2
    local backRadius = 12

    -- Draw circular background
    gfx.setColor(gfx.kColorBlack)
    gfx.fillCircleAtPoint(backX, backY + backRadius - 2, backRadius + 14)

    -- Draw back text
    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
    gfx.drawTextAligned("(B) BACK", backX, backY, kTextAlignment.center)
    gfx.setImageDrawMode(gfx.kDrawModeCopy)
end

-- Initialize saved items on load
QROverlay.loadSavedItems()
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
     1→-- Generic overlay for displaying details with optional QR code
     2→
     3→QROverlay = {
     4→    visible = false,
     5→    qrImage = nil,
     6→    abstractScroll = 0,
     7→    abstractHeight = 0,
     8→    -- Current item data
     9→    itemType = nil,
    10→    itemId = nil,
    11→    title = nil,
    12→    subtitle = nil,
    13→    description = nil,
    14→    saveAble = false,
    15→    isSaved = false,
    16→}
    17→
    18→local gfx <const> = playdate.graphics
    19→
    20→-- Layout constants
    21→local POPUP_X = 10
    22→local POPUP_Y = 10
    23→local POPUP_WIDTH = 380
    24→local POPUP_HEIGHT = 220
    25→local PADDING = 5
    26→local QR_SIZE = 86
    27→local TITLE_HEIGHT = 40
    28→local SUBTITLE_HEIGHT = 20
    29→local BUTTON_HEIGHT = 20
    30→
    31→-- Saved items storage
    32→local savedItems = {}
    33→
    34→function QROverlay.loadSavedItems()
    35→    local data = playdate.datastore.read("saved_items")
    36→    if data then
    37→        savedItems = data
    38→    else
    39→        savedItems = {}
    40→    end
    41→end
    42→
    43→function QROverlay.persistSavedItems()
    44→    playdate.datastore.write(savedItems, "saved_items")
    45→end
    46→
    47→function QROverlay.isItemSaved(itemType, itemId)
    48→    local key = itemType .. ":" .. itemId
    49→    return savedItems[key] == true
    50→end
    51→
    52→function QROverlay.toggleSave()
    53→    if not QROverlay.saveAble or not QROverlay.itemType or not QROverlay.itemId then
    54→        return
    55→    end
    56→    local key = QROverlay.itemType .. ":" .. QROverlay.itemId
    57→    if savedItems[key] then
    58→        savedItems[key] = nil
    59→        QROverlay.isSaved = false
    60→    else
    61→        savedItems[key] = true
    62→        QROverlay.isSaved = true
    63→    end
    64→    QROverlay.persistSavedItems()
    65→end
    66→
    67→-- Show overlay with generic data
    68→-- params: { type, id, title, subtitle (optional), description, saveAble }
    69→function QROverlay.showGeneric(params)
    70→    QROverlay.visible = true
    71→    QROverlay.qrImage = nil
    72→    QROverlay.abstractScroll = 0
    73→
    74→    QROverlay.itemType = params.type or "unknown"
    75→    QROverlay.itemId = params.id or ""
    76→    QROverlay.title = params.title or ""
    77→    QROverlay.subtitle = params.subtitle
    78→    QROverlay.description = params.description or ""
    79→    QROverlay.saveAble = params.saveAble or false
    80→    QROverlay.isSaved = QROverlay.isItemSaved(QROverlay.itemType, QROverlay.itemId)
    81→
    82→    -- Load QR code image if exists
    83→    local qrPath = "qr/" .. QROverlay.itemId
    84→    QROverlay.qrImage = gfx.image.new(qrPath)
    85→
    86→    -- Calculate description height for scrolling
    87→    if QROverlay.description and #QROverlay.description > 0 then
    88→        local descWidth = POPUP_WIDTH - PADDING * 3 - QR_SIZE
    89→        local _, height = gfx.getTextSizeForMaxWidth(QROverlay.description, descWidth)
    90→        QROverlay.abstractHeight = height
    91→    else
    92→        QROverlay.abstractHeight = 0
    93→    end
    94→end
    95→
    96→-- Legacy show function for events
    97→function QROverlay.show(event)
    98→    if not event or not event.EVENT_ID then
    99→        print("No event to display")
   100→        return
   101→    end
   102→
   103→    local abstract = Abstracts.get(event.EVENT_ID) or ""
   104→
   105→    QROverlay.showGeneric({
   106→        type = "event",
   107→        id = event.EVENT_ID,
   108→        title = event.SUMMARY or "Untitled",
   109→        subtitle = event.LOCATION,
   110→        description = abstract,
   111→        saveAble = true,
   112→    })
   113→end
   114→
   115→function QROverlay.hide()
   116→    QROverlay.visible = false
   117→    QROverlay.qrImage = nil
   118→    QROverlay.itemType = nil
   119→    QROverlay.itemId = nil
   120→    QROverlay.title = nil
   121→    QROverlay.subtitle = nil
   122→    QROverlay.description = nil
   123→    QROverlay.saveAble = false
   124→    QROverlay.isSaved = false
   125→    QROverlay.abstractScroll = 0
   126→end
   127→
   128→function QROverlay.isVisible()
   129→    return QROverlay.visible
   130→end
   131→
   132→function QROverlay.scroll(amount)
   133→    local maxScroll = math.max(0, QROverlay.abstractHeight - 80)
   134→    QROverlay.abstractScroll = math.max(0, math.min(maxScroll, QROverlay.abstractScroll + amount))
   135→end
   136→
   137→function QROverlay.draw()
   138→    if not QROverlay.visible then return end
   139→
   140→    -- Draw white background
   141→    gfx.setColor(gfx.kColorWhite)
   142→    gfx.fillRect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT)
   143→
   144→    -- Draw border
   145→    gfx.setColor(gfx.kColorBlack)
   146→    gfx.setLineWidth(2)
   147→    gfx.drawRect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT)
   148→    gfx.setLineWidth(1)
   149→
   150→    local textX = POPUP_X + PADDING
   151→    local textY = POPUP_Y + PADDING
   152→
   153→    local subtitleWidth = 0
   154→    -- Subtitle (top right) - optional
   155→    if QROverlay.subtitle then
   156→        subtitleWidth, _, _ = gfx.drawTextInRect(
   157→            QROverlay.subtitle,
   158→            POPUP_X + PADDING,
   159→            textY,
   160→            POPUP_WIDTH - PADDING * 2,
   161→            SUBTITLE_HEIGHT,
   162→            nil, "...", kTextAlignment.right
   163→        )
   164→    end
   165→
   166→    local titleWidth = POPUP_WIDTH - PADDING * 3 - subtitleWidth
   167→
   168→    -- Title (bold)
   169→    gfx.setFont(gfx.getSystemFont(gfx.font.kVariantBold))
   170→    if QROverlay.title then
   171→        gfx.drawTextInRect(
   172→            QROverlay.title,
   173→            textX, textY,
   174→            titleWidth, TITLE_HEIGHT,
   175→            nil, "...", kTextAlignment.left
   176→        )
   177→    end
   178→    gfx.setFont(gfx.getSystemFont())
   179→
   180→    -- Description area
   181→    local textWidth = POPUP_WIDTH - PADDING * 3 - QR_SIZE
   182→    local descY = textY + TITLE_HEIGHT + 4
   183→    local descHeight = POPUP_HEIGHT - (descY - POPUP_Y) - PADDING - BUTTON_HEIGHT - 8
   184→
   185→    if QROverlay.description and #QROverlay.description > 0 then
   186→        -- Set clipping rect for description area
   187→        gfx.setClipRect(textX, descY, textWidth, descHeight)
   188→
   189→        -- Draw description with scroll offset
   190→        gfx.drawTextInRect(
   191→            QROverlay.description,
   192→            textX, descY - QROverlay.abstractScroll,
   193→            textWidth, QROverlay.abstractHeight + 100,
   194→            nil, nil, kTextAlignment.left
   195→        )
   196→
   197→        -- Clear clip rect
   198→        gfx.clearClipRect()
   199→
   200→        -- Draw scroll indicator if content is scrollable
   201→        if QROverlay.abstractHeight > descHeight then
   202→            local scrollBarHeight = 40
   203→            local scrollRange = QROverlay.abstractHeight - descHeight
   204→            local scrollPos = (QROverlay.abstractScroll / scrollRange) * (descHeight - scrollBarHeight)
   205→            gfx.fillRect(textX + textWidth + 2, descY + scrollPos, 3, scrollBarHeight)
   206→        end
   207→    end
   208→
   209→    -- QR code area (right side)
   210→    local qrX = POPUP_X + POPUP_WIDTH - PADDING - QR_SIZE
   211→    local qrAreaY = descY
   212→
   213→    -- Save button above QR if saveAble
   214→    if QROverlay.saveAble then
   215→        local saveY = qrAreaY
   216→        local saveText = QROverlay.isSaved and "SAVED" or "SAVE"
   217→        local saveTextWidth = gfx.getTextSize(saveText)
   218→        local buttonWidth = saveTextWidth + 12
   219→        local buttonX = qrX + (QR_SIZE - buttonWidth) / 2
   220→
   221→        -- Draw (A) prefix
   222→        gfx.drawText("(A)", buttonX - 24, saveY)
   223→
   224→        -- Draw rounded rectangle around SAVE
   225→        gfx.setLineWidth(2)
   226→        gfx.drawRoundRect(buttonX, saveY - 2, buttonWidth, 18, 4)
   227→        gfx.setLineWidth(1)
   228→
   229→        -- Draw SAVE text
   230→        gfx.drawText(saveText, buttonX + 6, saveY)
   231→
   232→        qrAreaY = qrAreaY + 24
   233→    end
   234→
   235→    -- QR code
   236→    if QROverlay.qrImage then
   237→        local qrDrawX = qrX + QR_SIZE / 2
   238→        local qrDrawY = qrAreaY + QR_SIZE / 2
   239→        QROverlay.qrImage:drawCentered(qrDrawX, qrDrawY)
   240→    end
   241→
   242→    -- Back button at bottom (circular black background)
   243→    local backY = POPUP_Y + POPUP_HEIGHT - PADDING - BUTTON_HEIGHT
   244→    local backX = POPUP_X + POPUP_WIDTH - PADDING - QR_SIZE + QR_SIZE / 2
   245→    local backRadius = 12
   246→
   247→    -- Draw circular background
   248→    gfx.setColor(gfx.kColorBlack)
   249→    gfx.fillCircleAtPoint(backX, backY + backRadius - 2, backRadius + 14)
   250→
   251→    -- Draw back text
   252→    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
   253→    gfx.drawTextAligned("(B) BACK", backX, backY, kTextAlignment.center)
   254→    gfx.setImageDrawMode(gfx.kDrawModeCopy)
   255→end
   256→
   257→-- Initialize saved items on load
   258→QROverlay.loadSavedItems()
   259→
Thinking

Now I need to: 1. Update the qrHandlers to handle the A button for toggling save 2. Add ABOUT_VIEW state3. Add ABOUT handler and wire it up in the main menu 4. Create the ABOUT.png placeholder or handle it gracefullyLet me update the input handlers first:

Now update the QR handlers to handle the A button for save toggle:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
-- 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 QR code overlay
InputHandlers.qrHandlers = {
    BButtonDown = function()
        QROverlay.hide()
        -- Return to appropriate state
        if State.previousState then
            State.currentState = State.previousState
            State.previousState = nil
        else
            State.currentState = State.SCHEDULE_VIEW
        end
        playdate.inputHandlers.pop()
    end,

    AButtonDown = function()
        QROverlay.toggleSave()
    end,

    cranked = function(change, acceleratedChange)
        QROverlay.scroll(change)
    end,

    -- Block navigation while overlay is visible
    upButtonDown = function() end,
    downButtonDown = function() end,
    leftButtonDown = function() end,
    rightButtonDown = function() end,
}
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Now I need to add the ABOUT_VIEW state and add it to the main menu. Let me also add previousState tracking to State so we can return to the correct view:

Add ABOUT_VIEW state:

✏️ Edit state.lua
/home/nemo/projects/personal/fosdem-playdate/source/state.lua
    STANDS_VIEW = "stands_view",
+
    STANDS_VIEW = "stands_view",
    ABOUT_VIEW = "about_view",

    -- Track previous state for overlay returns
    previousState = nil,
The file /home/nemo/projects/personal/fosdem-playdate/source/state.lua has been updated successfully.
Thinking

Now let me add the ABOUT handling to the main menu in inputHandlers.lua:

Update main menu to handle ABOUT:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
        elseif item == "STANDS" then
            State.currentState = State.STANDS_VIEW
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.standsHandlers)
        end
        -- ABOUT is not yet implemented
+
        elseif item == "STANDS" then
            State.currentState = State.STANDS_VIEW
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.standsHandlers)
        elseif item == "ABOUT" then
            State.previousState = State.MAIN_MENU
            State.currentState = State.ABOUT_VIEW
            QROverlay.showGeneric({
                type = "about",
                id = "ABOUT",
                title = "Kurbelfahrplan",
                subtitle = nil,
                description = "Kurbelfahrplan is a FOSDEM schedule app for the Playdate made by Nemo. Made using Claude Code with lots of <3 in Berlin.\n\nCome find the author at the FOSS United + FLOSS/fund booth for an easter egg!",
                saveAble = false,
            })
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.qrHandlers)
        end
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Now let me update main.lua to handle the ABOUT_VIEW state in the update loop:

Update main.lua to handle ABOUT_VIEW:

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

Now I also need to update the schedule view's QR handling to set the previousState. Let me also update the handler when opening QR from schedule view:

Update schedule handlers to set previousState when opening QR:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
    AButtonDown = function()
        local event = ScheduleView.getSelectedEvent()
        if event and event.EVENT_ID then
            State.currentState = State.QR_VIEW
            QROverlay.show(event)
            playdate.inputHandlers.push(InputHandlers.qrHandlers)
        end
    end,
+
    AButtonDown = function()
        local event = ScheduleView.getSelectedEvent()
        if event and event.EVENT_ID then
            State.previousState = State.SCHEDULE_VIEW
            State.currentState = State.QR_VIEW
            QROverlay.show(event)
            playdate.inputHandlers.push(InputHandlers.qrHandlers)
        end
    end,
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Done! The QROverlay is now generic and can be used for events and the about screen. Let me summarize the changes:1. QROverlay is now generic with showGeneric() that takes: - type, id, title, subtitle (optional), description, saveAble2. Added (A) [SAVE] button above QR when saveAble is true - Toggles saved state and persists it3. Added (B) BACK button at the bottom with circular black background

  1. Added ABOUT screen accessible from main menu - Uses QROverlay with ABOUT.png image
  2. saveAble is false5. Added previousState tracking to return to correct view

Done! Here's a summary of the changes:

QROverlay is now generic: - showGeneric({type, id, title, subtitle, description, saveAble}) - new generic method - show(event) - legacy method still works for events

New UI elements: - (A) [SAVE] button above QR when saveAble=true - toggles saved state - (B) BACK button at bottom with circular black background - Saved items persisted as type:id tuples in datastore

ABOUT screen: - Accessible from main menu - Title: "Kurbelfahrplan" - Description about the app, author, and easter egg hint - Loads qr/ABOUT.png if present - saveAble=false

State tracking: - Added State.previousState to return to correct view when closing overlay

You'll need to create source/qr/ABOUT.png (86x86px QR code or any image) for the about screen.

Detect the MAX(height of the title and subtitle from the return values) and use that to align the description. The bottom of the description should sit close to the border. The input handlers get weird after I quit the ABOUTpopup screen - I reach the main menu but none of the keys have any effect. Fix that. And finally, the B back button text should be: (B) -> black background, white text followed by regular BACK text in white background no border and black text.

Thinking

The user wants me to: 1. Detect max height of title and subtitle and use that to align the description 2. Fix the input handler issue when quitting ABOUT popup - the main menu handlers don't work 3. Fix the B back button styling: (B) in black bg white text, followed by BACK in white bg black text

Let me address each issue:

  1. For the title/subtitle height, I need to get the actual rendered heights and use the max
  2. The input handler issue - when we go to ABOUT, we pop the mainMenuHandlers and push qrHandlers. When we close, we pop qrHandlers but we need to push mainMenuHandlers back. Let me check the qrHandlers BButtonDown function
  3. The back button styling needs to be changed

Let me fix these issues:

Let me fix all three issues:

✏️ Edit qrOverlay.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua
function QROverlay.draw()
    if not QROverlay.visible then return end

    -- Draw white background
    gfx.setColor(gfx.kColorWhite)
    gfx.fillRect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT)

    -- Draw border
    gfx.setColor(gfx.kColorBlack)
    gfx.setLineWidth(2)
    gfx.drawRect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT)
    gfx.setLineWidth(1)

    local textX = POPUP_X + PADDING
    local textY = POPUP_Y + PADDING

    local subtitleWidth = 0
    -- Subtitle (top right) - optional
    if QROverlay.subtitle then
        subtitleWidth, _, _ = gfx.drawTextInRect(
            QROverlay.subtitle,
            POPUP_X + PADDING,
            textY,
            POPUP_WIDTH - PADDING * 2,
            SUBTITLE_HEIGHT,
            nil, "...", kTextAlignment.right
        )
    end

    local titleWidth = POPUP_WIDTH - PADDING * 3 - subtitleWidth

    -- Title (bold)
    gfx.setFont(gfx.getSystemFont(gfx.font.kVariantBold))
    if QROverlay.title then
        gfx.drawTextInRect(
            QROverlay.title,
            textX, textY,
            titleWidth, TITLE_HEIGHT,
            nil, "...", kTextAlignment.left
        )
    end
    gfx.setFont(gfx.getSystemFont())

    -- Description area
    local textWidth = POPUP_WIDTH - PADDING * 3 - QR_SIZE
    local descY = textY + TITLE_HEIGHT + 4
    local descHeight = POPUP_HEIGHT - (descY - POPUP_Y) - PADDING - BUTTON_HEIGHT - 8

    if QROverlay.description and #QROverlay.description > 0 then
        -- Set clipping rect for description area
        gfx.setClipRect(textX, descY, textWidth, descHeight)

        -- Draw description with scroll offset
        gfx.drawTextInRect(
            QROverlay.description,
            textX, descY - QROverlay.abstractScroll,
            textWidth, QROverlay.abstractHeight + 100,
            nil, nil, kTextAlignment.left
        )

        -- Clear clip rect
        gfx.clearClipRect()

        -- Draw scroll indicator if content is scrollable
        if QROverlay.abstractHeight > descHeight then
            local scrollBarHeight = 40
            local scrollRange = QROverlay.abstractHeight - descHeight
            local scrollPos = (QROverlay.abstractScroll / scrollRange) * (descHeight - scrollBarHeight)
            gfx.fillRect(textX + textWidth + 2, descY + scrollPos, 3, scrollBarHeight)
        end
    end

    -- QR code area (right side)
    local qrX = POPUP_X + POPUP_WIDTH - PADDING - QR_SIZE
    local qrAreaY = descY

    -- Save button above QR if saveAble
    if QROverlay.saveAble then
        local saveY = qrAreaY
        local saveText = QROverlay.isSaved and "SAVED" or "SAVE"
        local saveTextWidth = gfx.getTextSize(saveText)
        local buttonWidth = saveTextWidth + 12
        local buttonX = qrX + (QR_SIZE - buttonWidth) / 2

        -- Draw (A) prefix
        gfx.drawText("(A)", buttonX - 24, saveY)

        -- Draw rounded rectangle around SAVE
        gfx.setLineWidth(2)
        gfx.drawRoundRect(buttonX, saveY - 2, buttonWidth, 18, 4)
        gfx.setLineWidth(1)

        -- Draw SAVE text
        gfx.drawText(saveText, buttonX + 6, saveY)

        qrAreaY = qrAreaY + 24
    end

    -- QR code
    if QROverlay.qrImage then
        local qrDrawX = qrX + QR_SIZE / 2
        local qrDrawY = qrAreaY + QR_SIZE / 2
        QROverlay.qrImage:drawCentered(qrDrawX, qrDrawY)
    end

    -- Back button at bottom (circular black background)
    local backY = POPUP_Y + POPUP_HEIGHT - PADDING - BUTTON_HEIGHT
    local backX = POPUP_X + POPUP_WIDTH - PADDING - QR_SIZE + QR_SIZE / 2
    local backRadius = 12

    -- Draw circular background
    gfx.setColor(gfx.kColorBlack)
    gfx.fillCircleAtPoint(backX, backY + backRadius - 2, backRadius + 14)

    -- Draw back text
    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
    gfx.drawTextAligned("(B) BACK", backX, backY, kTextAlignment.center)
    gfx.setImageDrawMode(gfx.kDrawModeCopy)
end
+
function QROverlay.draw()
    if not QROverlay.visible then return end

    -- Draw white background
    gfx.setColor(gfx.kColorWhite)
    gfx.fillRect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT)

    -- Draw border
    gfx.setColor(gfx.kColorBlack)
    gfx.setLineWidth(2)
    gfx.drawRect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT)
    gfx.setLineWidth(1)

    local textX = POPUP_X + PADDING
    local textY = POPUP_Y + PADDING

    -- Calculate title and subtitle heights
    local titleHeight = 0
    local subtitleHeight = 0
    local subtitleWidth = 0

    -- Measure subtitle height if present
    if QROverlay.subtitle then
        local _, sh = gfx.getTextSizeForMaxWidth(QROverlay.subtitle, POPUP_WIDTH - PADDING * 2)
        subtitleHeight = sh
    end

    -- Measure title height
    gfx.setFont(gfx.getSystemFont(gfx.font.kVariantBold))
    if QROverlay.title then
        local _, th = gfx.getTextSizeForMaxWidth(QROverlay.title, POPUP_WIDTH - PADDING * 2)
        titleHeight = th
    end
    gfx.setFont(gfx.getSystemFont())

    -- Use max of title and subtitle height
    local headerHeight = math.max(titleHeight, subtitleHeight, 20)

    -- Draw subtitle (top right) - optional
    if QROverlay.subtitle then
        subtitleWidth, _, _ = gfx.drawTextInRect(
            QROverlay.subtitle,
            POPUP_X + PADDING,
            textY,
            POPUP_WIDTH - PADDING * 2,
            headerHeight,
            nil, "...", kTextAlignment.right
        )
    end

    local titleWidth = POPUP_WIDTH - PADDING * 3 - subtitleWidth

    -- Title (bold)
    gfx.setFont(gfx.getSystemFont(gfx.font.kVariantBold))
    if QROverlay.title then
        gfx.drawTextInRect(
            QROverlay.title,
            textX, textY,
            titleWidth, headerHeight,
            nil, "...", kTextAlignment.left
        )
    end
    gfx.setFont(gfx.getSystemFont())

    -- Description area - starts after header, ends near bottom border
    local textWidth = POPUP_WIDTH - PADDING * 3 - QR_SIZE
    local descY = textY + headerHeight + 4
    local descHeight = POPUP_HEIGHT - (descY - POPUP_Y) - PADDING - 4

    if QROverlay.description and #QROverlay.description > 0 then
        -- Set clipping rect for description area
        gfx.setClipRect(textX, descY, textWidth, descHeight)

        -- Draw description with scroll offset
        gfx.drawTextInRect(
            QROverlay.description,
            textX, descY - QROverlay.abstractScroll,
            textWidth, QROverlay.abstractHeight + 100,
            nil, nil, kTextAlignment.left
        )

        -- Clear clip rect
        gfx.clearClipRect()

        -- Draw scroll indicator if content is scrollable
        if QROverlay.abstractHeight > descHeight then
            local scrollBarHeight = 40
            local scrollRange = QROverlay.abstractHeight - descHeight
            local scrollPos = (QROverlay.abstractScroll / scrollRange) * (descHeight - scrollBarHeight)
            gfx.fillRect(textX + textWidth + 2, descY + scrollPos, 3, scrollBarHeight)
        end
    end

    -- QR code area (right side)
    local qrX = POPUP_X + POPUP_WIDTH - PADDING - QR_SIZE
    local qrAreaY = descY

    -- Save button above QR if saveAble
    if QROverlay.saveAble then
        local saveY = qrAreaY
        local saveText = QROverlay.isSaved and "SAVED" or "SAVE"
        local saveTextWidth = gfx.getTextSize(saveText)
        local buttonWidth = saveTextWidth + 12
        local buttonX = qrX + (QR_SIZE - buttonWidth) / 2

        -- Draw (A) prefix
        gfx.drawText("(A)", buttonX - 24, saveY)

        -- Draw rounded rectangle around SAVE
        gfx.setLineWidth(2)
        gfx.drawRoundRect(buttonX, saveY - 2, buttonWidth, 18, 4)
        gfx.setLineWidth(1)

        -- Draw SAVE text
        gfx.drawText(saveText, buttonX + 6, saveY)

        qrAreaY = qrAreaY + 24
    end

    -- QR code
    if QROverlay.qrImage then
        local qrDrawX = qrX + QR_SIZE / 2
        local qrDrawY = qrAreaY + QR_SIZE / 2
        QROverlay.qrImage:drawCentered(qrDrawX, qrDrawY)
    end

    -- Back button at bottom right
    local backY = POPUP_Y + POPUP_HEIGHT - PADDING - 18
    local backX = qrX + QR_SIZE / 2

    -- Draw (B) with black circle background
    local bWidth = gfx.getTextSize("(B)")
    local circleRadius = 10
    gfx.setColor(gfx.kColorBlack)
    gfx.fillCircleAtPoint(backX - 20, backY + 8, circleRadius)
    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
    gfx.drawText("(B)", backX - 20 - bWidth / 2, backY)
    gfx.setImageDrawMode(gfx.kDrawModeCopy)

    -- Draw BACK text in regular style (black text on white)
    gfx.drawText("BACK", backX - 20 + circleRadius + 4, backY)
end
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua has been updated successfully.
Thinking

Now let me fix the input handler issue. When closing the QR overlay from ABOUT, we need to push the correct handlers back. The issue is that we pop the qrHandlers but then need to push back the mainMenuHandlers (or whatever the previous state requires):

Now fix the input handler issue - need to push correct handlers when returning:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
-- Handlers for QR code overlay
InputHandlers.qrHandlers = {
    BButtonDown = function()
        QROverlay.hide()
        -- Return to appropriate state
        if State.previousState then
            State.currentState = State.previousState
            State.previousState = nil
        else
            State.currentState = State.SCHEDULE_VIEW
        end
        playdate.inputHandlers.pop()
    end,

    AButtonDown = function()
        QROverlay.toggleSave()
    end,

    cranked = function(change, acceleratedChange)
        QROverlay.scroll(change)
    end,

    -- Block navigation while overlay is visible
    upButtonDown = function() end,
    downButtonDown = function() end,
    leftButtonDown = function() end,
    rightButtonDown = function() end,
}
+
-- Handlers for QR code overlay
InputHandlers.qrHandlers = {
    BButtonDown = function()
        QROverlay.hide()
        playdate.inputHandlers.pop()

        -- Return to appropriate state and push correct handlers
        local returnState = State.previousState or State.SCHEDULE_VIEW
        State.currentState = returnState
        State.previousState = nil

        if returnState == State.MAIN_MENU then
            playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
        elseif returnState == State.SCHEDULE_VIEW then
            playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
        elseif returnState == State.STANDS_VIEW then
            playdate.inputHandlers.push(InputHandlers.standsHandlers)
        elseif returnState == State.MAP_VIEW then
            playdate.inputHandlers.push(InputHandlers.mapHandlers)
        end
    end,

    AButtonDown = function()
        QROverlay.toggleSave()
    end,

    cranked = function(change, acceleratedChange)
        QROverlay.scroll(change)
    end,

    -- Block navigation while overlay is visible
    upButtonDown = function() end,
    downButtonDown = function() end,
    leftButtonDown = function() end,
    rightButtonDown = function() end,
}
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Done. Let me summarize the fixes:

  1. Title/subtitle height - now calculated using getTextSizeForMaxWidth and the max is used to position the description
  2. Input handlers - now properly push the correct handlers when returning from the overlay based on the previousState
  3. Back button styling - (B) has black circle background with white text, followed by "BACK" in regular black text on white background

Done! Fixed all three issues:

  1. Title/subtitle height: Now calculates actual heights using getTextSizeForMaxWidth and uses the max to position the description. Description extends close to the bottom border.

  2. Input handlers: Fixed by pushing the correct handlers back when returning from overlay based on previousState (MAIN_MENU, SCHEDULE_VIEW, STANDS_VIEW, or MAP_VIEW).

  3. Back button styling:

  4. (B) in black circle background with white text
  5. BACK in regular black text on white background (no border)

section headers in the stand listings should not be selectable.

Thinking

The user wants the section headers (category headers) in the stands view to not be selectable. Currently, when you scroll through the stands list, you can select the category headers which shouldn't be the case.

I need to modify the standsView.lua to skip over category rows when navigating. I can do this by: 1. Overriding the selectNextRow/selectPreviousRow behavior to skip category rows 2. Or by checking after selection if we're on a category and moving to the next/previous stand

Let me look at how the stands view handles selection and modify it to skip category headers.

I'll update the stands view to skip category headers when navigating:

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/ui/standsView.lua",
  "offset": 200,
  "limit": 60
}
   200→    },
   201→    {
   202→        name = "UD level 1 (group A)",
   203→        stands = {
   204→            { category = "Mobile Operating System", items = {
   205→                "1  F-Droid and /e/OS + OW2/Murena",
   206→                "2  BlissLabs, IzzyOnDroid, SHIFT",
   207→                "3  postmarketOS",
   208→                "4  Linux on Mobile",
   209→                "5  Furi Labs",
   210→            }},
   211→        }
   212→    },
   213→}
   214→
   215→-- Build flat list of rows for current location
   216→local currentRows = {}  -- { type = "category" | "stand", text = "..." }
   217→
   218→local function buildRowsForLocation(locationIndex)
   219→    currentRows = {}
   220→    local loc = locations[locationIndex]
   221→    if not loc then return end
   222→
   223→    for _, group in ipairs(loc.stands) do
   224→        -- Add category header
   225→        table.insert(currentRows, { type = "category", text = group.category })
   226→        -- Add stands
   227→        for _, item in ipairs(group.items) do
   228→            table.insert(currentRows, { type = "stand", text = item })
   229→        end
   230→    end
   231→end
   232→
   233→function StandsView.init()
   234→    StandsView.gridview = playdate.ui.gridview.new(0, 20)
   235→    StandsView.gridview:setContentInset(4, 4, 4, 4)
   236→
   237→    function StandsView.gridview:drawCell(section, row, column, selected, x, y, width, height)
   238→        local rowData = currentRows[row]
   239→        if not rowData then return end
   240→
   241→        if rowData.type == "category" then
   242→            -- Category header - bold, no selection highlight
   243→            gfx.setColor(gfx.kColorBlack)
   244→            gfx.fillRect(x, y, width, height)
   245→            gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
   246→            gfx.drawText("*" .. rowData.text .. "*", x + 4, y + 2)
   247→            gfx.setImageDrawMode(gfx.kDrawModeCopy)
   248→        else
   249→            -- Stand item
   250→            if selected then
   251→                gfx.setColor(gfx.kColorBlack)
   252→                gfx.fillRect(x, y, width, height)
   253→                gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
   254→            else
   255→                gfx.setImageDrawMode(gfx.kDrawModeFillBlack)
   256→            end
   257→            gfx.drawTextInRect(rowData.text, x + 8, y + 2, width - 12, height, nil, "...", kTextAlignment.left)
   258→            gfx.setImageDrawMode(gfx.kDrawModeCopy)
   259→        end

<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

I need to add functions to skip category headers when selecting. I'll add selectNextStand and selectPreviousStand functions that skip over category rows, and update the input handlers to use these instead of selectNextRow/selectPreviousRow.

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/ui/standsView.lua",
  "offset": 260,
  "limit": 40
}
   260→    end
   261→
   262→    StandsView.loadLocation(1)
   263→end
   264→
   265→function StandsView.loadLocation(index)
   266→    StandsView.currentLocationIndex = index
   267→    buildRowsForLocation(index)
   268→    StandsView.gridview:setNumberOfRows(#currentRows)
   269→    StandsView.gridview:setSelectedRow(1)
   270→    StandsView.gridview:setScrollPosition(0, 0)
   271→end
   272→
   273→function StandsView.nextLocation()
   274→    local next = StandsView.currentLocationIndex + 1
   275→    if next > #locations then next = 1 end
   276→    StandsView.loadLocation(next)
   277→end
   278→
   279→function StandsView.previousLocation()
   280→    local prev = StandsView.currentLocationIndex - 1
   281→    if prev < 1 then prev = #locations end
   282→    StandsView.loadLocation(prev)
   283→end
   284→
   285→function StandsView.draw()
   286→    gfx.clear(gfx.kColorWhite)
   287→
   288→    -- Draw header with location name
   289→    gfx.setColor(gfx.kColorBlack)
   290→    gfx.fillRect(0, 0, Config.SCREEN_WIDTH, 24)
   291→    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
   292→    local loc = locations[StandsView.currentLocationIndex]
   293→    local headerText = loc and loc.name or "Stands"
   294→    gfx.drawTextAligned(headerText, Config.SCREEN_WIDTH / 2, 4, kTextAlignment.center)
   295→    gfx.setImageDrawMode(gfx.kDrawModeCopy)
   296→
   297→    -- Draw navigation hint
   298→    gfx.setColor(gfx.kColorWhite)
   299→    gfx.drawText("<", 4, 4)

<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

I'll add helper functions to find the next/previous stand row and skip categories, then update the loadLocation to select the first stand (not category). I'll also add selectNextStand and selectPreviousStand functions.

✏️ Edit standsView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/standsView.lua
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
+
-- Find the first stand row (skip categories)
local function findFirstStandRow()
    for i = 1, #currentRows do
        if currentRows[i].type == "stand" then
            return i
        end
    end
    return 1
end

-- Find next stand row from current position
local function findNextStandRow(currentRow)
    for i = currentRow + 1, #currentRows do
        if currentRows[i].type == "stand" then
            return i
        end
    end
    -- Wrap to beginning
    for i = 1, currentRow do
        if currentRows[i].type == "stand" then
            return i
        end
    end
    return currentRow
end

-- Find previous stand row from current position
local function findPreviousStandRow(currentRow)
    for i = currentRow - 1, 1, -1 do
        if currentRows[i].type == "stand" then
            return i
        end
    end
    -- Wrap to end
    for i = #currentRows, currentRow, -1 do
        if currentRows[i].type == "stand" then
            return i
        end
    end
    return currentRow
end

function StandsView.loadLocation(index)
    StandsView.currentLocationIndex = index
    buildRowsForLocation(index)
    StandsView.gridview:setNumberOfRows(#currentRows)
    -- Select first stand, not category
    local firstStand = findFirstStandRow()
    StandsView.gridview:setSelectedRow(firstStand)
    StandsView.gridview:setScrollPosition(0, 0)
end

function StandsView.selectNextStand()
    local currentRow = StandsView.gridview:getSelectedRow()
    local nextRow = findNextStandRow(currentRow)
    StandsView.gridview:setSelectedRow(nextRow)
    StandsView.gridview:scrollToRow(nextRow)
end

function StandsView.selectPreviousStand()
    local currentRow = StandsView.gridview:getSelectedRow()
    local prevRow = findPreviousStandRow(currentRow)
    StandsView.gridview:setSelectedRow(prevRow)
    StandsView.gridview:scrollToRow(prevRow)
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
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/standsView.lua has been updated successfully.
Thinking

Now I need to update the input handlers to use the new selectNextStand and selectPreviousStand functions instead of the gridview's selectNextRow/selectPreviousRow.

Now update the input handlers to use the new functions:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
-- 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 stands view
InputHandlers.standsHandlers = {
    upButtonDown = function()
        StandsView.selectPreviousStand()
    end,

    downButtonDown = function()
        StandsView.selectNextStand()
    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.selectNextStand()
        elseif change < -5 then
            StandsView.selectPreviousStand()
        end
    end,
}
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Done. Now the section headers (categories) in the stands list will not be selectable. The navigation will skip over them and only select stand items.

Done! Category headers are now not selectable. The navigation functions (selectNextStand, selectPreviousStand) skip over category rows and only stop on stand items. When loading a new location, it also starts on the first stand rather than the category header.

Add a new item in main menu called SAVED. Show a listing with the title Saved Talks, and always display talks from both days here irrespective of the setting and with both the Day 1 and Day 2 header.

Thinking

The user wants to add a SAVED menu item that shows all saved talks. I need to:

  1. Add "SAVED" to the main menu items
  2. Create a new state for SAVED_VIEW
  3. Create a savedView.lua file that displays saved events
  4. Add input handlers for the saved view
  5. Wire it up in main.lua

The saved view should: - Show title "Saved Talks" - Display events from both days regardless of the day filter setting - Show Day 1 and Day 2 headers (using sections like scheduleView) - Get saved items from QROverlay's saved items storage

Let me implement this step by step.

I'll add the SAVED feature. Let me create the saved view and wire everything up:

📝 Write savedView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/savedView.lua
-- Saved talks view

SavedView = {
    gridview = nil,
}

local gfx <const> = playdate.graphics

-- Day constants
local DAY1_MONTH = 1   -- January
local DAY2_MONTH = 2   -- February

-- Cache for saved events split by section
local sectionEvents = { {}, {} }
local sectionCount = 0

-- Fonts
local timeFont = nil
local regularFont = nil

function SavedView.init()
    -- Load fonts
    timeFont = gfx.font.new("fonts/Ace Attacker")
    regularFont = gfx.getSystemFont()

    SavedView.gridview = playdate.ui.gridview.new(0, Config.CELL_HEIGHT)
    SavedView.gridview:setContentInset(0, 0, 0, 0)
    SavedView.gridview:setSectionHeaderHeight(Config.CELL_HEIGHT)

    -- Override drawCell
    function SavedView.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 custom font (scaled up)
        gfx.setFont(timeFont)
        local timeWidth, timeHeight = gfx.getTextSize(timeStr)
        local scale = 1.8
        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)

        gfx.setImageDrawMode(gfx.kDrawModeCopy)
    end

    -- Override drawSectionHeader for Day 1/Day 2 headers
    function SavedView.gridview:drawSectionHeader(section, x, y, width, height)
        local dayNumber = 1
        local events = sectionEvents[section]
        if events and events[1] and events[1].DTSTART then
            dayNumber = (events[1].DTSTART.month == DAY2_MONTH) and 2 or 1
        end

        local dayText = "Day " .. dayNumber
        gfx.setColor(gfx.kColorBlack)
        gfx.fillRect(x, y, width, height)
        gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
        gfx.drawTextAligned(dayText, x + width / 2, y + 4, kTextAlignment.center)
        gfx.setImageDrawMode(gfx.kDrawModeCopy)
    end
end

function SavedView.refresh()
    -- Get all saved event IDs
    local savedItems = QROverlay.getSavedItems()

    -- Split events by day
    local day1Events = {}
    local day2Events = {}

    -- Find events that are saved
    for key, _ in pairs(savedItems) do
        -- Parse key format "type:id"
        local itemType, itemId = key:match("^(.+):(.+)$")
        if itemType == "event" and itemId then
            -- Find this event in the EventStore
            local event = EventStore.getEventById(itemId)
            if event and event.DTSTART and event.DTSTART.month then
                if event.DTSTART.month == DAY1_MONTH then
                    table.insert(day1Events, event)
                elseif event.DTSTART.month == DAY2_MONTH then
                    table.insert(day2Events, event)
                end
            end
        end
    end

    -- Sort by start time
    table.sort(day1Events, function(a, b)
        return (a.DTSTART_epoch or 0) < (b.DTSTART_epoch or 0)
    end)
    table.sort(day2Events, function(a, b)
        return (a.DTSTART_epoch or 0) < (b.DTSTART_epoch or 0)
    end)

    -- Build sections
    sectionEvents = {}
    sectionCount = 0

    if #day1Events > 0 then
        sectionCount = sectionCount + 1
        sectionEvents[sectionCount] = day1Events
    end
    if #day2Events > 0 then
        sectionCount = sectionCount + 1
        sectionEvents[sectionCount] = day2Events
    end

    -- Configure gridview sections
    if sectionCount == 0 then
        SavedView.gridview:setNumberOfSections(1)
        SavedView.gridview:setNumberOfRowsInSection(1, 0)
    else
        SavedView.gridview:setNumberOfSections(sectionCount)
        for i = 1, sectionCount do
            SavedView.gridview:setNumberOfRowsInSection(i, #sectionEvents[i])
        end
    end

    -- Select first item
    if sectionCount > 0 and #sectionEvents[1] > 0 then
        SavedView.gridview:setSelection(1, 1, 1)
    end
end

function SavedView.getSelectedEvent()
    local section, row, _ = SavedView.gridview:getSelection()
    local events = sectionEvents[section] or {}
    return events[row]
end

function SavedView.hasSavedEvents()
    return sectionCount > 0
end

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

    -- Draw header
    gfx.setColor(gfx.kColorBlack)
    gfx.fillRect(0, 0, Config.SCREEN_WIDTH, Config.HEADER_HEIGHT)
    gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
    gfx.drawTextInRect("Saved Talks", 8, 2, Config.SCREEN_WIDTH - 16, Config.HEADER_HEIGHT - 4, nil, "...", kTextAlignment.left)
    gfx.setImageDrawMode(gfx.kDrawModeCopy)

    -- Draw gridview or empty message
    local gridY = Config.HEADER_HEIGHT
    local gridHeight = Config.SCREEN_HEIGHT - gridY

    if sectionCount == 0 then
        gfx.drawTextAligned("No saved talks yet.\nPress (A) on a talk to save it.",
            Config.SCREEN_WIDTH / 2, gridY + gridHeight / 2 - 20, kTextAlignment.center)
    else
        SavedView.gridview:drawInRect(0, gridY, Config.SCREEN_WIDTH, gridHeight)
    end
end
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/ui/savedView.lua
Thinking

Now I need to: 1. Add a getSavedItems() function to QROverlay 2. Add a getEventById() function to EventStore3. Add SAVED_VIEW state 4. Add SAVED to main menu items5. Add input handlers for saved view 6. Wire up in main.lua

Now add the helper function to QROverlay to get saved items:

✏️ Edit qrOverlay.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua
function QROverlay.isItemSaved(itemType, itemId)
    local key = itemType .. ":" .. itemId
    return savedItems[key] == true
end
+
function QROverlay.isItemSaved(itemType, itemId)
    local key = itemType .. ":" .. itemId
    return savedItems[key] == true
end

function QROverlay.getSavedItems()
    return savedItems
end
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua has been updated successfully.
Thinking

Now add getEventById to EventStore:

Add getEventById to EventStore:

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/data/eventStore.lua",
  "offset": 90,
  "limit": 20
}
    90→-- Find the first event in a category where DTEND > current time
    91→function EventStore.findFirstActiveEventIndex(category)
    92→    local events = EventStore.getEventsForCategory(category)
    93→    local currentEpoch = getCurrentEpoch()
    94→
    95→    for i, event in ipairs(events) do
    96→        if event.DTEND_epoch and event.DTEND_epoch > currentEpoch then
    97→            return i
    98→        end
    99→    end
   100→    return 1  -- Default to first event if all have ended
   101→end
   102→

<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

Let me add the getEventById function to EventStore:

✏️ Edit eventStore.lua
/home/nemo/projects/personal/fosdem-playdate/source/data/eventStore.lua
-- 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
+
-- 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

-- Find event by ID
function EventStore.getEventById(eventId)
    for _, event in ipairs(EventStore.allEvents) do
        if event.EVENT_ID == eventId then
            return event
        end
    end
    return nil
end
The file /home/nemo/projects/personal/fosdem-playdate/source/data/eventStore.lua has been updated successfully.
Thinking

Now add SAVED_VIEW state:

Add SAVED_VIEW state:

✏️ Edit state.lua
/home/nemo/projects/personal/fosdem-playdate/source/state.lua
    ABOUT_VIEW = "about_view",
+
    ABOUT_VIEW = "about_view",
    SAVED_VIEW = "saved_view",
The file /home/nemo/projects/personal/fosdem-playdate/source/state.lua has been updated successfully.
Thinking

Now add SAVED to main menu items:

Add SAVED to main menu:

✏️ Edit mainMenu.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/mainMenu.lua
    menuItems = { "SCHEDULE", "DEVROOMS", "MAPS", "STANDS", "ABOUT" },
+
    menuItems = { "SCHEDULE", "SAVED", "DEVROOMS", "MAPS", "STANDS", "ABOUT" },
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/mainMenu.lua has been updated successfully.
Thinking

Now add input handlers for saved view and update main menu handler:

Add saved view input handlers and update main menu:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
        elseif item == "DEVROOMS" then
+
        elseif item == "SAVED" then
            State.currentState = State.SAVED_VIEW
            SavedView.refresh()
            playdate.inputHandlers.pop()
            playdate.inputHandlers.push(InputHandlers.savedHandlers)
        elseif item == "DEVROOMS" then
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Now add the saved handlers:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
-- Handlers for stands view
+
-- Handlers for saved view
InputHandlers.savedHandlers = {
    upButtonDown = function()
        SavedView.gridview:selectPreviousRow(false)
    end,

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

    AButtonDown = function()
        local event = SavedView.getSelectedEvent()
        if event and event.EVENT_ID then
            State.previousState = State.SAVED_VIEW
            State.currentState = State.QR_VIEW
            QROverlay.show(event)
            playdate.inputHandlers.push(InputHandlers.qrHandlers)
        end
    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
            SavedView.gridview:selectNextRow(false)
        elseif change < -5 then
            SavedView.gridview:selectPreviousRow(false)
        end
    end,
}

-- Handlers for stands view
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

Now I need to update the qrHandlers to handle returning to SAVED_VIEW:

Update qrHandlers to handle returning to SAVED_VIEW:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
        if returnState == State.MAIN_MENU then
            playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
        elseif returnState == State.SCHEDULE_VIEW then
            playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
        elseif returnState == State.STANDS_VIEW then
            playdate.inputHandlers.push(InputHandlers.standsHandlers)
        elseif returnState == State.MAP_VIEW then
            playdate.inputHandlers.push(InputHandlers.mapHandlers)
        end
+
        if returnState == State.MAIN_MENU then
            playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
        elseif returnState == State.SCHEDULE_VIEW then
            playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
        elseif returnState == State.SAVED_VIEW then
            SavedView.refresh()  -- Refresh in case save state changed
            playdate.inputHandlers.push(InputHandlers.savedHandlers)
        elseif returnState == State.STANDS_VIEW then
            playdate.inputHandlers.push(InputHandlers.standsHandlers)
        elseif returnState == State.MAP_VIEW then
            playdate.inputHandlers.push(InputHandlers.mapHandlers)
        end
The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Thinking

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

Update main.lua to import and handle saved view:

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

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

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

Now add SAVED_VIEW handling in the update loop:

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
    elseif State.currentState == State.ABOUT_VIEW then
        gfx.clear(gfx.kColorWhite)
        QROverlay.draw()
    end
+
    elseif State.currentState == State.ABOUT_VIEW then
        gfx.clear(gfx.kColorWhite)
        QROverlay.draw()
    elseif State.currentState == State.SAVED_VIEW then
        SavedView.draw()
    end
The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Thinking

Done! Let me summarize what I've added:

  1. Created savedView.lua with: - Title "Saved Talks"
  2. Shows events from both days with Day 1/Day 2 section headers - Uses the same styling as scheduleView (time font, etc.)
  3. Shows empty message when no saved talks2. Added getSavedItems() to QROverlay
  4. Added getEventById() to EventStore
  5. Added SAVED_VIEW state
  6. Added "SAVED" to main menu (after SCHEDULE)6. Added savedHandlers for navigation
  7. Updated qrHandlers to refresh saved view when returning
  8. Wired up in main.lua

Done! I've added the SAVED feature:

New menu item: "SAVED" appears after "SCHEDULE" in the main menu

Saved Talks view: - Header: "Saved Talks" - Shows all saved events from both days regardless of day filter setting - Day 1 and Day 2 section headers (like schedule view) - Same styling as schedule view (time font, etc.) - Empty state message: "No saved talks yet. Press (A) on a talk to save it."

Navigation: - Up/Down: Navigate through saved talks - A: Open talk details (QR overlay) - B: Return to main menu - Crank: Scroll

Auto-refresh: When returning from the QR overlay to saved view, the list refreshes in case the save state changed.