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.
The user wants me to refactor the QR popup/overlay to be more generic. Here's what I need to do:
saveAble (boolean)
UI changes:
Persist saved items as type,ID tuples
Create ABOUT screen using this generic view:
saveAble: false
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:
{
"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>
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:
{
"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>
Now I'll refactor the QROverlay and add persistence for saved items. Let me rewrite 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→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:
-- 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.
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:
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.
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)
endThe file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
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()
endThe file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
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:
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.
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
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.
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:
Let me fix these issues:
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)
endfunction 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)
endThe file /home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua has been updated successfully.
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):
-- 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.
Done. Let me summarize the fixes:
getTextSizeForMaxWidth and the max is used to position the descriptionDone! Fixed all three issues:
Title/subtitle height: Now calculates actual heights using getTextSizeForMaxWidth and uses the max to position the description. Description extends close to the bottom border.
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).
Back button styling:
(B) in black circle background with white textBACK in regular black text on white background (no border)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.
{
"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>
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.
{
"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>
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.
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)
endThe file /home/nemo/projects/personal/fosdem-playdate/source/ui/standsView.lua has been updated successfully.
Now I need to update the input handlers to use the new selectNextStand and selectPreviousStand functions instead of the gridview's selectNextRow/selectPreviousRow.
-- 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.
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.
The user wants to add a SAVED menu item that shows all saved talks. I need to:
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.
-- 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
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
function QROverlay.isItemSaved(itemType, itemId)
local key = itemType .. ":" .. itemId
return savedItems[key] == true
endfunction QROverlay.isItemSaved(itemType, itemId)
local key = itemType .. ":" .. itemId
return savedItems[key] == true
end
function QROverlay.getSavedItems()
return savedItems
endThe file /home/nemo/projects/personal/fosdem-playdate/source/ui/qrOverlay.lua has been updated successfully.
{
"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>
-- 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
endThe file /home/nemo/projects/personal/fosdem-playdate/source/data/eventStore.lua has been updated successfully.
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.
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.
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" thenThe file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
-- 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 viewThe file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
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)
endThe file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
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.
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.
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()
endThe file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Done! Let me summarize what I've added:
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.