Caveat: The messages below were generated by the user while running local commands. DO NOT respond to these messages or otherwise consider them in your response unless the user explicitly asks you to.
READ HACKING.md and Makefile and SPEC.md to understand the project. Then do what @prompt.txt says
The user wants me to read several files to understand the project, then follow the instructions in prompt.txt. Let me start by reading the files mentioned.
1→# Kurbelfahrplan - Developer Documentation
2→
3→## Overview
4→
5→Playdate application for browsing FOSDEM 2026 schedule. Pre-processes schedule data via Python scripts, displays events by category/room with QR codes for event URLs.
6→
7→## Directory Structure
8→
9→```
10→source/
11→ main.lua Entry point, setup, update loop, system menu
12→ config.lua Constants (dimensions, thresholds)
13→ state.lua Application state, category navigation, day filtering
14→ data/
15→ eventParser.lua Parses schedule.json into event tables
16→ eventStore.lua Organizes events by category, tracks days
17→ abstracts.lua Loads abstracts.json for event descriptions
18→ persistence.lua Saves/loads settings to datastore
19→ ui/
20→ scheduleView.lua Main gridview, renders event list with day separators
21→ qrOverlay.lua Popup showing summary, location, abstract, QR code
22→ devroomsFilter.lua Category visibility toggle screen
23→ warningScreen.lua Timezone error display
24→ utils/
25→ dateUtils.lua Time formatting (0900, 0900a/p)
26→ timeUtils.lua Timezone validation, epoch helpers
27→ input/
28→ inputHandlers.lua D-pad, crank, button handlers for each view
29→scripts/
30→ fetch_schedule.py Downloads ICS, outputs compact JSON
31→```
32→
33→## Data Files (in source/)
34→
35→- `schedule.json` - Compact event array: [ID, SUMMARY, CATEGORY, LOCATION, DTSTART, DTEND]
36→- `abstracts.json` - Map of event ID to plain text abstract
37→- `qr/*.png` - Pre-generated QR codes named by event ID
38→
39→## Build Pipeline
40→
41→1. Run `python3 scripts/fetch_schedule.py` to generate schedule.json
42→2. Run `php generate-abstracts.php` to generate abstracts.json (requires fosdem-2026.json)
43→3. Run `./generate-qr.sh` to generate QR code PNGs
44→4. Compile with `pdc source kurbelfahrplan.pdx`
45→
46→## Application Flow
47→
48→### Startup (main.lua)
49→
50→1. `setup()` called at load time
51→2. Validates timezone (must be CET +01:00)
52→3. Loads abstracts.json via `Abstracts.load()`
53→4. Loads bothDays setting from persistence
54→5. Sets up system menu (Both Days checkbox, Devrooms item)
55→6. Calls `loadSchedule()` which parses schedule.json
56→7. `EventStore.init()` organizes events by category
57→8. `State.init()` loads hidden categories
58→9. `ScheduleView.init()` creates gridview
59→10. Pushes schedule input handlers
60→
61→### Update Loop (main.lua)
62→
63→Dispatches to appropriate draw function based on `State.currentState`:
64→- `TIMEZONE_ERROR` -> `WarningScreen.draw()`
65→- `LOADING` -> `drawLoadingScreen()`
66→- `SCHEDULE_VIEW` -> `ScheduleView.draw()`
67→- `QR_VIEW` -> `ScheduleView.draw()` + `QROverlay.draw()`
68→- `DEVROOMS_VIEW` -> `DevroomsFilter.draw()`
69→
70→Calls `playdate.timer.updateTimers()` for gridview animations.
71→
72→## Key Modules
73→
74→### state.lua
75→
76→- `State.currentCategoryIndex` - Index into EventStore.categoryNames
77→- `State.hiddenCategories` - Table of category names to hide
78→- `State.bothDays` - Show all rooms or filter to today only
79→- `State.getToday()` - Returns 1 or 2 (defaults to 1 outside FOSDEM dates)
80→- `State.getVisibleCategories()` - Filters by hidden + day settings
81→- `State.nextCategory()` / `State.previousCategory()` - Navigate with wraparound
82→- `State.ensureValidCategory()` - Called after filter changes
83→
84→### eventStore.lua
85→
86→- `EventStore.init(events)` - Builds category map, sorts events by time
87→- `EventStore.categoryDays[cat]` - Tracks {day1=bool, day2=bool} per category
88→- `EventStore.getEventsForCategory(cat)` - Returns event list
89→- `EventStore.categoryHasEventsOnDay(cat, day)` - For day filtering
90→- `EventStore.findFirstActiveEventIndex(cat)` - First event where DTEND > now
91→
92→### eventParser.lua
93→
94→- `parseScheduleFile(path)` - Reads JSON, returns event tables
95→- Event fields: EVENT_ID, SUMMARY, CATEGORY, LOCATION, DTSTART, DTEND, DTSTART_epoch, DTEND_epoch
96→- DTSTART/DTEND are tables: {year, month, day, hour, minute, second}
97→
98→### scheduleView.lua
99→
100→- `ScheduleView.gridview` - playdate.ui.gridview instance
101→- `drawCell()` - Renders " 0900 Summary..." with selection highlight
102→- `drawHorizontalDivider()` - Renders "Day 2" separator
103→- `updateDayDividers()` - Adds dividers where date changes from day 31 to day 1
104→- `updateRowCount()` - Sets row count and updates dividers
105→- `scrollToActiveEvent()` - Scrolls to first non-ended event
106→
107→### qrOverlay.lua
108→
109→- `QROverlay.show(event)` - Loads QR image, stores event reference
110→- `QROverlay.scroll(amount)` - Scrolls abstract text
111→- `QROverlay.draw()` - Renders popup with summary, location, abstract, QR code
112→- Layout: Summary top-left, location top-right, scrollable abstract below, QR bottom-right
113→
114→### inputHandlers.lua
115→
116→Three handler sets pushed/popped on stack:
117→
118→- `scheduleHandlers` - Up/down scroll, left/right change category, crank changes category, A shows QR
119→- `qrHandlers` - B closes overlay, crank scrolls abstract
120→- `devroomsHandlers` - Up/down navigate, A toggles category, B closes
121→
122→### persistence.lua
123→
124→Single datastore key "settings" containing:
125→- `hidden` - Table of hidden category names
126→- `bothDays` - Boolean for day filter
127→
128→## Input Mapping
129→
130→### Schedule View
131→- D-pad Up/Down: Select previous/next event
132→- D-pad Left/Right: Previous/next category (wraps)
133→- Crank: Change category (30 degree threshold)
134→- A Button: Show QR overlay for selected event
135→
136→### QR Overlay
137→- B Button: Close overlay
138→- Crank: Scroll abstract text
139→
140→### Devrooms Filter
141→- D-pad Up/Down: Navigate category list
142→- A Button: Toggle category visibility
143→- B Button: Close and return to schedule
144→
145→## System Menu
146→
147→- "Both Days" (checkbox): Toggle day filtering
148→- "Devrooms": Open category filter view
149→
150→## Date Handling
151→
152→FOSDEM 2026 dates:
153→- Day 1: January 31 (day=31)
154→- Day 2: February 1 (day=1)
155→
156→Events use format YYYYMMDDTHHMMSS (e.g., 20260201T090000).
157→Parsed to table, converted to epoch via `playdate.epochFromTime()`.
158→
159→## Timezone Requirement
160→
161→App requires CET (+01:00). Validated by comparing `epochFromTime()` and `epochFromGMTTime()` on same time table. Difference must equal 3600 seconds.
162→
<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>
1→PLAYDATE_SDK_PATH ?= /opt/playdate-sdk
2→
3→Kurbelfahrplan.pdx: source/schedule.json source/abstracts.json source/qr
4→ $(PLAYDATE_SDK_PATH)/bin/pdc source $@
5→
6→clean:
7→ rm -rf Kurbelfahrplan.pdx
8→
9→# Fetch conference data from sojourner
10→cal/fosdem-2026.json:
11→ wget https://bo.sojourner.rocks/conferences/$@ -P cal/
12→
13→# Generate schedule from FOSDEM ICS
14→source/schedule.json:
15→ python3 scripts/fetch_schedule.py
16→
17→# Generate abstracts from sojourner JSON
18→source/abstracts.json: cal/fosdem-2026.json
19→ php generate-abstracts.php
20→
21→.PHONY: clean
<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>
1→# Specification: FOSDEM 2026 Playdate Schedule Reader
2→
3→## 1. Application Lifecycle & Setup
4→
5→* **App Title:** FOSDEM Schedule
6→* **Libraries:** `CoreLibs/ui` (specifically `gridview`), `CoreLibs/graphics`, `CoreLibs/timer`, `CoreLibs/nineslice`.
7→* **Timezone Validation:**
8→* On `pd.update` (or init), calculate offset: `(playdate.getTime() - playdate.getGMTTime())`.
9→* **Constraint:** If offset is NOT `3600` (seconds) or `~1` (hour) -> Clear screen, draw warning "Timezone must be set to CET (+01:00)", and halt further execution.
10→
11→
12→
13→## 2. Data Layer
14→
15→### 2.1 File Management
16→
17→* **Target File:** `schedule.ics` in Data Disk.
18→* **Sync Logic:**
19→* Check `playdate.file.exists("schedule.ics")`.
20→* **If missing:** Display "Downloading..." and fetch from `https://fosdem.org/2026/schedule/ical` using `playdate.network`. Save response to disk.
21→* **If exists:** Load directly. Do not overwrite.
22→* **Refresh:** Via System Menu "Refresh Schedule". Forces download and overwrite.
23→
24→
25→
26→### 2.2 Parsing (ICS Format)
27→
28→* **Input:** Text content of `schedule.ics`.
29→* **Object Structure:**
30→* Events must be converted from ICS string to Lua Table.
31→* **Fields:** `DTSTART`, `DTEND`, `SUMMARY`, `CATEGORIES`, `URL`, `LOCATION`.
32→
33→
34→* **Date Parsing:**
35→* Format: `YYYYMMDDTHHMMSS` (e.g., `20260201T090000`).
36→* Convert `DTSTART` and `DTEND` to **Epoch Seconds** for easy sorting and comparison against `playdate.getTime()`.
37→
38→
39→* **Data Organization:**
40→* **Global List:** `allEvents` (flat list).
41→* **Category Map:** `eventsByCategory = { ["CategoryName"] = { event1, event2... } }`.
42→* *Note:* If `CATEGORIES` field is comma-separated (e.g., "Local-First, sync engines"), add the event to *both* keys in the map.
43→
44→
45→* **Category List:** `categoryNames` (Array of strings, sorted alphabetically).
46→
47→
48→* **Sorting:** All category lists must be sorted by `DTSTART` ascending.
49→
50→## 3. Logic & State
51→
52→* **Filters:**
53→* Maintain a table `hiddenCategories` (saved to `playdate.datastore` if possible, otherwise runtime only).
54→* "Main Track" should never be hidden.
55→
56→
57→* **Current State:**
58→* `currentCategoryIndex`: Integer (Pointer to `categoryNames`).
59→* `currentScrollPosition`: Integer (Row index in GridView).
60→
61→
62→* **Initial Load:**
63→* Set `currentCategoryIndex` to the index of "Main Track".
64→* Iterate through "Main Track" events. Find the first event where `DTEND > CurrentEpochTime`. Set GridView scroll to this index.
65→
66→
67→
68→## 4. UI Architecture
69→
70→### 4.1 Main Schedule View (`playdate.ui.gridview`)
71→
72→* **Layout:**
73→* **Header (Top 30px):** White text on black rect. Displays `< Category Name >`.
74→* **Sub-Header (Below Header):** Displays `Location` of the *currently selected* row.
75→* **Body:** `gridview` takes remaining space.
76→
77→
78→* **Cell Rendering:**
79→* **Font:** Use system fonts (e.g., `font-korean` or `Asheville`).
80→* **Format:** `[HH:MM] Summary`.
81→* **Time:** Check `playdate.shouldDisplay24HourTime()`.
82→* True: `09:00`
83→* False: `9:00 am`
84→
85→
86→
87→
88→* **Selection:** The highlighted row updates the Sub-Header location text.
89→
90→### 4.2 QR Code Overlay
91→
92→* **Trigger:** User presses `A` on a list item.
93→* **Action:**
94→* Pause updates.
95→* Generate QR code from `event.URL` using `playdate.graphics.generateQRCode`.
96→* Draw white background rect, draw QR code in center.
97→* Draw "Press B to Close" text.
98→
99→
100→
101→### 4.3 Devrooms Filter (System Menu)
102→
103→* **Trigger:** System Menu -> "Devrooms".
104→* **UI:** A new Scene/View.
105→* **Component:** `gridview` listing all keys from `categoryNames`.
106→* **Cell:** `[x] Category Name` or `[ ] Category Name`.
107→* **Action:** Toggling removes/adds them to the allowable rotation in Main View.
108→
109→## 5. Input Mapping
110→
111→* **Main View:**
112→* **Up/Down:** `gridview:selectPreviousRow()`, `gridview:selectNextRow()`.
113→* **Left:** Previous Category (decrement `currentCategoryIndex`, wrap around). Resets scroll to active talk.
114→* **Right:** Next Category (increment `currentCategoryIndex`, wrap around). Resets scroll to active talk.
115→* **Crank:** Maps to Category switching (not scrolling).
116→* **A Button:** Show QR Code.
117→
118→
119→* **QR View:**
120→* **B Button:** Dismiss overlay.
121→
122→
123→
124→## 6. Implementation Notes for Agent
125→
126→* Use `playdate.graphics.getTextSize` to handle wrapping for long summaries in the GridView.
127→* Ensure string matching for parsing ICS is robust (handle newlines inside VEVENTs if necessary, though simple line-by-line is usually sufficient for FOSDEM files).
128→* Mock the specific `20260201T090000` date parsing manually, do not rely on `os.time` parsing custom strings.
129→
<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>
1→The height of Day 2 is not enough. Set it to same Height as everything else. Add a Day 1 header as well to avoid confusion. I turned off the Both Days setting, and it didnt' have any impact. I went to Main track and still see Day 2 events (including the header). The devrooms listing is wrong - Check the font size and color there against what we are using in scheduleview it might be wrong so fix it. In the loading screen, make another similar gridview but with bigger font and rounded heavy rectangles and more spacing between the items. It should say SCHEDULE / DEVROOMS / MAPS / STANDS / ABOUT. Use the Qr
2→
<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 understand the project. It's a Playdate application for browsing FOSDEM 2026 schedule. Let me analyze the tasks from prompt.txt:
Let me explore the codebase to understand the current implementation before making changes.
Let me explore the codebase to understand the current implementation before making the changes.
{
"file_path": "/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua"
}{
"file_path": "/home/nemo/projects/personal/fosdem-playdate/source/ui/devroomsFilter.lua"
}Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
1→-- Main schedule view using gridview
2→
3→ScheduleView = {
4→ gridview = nil,
5→}
6→
7→local gfx <const> = playdate.graphics
8→
9→-- Day constants (FOSDEM 2026: Jan 31 = Day 1, Feb 1 = Day 2)
10→local DAY1_DATE = 31
11→local DAY2_DATE = 1
12→
13→function ScheduleView.init()
14→ -- Create gridview with cell width 0 (full width) and appropriate height
15→ ScheduleView.gridview = playdate.ui.gridview.new(0, Config.CELL_HEIGHT)
16→ ScheduleView.gridview:setContentInset(0, 0, 0, 0)
17→ ScheduleView.gridview:setHorizontalDividerHeight(16)
18→
19→ -- Override drawCell
20→ function ScheduleView.gridview:drawCell(section, row, column, selected, x, y, width, height)
21→ local events = ScheduleView.getCurrentEvents()
22→ local event = events[row]
23→ if not event then return end
24→
25→ local timeStr = formatTimeForDisplay(event.DTSTART)
26→ local summary = event.SUMMARY or "Untitled"
27→ local displayText = " " .. timeStr .. " " .. summary
28→
29→ if selected then
30→ gfx.setColor(gfx.kColorBlack)
31→ gfx.fillRect(x, y, width, height)
32→ gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
33→ else
34→ gfx.setColor(gfx.kColorWhite)
35→ gfx.setImageDrawMode(gfx.kDrawModeFillBlack)
36→ end
37→
38→ gfx.drawTextInRect(displayText, x, y, width, height, nil, "...", kTextAlignment.left)
39→ gfx.setImageDrawMode(gfx.kDrawModeCopy)
40→ end
41→
42→ -- Override drawHorizontalDivider for Day 2 separator
43→ function ScheduleView.gridview:drawHorizontalDivider(x, y, width, height)
44→ gfx.setColor(gfx.kColorBlack)
45→ gfx.fillRect(x, y + 2, width, height - 4)
46→ gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
47→ gfx.drawTextAligned("Day 2", x + width / 2, y + 2, kTextAlignment.center)
48→ gfx.setImageDrawMode(gfx.kDrawModeCopy)
49→ end
50→end
51→
52→-- Add day dividers where date changes from Day 1 to Day 2
53→function ScheduleView.updateDayDividers()
54→ ScheduleView.gridview:removeHorizontalDividers()
55→ local events = ScheduleView.getCurrentEvents()
56→
57→ for i = 2, #events do
58→ local prevEvent = events[i - 1]
59→ local currEvent = events[i]
60→ if prevEvent.DTSTART and currEvent.DTSTART then
61→ local prevDay = prevEvent.DTSTART.day
62→ local currDay = currEvent.DTSTART.day
63→ if prevDay == DAY1_DATE and currDay == DAY2_DATE then
64→ ScheduleView.gridview:addHorizontalDividerAbove(1, i)
65→ end
66→ end
67→ end
68→end
69→
70→function ScheduleView.getCurrentEvents()
71→ local category = State.getCurrentCategory()
72→ if category then
73→ return EventStore.getEventsForCategory(category)
74→ end
75→ return {}
76→end
77→
78→function ScheduleView.updateRowCount()
79→ local events = ScheduleView.getCurrentEvents()
80→ ScheduleView.gridview:setNumberOfRows(#events)
81→ ScheduleView.updateDayDividers()
82→end
83→
84→function ScheduleView.scrollToActiveEvent()
85→ local category = State.getCurrentCategory()
86→ if category then
87→ local activeIndex = EventStore.findFirstActiveEventIndex(category)
88→ ScheduleView.gridview:setSelectedRow(activeIndex)
89→ ScheduleView.gridview:scrollToRow(activeIndex)
90→ end
91→end
92→
93→function ScheduleView.getSelectedEvent()
94→ local events = ScheduleView.getCurrentEvents()
95→ local row = ScheduleView.gridview:getSelectedRow()
96→ return events[row]
97→end
98→
99→function ScheduleView.draw()
100→ -- Draw header (black background, white text)
101→ gfx.setColor(gfx.kColorBlack)
102→ gfx.fillRect(0, 0, Config.SCREEN_WIDTH, Config.HEADER_HEIGHT)
103→ gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
104→
105→ local category = State.getCurrentCategory() or "No Category"
106→ local headerText = category
107→
108→ -- Left-aligned header, wrap to two lines if needed
109→ gfx.drawTextInRect(headerText, 8, 2, Config.SCREEN_WIDTH - 16, Config.HEADER_HEIGHT - 4, nil, "...", kTextAlignment.left)
110→
111→ -- Reset draw mode
112→ gfx.setImageDrawMode(gfx.kDrawModeCopy)
113→
114→ -- Draw gridview (no sub-header anymore)
115→ local gridY = Config.HEADER_HEIGHT
116→ local gridHeight = Config.SCREEN_HEIGHT - gridY
117→ ScheduleView.gridview:drawInRect(0, gridY, Config.SCREEN_WIDTH, gridHeight)
118→end
119→
<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>
1→-- Devrooms filter view for toggling category visibility
2→
3→DevroomsFilter = {
4→ visible = false,
5→ gridview = nil,
6→}
7→
8→local gfx <const> = playdate.graphics
9→
10→function DevroomsFilter.init()
11→ DevroomsFilter.gridview = playdate.ui.gridview.new(0, 24)
12→ DevroomsFilter.gridview:setContentInset(0, 0, 0, 0)
13→
14→ function DevroomsFilter.gridview:drawCell(section, row, column, selected, x, y, width, height)
15→ local category = EventStore.getCategoryByIndex(row)
16→ if not category then return end
17→
18→ local isHidden = State.hiddenCategories[category] == true
19→ local isMainTrack = category == Config.MAIN_TRACK
20→
21→ if selected then
22→ gfx.setColor(gfx.kColorBlack)
23→ gfx.fillRect(x, y, width, height)
24→ gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
25→ else
26→ gfx.setImageDrawMode(gfx.kDrawModeCopy)
27→ end
28→
29→ local checkbox
30→ if isMainTrack then
31→ checkbox = "[*]" -- Always visible, locked
32→ elseif isHidden then
33→ checkbox = "[ ]"
34→ else
35→ checkbox = "[x]"
36→ end
37→
38→ local displayText = checkbox .. " " .. category
39→ gfx.drawTextInRect(displayText, x + 4, y + 4, width - 8, height - 8, nil, "...", kTextAlignment.left)
40→
41→ gfx.setImageDrawMode(gfx.kDrawModeCopy)
42→ end
43→end
44→
45→function DevroomsFilter.show()
46→ DevroomsFilter.visible = true
47→ DevroomsFilter.gridview:setNumberOfRows(EventStore.getCategoryCount())
48→ DevroomsFilter.gridview:setSelectedRow(1)
49→end
50→
51→function DevroomsFilter.hide()
52→ DevroomsFilter.visible = false
53→ Persistence.saveHiddenCategories(State.hiddenCategories)
54→end
55→
56→function DevroomsFilter.isVisible()
57→ return DevroomsFilter.visible
58→end
59→
60→function DevroomsFilter.toggleSelectedCategory()
61→ local row = DevroomsFilter.gridview:getSelectedRow()
62→ local category = EventStore.getCategoryByIndex(row)
63→
64→ if not category then return end
65→
66→ -- Prevent hiding Main Track
67→ if category == Config.MAIN_TRACK then
68→ return
69→ end
70→
71→ if State.hiddenCategories[category] then
72→ State.hiddenCategories[category] = nil
73→ else
74→ State.hiddenCategories[category] = true
75→ end
76→end
77→
78→function DevroomsFilter.draw()
79→ if not DevroomsFilter.visible then return end
80→
81→ gfx.clear(gfx.kColorWhite)
82→
83→ -- Header
84→ gfx.setColor(gfx.kColorBlack)
85→ gfx.fillRect(0, 0, Config.SCREEN_WIDTH, Config.HEADER_HEIGHT)
86→ gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
87→ gfx.drawTextAligned("Devrooms Filter", 200, 8, kTextAlignment.center)
88→
89→ -- Instructions
90→ gfx.setImageDrawMode(gfx.kDrawModeCopy)
91→ gfx.drawTextAligned("A: Toggle B: Back", 200, Config.SCREEN_HEIGHT - 16, kTextAlignment.center)
92→
93→ -- Gridview
94→ local gridY = Config.HEADER_HEIGHT
95→ local gridHeight = Config.SCREEN_HEIGHT - gridY - 20
96→ DevroomsFilter.gridview:drawInRect(0, gridY, Config.SCREEN_WIDTH, gridHeight)
97→end
98→
<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>
1→-- FOSDEM 2026 Playdate Schedule Reader
2→-- Main entry point
3→
4→-- Import CoreLibs
5→import "CoreLibs/object"
6→import "CoreLibs/graphics"
7→import "CoreLibs/ui"
8→import "CoreLibs/timer"
9→import "CoreLibs/nineslice"
10→
11→-- Import application modules
12→import "config"
13→import "utils/dateUtils"
14→import "utils/timeUtils"
15→import "data/persistence"
16→import "data/eventStore"
17→import "data/abstracts"
18→import "data/eventParser"
19→import "state"
20→import "ui/warningScreen"
21→import "ui/scheduleView"
22→import "ui/qrOverlay"
23→import "ui/devroomsFilter"
24→import "input/inputHandlers"
25→
26→-- Local constants
27→local gfx <const> = playdate.graphics
28→
29→-- Loading state message
30→local loadingMessage = "Loading..."
31→
32→-- Setup System Menu
33→local function setupSystemMenu()
34→ local menu = playdate.getSystemMenu()
35→
36→ menu:addCheckmarkMenuItem("Both Days", State.bothDays, function(value)
37→ State.bothDays = value
38→ Persistence.saveBothDays(value)
39→ State.ensureValidCategory()
40→ ScheduleView.updateRowCount()
41→ end)
42→
43→ menu:addMenuItem("Devrooms", function()
44→ if State.currentState == State.SCHEDULE_VIEW then
45→ State.currentState = State.DEVROOMS_VIEW
46→ DevroomsFilter.show()
47→ playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
48→ end
49→ end)
50→end
51→
52→-- Load and parse the schedule
53→function loadSchedule()
54→ loadingMessage = "Parsing schedule..."
55→
56→ local events, error = parseScheduleFile("schedule.json")
57→
58→ if not events then
59→ loadingMessage = "Parse error:\n" .. (error or "Unknown error")
60→ print("Failed to parse schedule: " .. (error or "unknown"))
61→ return
62→ end
63→
64→ if #events == 0 then
65→ loadingMessage = "No events found in schedule"
66→ return
67→ end
68→
69→ -- Initialize event store
70→ EventStore.init(events)
71→
72→ -- Initialize state
73→ State.init()
74→
75→ -- Initialize UI components
76→ ScheduleView.init()
77→ DevroomsFilter.init()
78→
79→ -- Set initial category to Main Track
80→ State.setToMainTrack()
81→
82→ -- Switch to schedule view
83→ State.currentState = State.SCHEDULE_VIEW
84→ playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
85→
86→ print("Schedule loaded successfully!")
87→end
88→
89→-- Application setup (called at load time - no network requests allowed here)
90→local function setup()
91→ -- Validate timezone
92→ if not isValidTimezone() then
93→ State.currentState = State.TIMEZONE_ERROR
94→ needsInitialization = false
95→ print("Invalid timezone detected")
96→ return
97→ end
98→
99→ Abstracts.load()
100→
101→ -- Load settings before setting up menu (need bothDays value)
102→ State.bothDays = Persistence.loadBothDays()
103→
104→ -- Setup system menu
105→ setupSystemMenu()
106→ loadSchedule()
107→end
108→
109→-- Draw loading screen
110→local function drawLoadingScreen()
111→ gfx.clear(gfx.kColorWhite)
112→
113→ -- Draw title
114→ gfx.drawTextAligned("*Kurbelfahrplan*", 200, 80, kTextAlignment.center)
115→
116→ -- Draw loading message
117→ gfx.drawTextAligned(loadingMessage, 200, 120, kTextAlignment.center)
118→
119→ -- Draw simple spinner animation
120→ local frame = math.floor(playdate.getCurrentTimeMilliseconds() / 200) % 4
121→ local spinnerChars = { "|", "/", "-", "\\" }
122→ gfx.drawTextAligned(spinnerChars[frame + 1], 200, 150, kTextAlignment.center)
123→end
124→
125→-- Main update loop
126→function playdate.update()
127→ -- Handle different states
128→ if State.currentState == State.TIMEZONE_ERROR then
129→ WarningScreen.draw()
130→ elseif State.currentState == State.LOADING then
131→ drawLoadingScreen()
132→ elseif State.currentState == State.SCHEDULE_VIEW then
133→ gfx.clear(gfx.kColorWhite)
134→ ScheduleView.draw()
135→ elseif State.currentState == State.QR_VIEW then
136→ gfx.clear(gfx.kColorWhite)
137→ ScheduleView.draw() -- Draw schedule in background
138→ QROverlay.draw() -- Draw overlay on top
139→ elseif State.currentState == State.DEVROOMS_VIEW then
140→ DevroomsFilter.draw()
141→ end
142→
143→ -- Required for gridview animations, QR code generation, and timers
144→ playdate.timer.updateTimers()
145→end
146→
147→-- Lifecycle callbacks
148→local function saveSettings()
149→ Persistence.saveHiddenCategories(State.hiddenCategories)
150→ Persistence.saveBothDays(State.bothDays)
151→end
152→
153→function playdate.gameWillTerminate()
154→ saveSettings()
155→end
156→
157→function playdate.deviceWillSleep()
158→ saveSettings()
159→end
160→
161→function playdate.deviceWillLock()
162→ saveSettings()
163→end
164→
165→-- Start the application
166→setup()
167→
<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>
1→-- Application state management
2→
3→-- FOSDEM 2026 dates
4→local DAY1_MONTH, DAY1_DATE = 1, 31 -- Jan 31
5→local DAY2_MONTH, DAY2_DATE = 2, 1 -- Feb 1
6→
7→State = {
8→ -- Application states
9→ LOADING = "loading",
10→ TIMEZONE_ERROR = "timezone_error",
11→ SCHEDULE_VIEW = "schedule_view",
12→ QR_VIEW = "qr_view",
13→ DEVROOMS_VIEW = "devrooms_view",
14→
15→ -- Current state
16→ currentState = "schedule_view",
17→ currentCategoryIndex = 1,
18→ visibleCategoryIndex = 1,
19→ hiddenCategories = {},
20→ bothDays = true, -- Show all rooms (both days)
21→}
22→
23→function State.init()
24→ State.currentState = State.SCHEDULE_VIEW
25→ State.currentCategoryIndex = 1
26→ State.visibleCategoryIndex = 1
27→ State.hiddenCategories = Persistence.loadHiddenCategories()
28→ State.bothDays = Persistence.loadBothDays()
29→end
30→
31→-- Get current day (1 or 2), defaults to 1 if not during FOSDEM
32→function State.getToday()
33→ local now = playdate.getTime()
34→ if now.month == DAY1_MONTH and now.day == DAY1_DATE then
35→ return 1
36→ elseif now.month == DAY2_MONTH and now.day == DAY2_DATE then
37→ return 2
38→ else
39→ -- Not during FOSDEM, default to Day 1 for testing
40→ return 1
41→ end
42→end
43→
44→function State.getCurrentCategory()
45→ return EventStore.getCategoryByIndex(State.currentCategoryIndex)
46→end
47→
48→-- Check if category should be visible based on hidden and day filters
49→function State.isCategoryVisible(category)
50→ if not category then return false end
51→ if State.hiddenCategories[category] then return false end
52→ if not State.bothDays then
53→ -- Only show categories with events today
54→ local today = State.getToday()
55→ if not EventStore.categoryHasEventsOnDay(category, today) then
56→ return false
57→ end
58→ end
59→ return true
60→end
61→
62→-- Get list of visible categories
63→function State.getVisibleCategories()
64→ local visible = {}
65→ for i = 1, EventStore.getCategoryCount() do
66→ local category = EventStore.getCategoryByIndex(i)
67→ if State.isCategoryVisible(category) then
68→ table.insert(visible, { index = i, name = category })
69→ end
70→ end
71→ return visible
72→end
73→
74→function State.getVisibleCategoryCount()
75→ local count = 0
76→ for i = 1, EventStore.getCategoryCount() do
77→ local category = EventStore.getCategoryByIndex(i)
78→ if State.isCategoryVisible(category) then
79→ count = count + 1
80→ end
81→ end
82→ return count
83→end
84→
85→-- Find the visible index for the current category
86→function State.findVisibleIndex()
87→ local visibleCategories = State.getVisibleCategories()
88→ local currentCategory = State.getCurrentCategory()
89→
90→ for i, cat in ipairs(visibleCategories) do
91→ if cat.name == currentCategory then
92→ return i
93→ end
94→ end
95→ return 1
96→end
97→
98→-- Set category by visible index (skips hidden categories)
99→function State.setVisibleCategory(visibleIndex)
100→ local visibleCategories = State.getVisibleCategories()
101→
102→ if #visibleCategories == 0 then
103→ return
104→ end
105→
106→ -- Wrap around
107→ if visibleIndex < 1 then
108→ visibleIndex = #visibleCategories
109→ elseif visibleIndex > #visibleCategories then
110→ visibleIndex = 1
111→ end
112→
113→ State.visibleCategoryIndex = visibleIndex
114→ State.currentCategoryIndex = visibleCategories[visibleIndex].index
115→
116→ ScheduleView.updateRowCount()
117→ ScheduleView.scrollToActiveEvent()
118→end
119→
120→function State.nextCategory()
121→ local currentVisibleIndex = State.findVisibleIndex()
122→ State.setVisibleCategory(currentVisibleIndex + 1)
123→end
124→
125→function State.previousCategory()
126→ local currentVisibleIndex = State.findVisibleIndex()
127→ State.setVisibleCategory(currentVisibleIndex - 1)
128→end
129→
130→-- Set to Main Track category
131→function State.setToMainTrack()
132→ local mainTrackIndex = EventStore.getCategoryIndex(Config.MAIN_TRACK)
133→ if mainTrackIndex then
134→ State.currentCategoryIndex = mainTrackIndex
135→ State.visibleCategoryIndex = State.findVisibleIndex()
136→ ScheduleView.updateRowCount()
137→ ScheduleView.scrollToActiveEvent()
138→ end
139→end
140→
141→-- Ensure current category is still visible after filter changes
142→function State.ensureValidCategory()
143→ local currentCategory = State.getCurrentCategory()
144→ if currentCategory and State.hiddenCategories[currentCategory] then
145→ -- Current category was hidden, switch to first visible
146→ State.setVisibleCategory(1)
147→ else
148→ -- Update visible index
149→ State.visibleCategoryIndex = State.findVisibleIndex()
150→ end
151→end
152→
<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 understand the code. Let me analyze the issues:
Day 2 header height issue: In scheduleView.lua, line 17 sets setHorizontalDividerHeight(16) which is smaller than the Config.CELL_HEIGHT. I need to read the config to see what the cell height is.
Add Day 1 header: Need to add a divider at the start of Day 1 events as well.
Both Days filter not working: The State.bothDays filter affects category visibility via State.isCategoryVisible(), but when you view a category, it shows ALL events for that category, not just today's events. The filtering is at the category level, not the event level. So Main Track (which has events on both days) will always show all events because it has events on both days.
Devrooms listing font: In devroomsFilter.lua, it uses the same base setup but I notice it doesn't set the font or color explicitly. Let me check if scheduleView does anything different. Looking at scheduleView, it uses gfx.drawTextInRect and sets the image draw mode. In devroomsFilter, when not selected, it uses gfx.kDrawModeCopy which is different from gfx.kDrawModeFillBlack.
Loading screen menu: The user wants a main menu instead of a loading screen, with options like SCHEDULE / DEVROOMS / MAPS / STANDS / ABOUT.
Let me also read the config file to understand the dimensions.
{
"file_path": "/home/nemo/projects/personal/fosdem-playdate/source/data/eventStore.lua"
} 1→-- Configuration constants for FOSDEM Schedule app
2→
3→Config = {
4→ -- UI dimensions
5→ HEADER_HEIGHT = 30,
6→ SUB_HEADER_HEIGHT = 20,
7→ CELL_HEIGHT = 24,
8→ SCREEN_WIDTH = 400,
9→ SCREEN_HEIGHT = 240,
10→
11→ -- Timezone
12→ CET_OFFSET_SECONDS = 3600, -- 1 hour in seconds for CET
13→
14→ -- Special categories
15→ MAIN_TRACK = "Main Track",
16→
17→ -- Crank sensitivity
18→ CRANK_THRESHOLD = 30, -- degrees per category switch
19→}
20→
<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>
1→-- Event store for organizing and accessing parsed events
2→
3→-- Day constants (FOSDEM 2026: Jan 31 = Day 1, Feb 1 = Day 2)
4→local DAY1_DATE = 31
5→local DAY2_DATE = 1
6→
7→EventStore = {
8→ allEvents = {},
9→ eventsByCategory = {},
10→ categoryNames = {},
11→ categoryDays = {}, -- category -> { day1 = bool, day2 = bool }
12→}
13→
14→function EventStore.init(events)
15→ EventStore.allEvents = events or {}
16→ EventStore.eventsByCategory = {}
17→ EventStore.categoryNames = {}
18→ EventStore.categoryDays = {}
19→
20→ local categorySet = {}
21→
22→ -- Build category map
23→ for _, event in ipairs(EventStore.allEvents) do
24→ local category = event.CATEGORY
25→ if category and #category > 0 then
26→ if not categorySet[category] then
27→ categorySet[category] = true
28→ table.insert(EventStore.categoryNames, category)
29→ EventStore.categoryDays[category] = { day1 = false, day2 = false }
30→ end
31→ if not EventStore.eventsByCategory[category] then
32→ EventStore.eventsByCategory[category] = {}
33→ end
34→ table.insert(EventStore.eventsByCategory[category], event)
35→
36→ -- Track which days this category has events
37→ if event.DTSTART then
38→ if event.DTSTART.day == DAY1_DATE then
39→ EventStore.categoryDays[category].day1 = true
40→ elseif event.DTSTART.day == DAY2_DATE then
41→ EventStore.categoryDays[category].day2 = true
42→ end
43→ end
44→ end
45→ end
46→
47→ -- Sort category names alphabetically
48→ table.sort(EventStore.categoryNames)
49→
50→ -- Sort events within each category by start time
51→ for _, catEvents in pairs(EventStore.eventsByCategory) do
52→ table.sort(catEvents, function(a, b)
53→ return (a.DTSTART_epoch or 0) < (b.DTSTART_epoch or 0)
54→ end)
55→ end
56→
57→ print("EventStore: " .. #EventStore.allEvents .. " events, " .. #EventStore.categoryNames .. " categories")
58→end
59→
60→-- Check if category has events on the given day (1 or 2)
61→function EventStore.categoryHasEventsOnDay(category, day)
62→ local days = EventStore.categoryDays[category]
63→ if not days then return false end
64→ if day == 1 then return days.day1 end
65→ if day == 2 then return days.day2 end
66→ return false
67→end
68→
69→function EventStore.getEventsForCategory(category)
70→ return EventStore.eventsByCategory[category] or {}
71→end
72→
73→function EventStore.getCategoryIndex(categoryName)
74→ for i, name in ipairs(EventStore.categoryNames) do
75→ if name == categoryName then
76→ return i
77→ end
78→ end
79→ return 1
80→end
81→
82→function EventStore.getCategoryByIndex(index)
83→ return EventStore.categoryNames[index]
84→end
85→
86→function EventStore.getCategoryCount()
87→ return #EventStore.categoryNames
88→end
89→
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>
Now I have a full understanding of the codebase. Let me analyze the issues and start fixing them:
Day 2 header height: Currently setHorizontalDividerHeight(16) but CELL_HEIGHT = 24. I need to change it to 24 (or use Config.CELL_HEIGHT).
Add Day 1 header: I need to modify updateDayDividers() to also add a Day 1 header. Currently it only adds a divider when there's a transition from Day 1 to Day 2. I should add a header at the first event of Day 1.
Both Days filter not working: This is a more complex issue. The current behavior:
State.bothDays controls whether categories are filtered by daybothDays = false, categories that don't have events today are hidden from navigationThe fix should be: When bothDays = false, filter the events within a category to only show today's events. This needs changes in:
- EventStore.getEventsForCategory() to optionally filter by day
- Or ScheduleView.getCurrentEvents() to filter events based on State.bothDays
devroomsFilter.lua:gfx.kDrawModeCopy (line 26)gfx.kDrawModeFillBlack (line 35)This is the issue - kDrawModeCopy doesn't guarantee black text on white background
Main menu on loading screen: I need to create a new menu screen with options SCHEDULE / DEVROOMS / MAPS / STANDS / ABOUT using a gridview with bigger font and rounded heavy rectangles.
Let me tackle these fixes systematically, starting with the simpler adjustments before moving to the more involved filtering logic.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
ScheduleView.gridview:setHorizontalDividerHeight(16)
ScheduleView.gridview:setHorizontalDividerHeight(Config.CELL_HEIGHT)
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua has been updated successfully.
Now I need to update the drawHorizontalDivider to handle both Day 1 and Day 2 headers. I'll need to track which divider is being drawn. The best approach is to store the day info in a table and look it up by row.
-- Day constants (FOSDEM 2026: Jan 31 = Day 1, Feb 1 = Day 2) local DAY1_DATE = 31 local DAY2_DATE = 1
-- Day constants (FOSDEM 2026: Jan 31 = Day 1, Feb 1 = Day 2)
local DAY1_DATE = 31
local DAY2_DATE = 1
-- Track which rows have dividers and what day they represent
local dividerDays = {} -- row -> day number (1 or 2)The file /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua has been updated successfully.
Now I need to update the drawHorizontalDivider function to use the dividerDays table and properly draw both Day 1 and Day 2 headers. I also need to update the updateDayDividers function to add Day 1 headers and populate the dividerDays table.
-- Override drawHorizontalDivider for Day 2 separator
function ScheduleView.gridview:drawHorizontalDivider(x, y, width, height)
gfx.setColor(gfx.kColorBlack)
gfx.fillRect(x, y + 2, width, height - 4)
gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
gfx.drawTextAligned("Day 2", x + width / 2, y + 2, kTextAlignment.center)
gfx.setImageDrawMode(gfx.kDrawModeCopy)
end -- Override drawHorizontalDivider for Day 1/Day 2 separator
function ScheduleView.gridview:drawHorizontalDivider(x, y, width, height, row)
local dayNumber = dividerDays[row] or 2
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)
endThe file /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua has been updated successfully.
Now I need to update the updateDayDividers function to: 1. Clear the dividerDays table 2. Add a Day 1 header at the start of Day 1 events 3. Add a Day 2 header when transitioning from Day 1 to Day 2 4. Track which day each divider represents
-- Add day dividers where date changes from Day 1 to Day 2
function ScheduleView.updateDayDividers()
ScheduleView.gridview:removeHorizontalDividers()
local events = ScheduleView.getCurrentEvents()
for i = 2, #events do
local prevEvent = events[i - 1]
local currEvent = events[i]
if prevEvent.DTSTART and currEvent.DTSTART then
local prevDay = prevEvent.DTSTART.day
local currDay = currEvent.DTSTART.day
if prevDay == DAY1_DATE and currDay == DAY2_DATE then
ScheduleView.gridview:addHorizontalDividerAbove(1, i)
end
end
end
end-- Add day dividers for Day 1 and Day 2 headers
function ScheduleView.updateDayDividers()
ScheduleView.gridview:removeHorizontalDividers()
dividerDays = {}
local events = ScheduleView.getCurrentEvents()
if #events == 0 then return end
-- Add Day 1 header at the start if first event is on Day 1
local firstEvent = events[1]
if firstEvent and firstEvent.DTSTART then
if firstEvent.DTSTART.day == DAY1_DATE then
dividerDays[1] = 1
ScheduleView.gridview:addHorizontalDividerAbove(1, 1)
elseif firstEvent.DTSTART.day == DAY2_DATE then
-- First event is Day 2, add Day 2 header
dividerDays[1] = 2
ScheduleView.gridview:addHorizontalDividerAbove(1, 1)
end
end
-- Add Day 2 divider where date changes from Day 1 to Day 2
for i = 2, #events do
local prevEvent = events[i - 1]
local currEvent = events[i]
if prevEvent.DTSTART and currEvent.DTSTART then
local prevDay = prevEvent.DTSTART.day
local currDay = currEvent.DTSTART.day
if prevDay == DAY1_DATE and currDay == DAY2_DATE then
dividerDays[i] = 2
ScheduleView.gridview:addHorizontalDividerAbove(1, i)
end
end
end
endThe file /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua has been updated successfully.
Good! Now let me mark the first two tasks complete and move to the next one - fixing the Both Days filter.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Now I need to fix the "Both Days" filter. The issue is that when bothDays = false, it should filter events within a category to only show today's events. Currently, it only controls category visibility (hiding categories that don't have events today), but it doesn't filter individual events.
I need to modify ScheduleView.getCurrentEvents() or EventStore.getEventsForCategory() to filter by day when bothDays is false.
The best approach is to modify ScheduleView.getCurrentEvents() to filter by day when needed.
Now I need to fix the "Both Days" filter. The issue is that it only hides categories without events today, but doesn't filter events within a category. Let me update ScheduleView.getCurrentEvents():
function ScheduleView.getCurrentEvents()
local category = State.getCurrentCategory()
if category then
return EventStore.getEventsForCategory(category)
end
return {}
endfunction ScheduleView.getCurrentEvents()
local category = State.getCurrentCategory()
if not category then
return {}
end
local allEvents = EventStore.getEventsForCategory(category)
-- If bothDays is enabled, return all events
if State.bothDays then
return allEvents
end
-- Filter events to only show today's events
local today = State.getToday()
local todayDate = (today == 1) and DAY1_DATE or DAY2_DATE
local filteredEvents = {}
for _, event in ipairs(allEvents) do
if event.DTSTART and event.DTSTART.day == todayDate then
table.insert(filteredEvents, event)
end
end
return filteredEvents
endThe file /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua has been updated successfully.
Great! Now let me update the todos and move on to fixing the devrooms listing font size and color.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Now let me fix the devrooms listing font size and color. The issue is:
- In devroomsFilter.lua, when a cell is not selected, it uses gfx.kDrawModeCopy (line 26)
- In scheduleView.lua, when a cell is not selected, it uses gfx.kDrawModeFillBlack (line 35)
Also, I should check if the cell height matches. In scheduleView it uses Config.CELL_HEIGHT (24), but in devroomsFilter it uses 24 directly (line 11). That's the same, but let me make it use the constant.
Let me fix the devrooms filter to match the scheduleView style.
function DevroomsFilter.init()
DevroomsFilter.gridview = playdate.ui.gridview.new(0, 24)
DevroomsFilter.gridview:setContentInset(0, 0, 0, 0)
function DevroomsFilter.gridview:drawCell(section, row, column, selected, x, y, width, height)
local category = EventStore.getCategoryByIndex(row)
if not category then return end
local isHidden = State.hiddenCategories[category] == true
local isMainTrack = category == Config.MAIN_TRACK
if selected then
gfx.setColor(gfx.kColorBlack)
gfx.fillRect(x, y, width, height)
gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
else
gfx.setImageDrawMode(gfx.kDrawModeCopy)
end
local checkbox
if isMainTrack then
checkbox = "[*]" -- Always visible, locked
elseif isHidden then
checkbox = "[ ]"
else
checkbox = "[x]"
end
local displayText = checkbox .. " " .. category
gfx.drawTextInRect(displayText, x + 4, y + 4, width - 8, height - 8, nil, "...", kTextAlignment.left)
gfx.setImageDrawMode(gfx.kDrawModeCopy)
end
endfunction DevroomsFilter.init()
DevroomsFilter.gridview = playdate.ui.gridview.new(0, Config.CELL_HEIGHT)
DevroomsFilter.gridview:setContentInset(0, 0, 0, 0)
function DevroomsFilter.gridview:drawCell(section, row, column, selected, x, y, width, height)
local category = EventStore.getCategoryByIndex(row)
if not category then return end
local isHidden = State.hiddenCategories[category] == true
local isMainTrack = category == Config.MAIN_TRACK
if selected then
gfx.setColor(gfx.kColorBlack)
gfx.fillRect(x, y, width, height)
gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
else
gfx.setColor(gfx.kColorWhite)
gfx.setImageDrawMode(gfx.kDrawModeFillBlack)
end
local checkbox
if isMainTrack then
checkbox = "[*]" -- Always visible, locked
elseif isHidden then
checkbox = "[ ]"
else
checkbox = "[x]"
end
local displayText = checkbox .. " " .. category
gfx.drawTextInRect(displayText, x + 4, y, width - 8, height, nil, "...", kTextAlignment.left)
gfx.setImageDrawMode(gfx.kDrawModeCopy)
end
endThe file /home/nemo/projects/personal/fosdem-playdate/source/ui/devroomsFilter.lua has been updated successfully.
Good! Now I'll move on to the final task - creating a main menu on the loading screen with options SCHEDULE / DEVROOMS / MAPS / STANDS / ABOUT. The user mentioned using bigger font, rounded heavy rectangles, and more spacing.
This is going to be a more significant change - I need to create a new menu view. Let me update the todo and start working on this.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Now I need to create a main menu screen. The user wants: - A gridview-like menu with bigger font - Rounded heavy rectangles - More spacing between items - Options: SCHEDULE / DEVROOMS / MAPS / STANDS / ABOUT
I'll need to: 1. Create a new UI component for the main menu 2. Add a new state for the main menu 3. Update the state machine and input handlers 4. Replace the loading screen with the main menu after loading is complete
Let me first create the main menu UI component.
-- Main menu screen with rounded rectangles
MainMenu = {
gridview = nil,
menuItems = { "SCHEDULE", "DEVROOMS", "MAPS", "STANDS", "ABOUT" },
}
local gfx <const> = playdate.graphics
local MENU_CELL_HEIGHT = 36
local MENU_CELL_SPACING = 8
local MENU_CORNER_RADIUS = 8
local MENU_INSET = 16
function MainMenu.init()
MainMenu.gridview = playdate.ui.gridview.new(0, MENU_CELL_HEIGHT + MENU_CELL_SPACING)
MainMenu.gridview:setNumberOfRows(#MainMenu.menuItems)
MainMenu.gridview:setContentInset(MENU_INSET, MENU_INSET, MENU_INSET, MENU_INSET)
MainMenu.gridview:setSelectedRow(1)
function MainMenu.gridview:drawCell(section, row, column, selected, x, y, width, height)
local itemText = MainMenu.menuItems[row]
if not itemText then return end
local rectY = y
local rectHeight = height - MENU_CELL_SPACING
if selected then
gfx.setColor(gfx.kColorBlack)
gfx.fillRoundRect(x, rectY, width, rectHeight, MENU_CORNER_RADIUS)
gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
else
gfx.setColor(gfx.kColorBlack)
gfx.setLineWidth(3)
gfx.drawRoundRect(x, rectY, width, rectHeight, MENU_CORNER_RADIUS)
gfx.setImageDrawMode(gfx.kDrawModeFillBlack)
end
gfx.drawTextAligned("*" .. itemText .. "*", x + width / 2, rectY + (rectHeight / 2) - 8, kTextAlignment.center)
gfx.setImageDrawMode(gfx.kDrawModeCopy)
end
end
function MainMenu.getSelectedItem()
local row = MainMenu.gridview:getSelectedRow()
return MainMenu.menuItems[row]
end
function MainMenu.draw()
gfx.clear(gfx.kColorWhite)
-- Draw title
gfx.setImageDrawMode(gfx.kDrawModeFillBlack)
gfx.drawTextAligned("*KURBELFAHRPLAN*", 200, 16, kTextAlignment.center)
gfx.setImageDrawMode(gfx.kDrawModeCopy)
-- Draw gridview
local gridY = 48
local gridHeight = Config.SCREEN_HEIGHT - gridY
MainMenu.gridview:drawInRect(0, gridY, Config.SCREEN_WIDTH, gridHeight)
end
File created successfully at: /home/nemo/projects/personal/fosdem-playdate/source/ui/mainMenu.lua
Now I need to: 1. Add a new state for the main menu in state.lua 2. Import the mainMenu module in main.lua 3. Add input handlers for the main menu 4. Update the update loop to draw the main menu 5. After loading, go to main menu instead of schedule view
State = {
-- Application states
LOADING = "loading",
TIMEZONE_ERROR = "timezone_error",
SCHEDULE_VIEW = "schedule_view",
QR_VIEW = "qr_view",
DEVROOMS_VIEW = "devrooms_view",
-- Current state
currentState = "schedule_view",State = {
-- Application states
LOADING = "loading",
TIMEZONE_ERROR = "timezone_error",
MAIN_MENU = "main_menu",
SCHEDULE_VIEW = "schedule_view",
QR_VIEW = "qr_view",
DEVROOMS_VIEW = "devrooms_view",
-- Current state
currentState = "main_menu",The file /home/nemo/projects/personal/fosdem-playdate/source/state.lua has been updated successfully.
Now I need to update main.lua to: 1. Import mainMenu.lua 2. Initialize MainMenu 3. Add main menu to the update loop 4. After loading, go to main menu instead of schedule view
import "ui/warningScreen" import "ui/scheduleView" import "ui/qrOverlay" import "ui/devroomsFilter" import "input/inputHandlers"
import "ui/warningScreen" import "ui/mainMenu" import "ui/scheduleView" import "ui/qrOverlay" import "ui/devroomsFilter" import "input/inputHandlers"
The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Now I need to update the loadSchedule function to initialize MainMenu and go to main menu instead of schedule view:
-- Initialize event store
EventStore.init(events)
-- Initialize state
State.init()
-- Initialize UI components
ScheduleView.init()
DevroomsFilter.init()
-- Set initial category to Main Track
State.setToMainTrack()
-- Switch to schedule view
State.currentState = State.SCHEDULE_VIEW
playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
print("Schedule loaded successfully!") -- Initialize event store
EventStore.init(events)
-- Initialize state
State.init()
-- Initialize UI components
MainMenu.init()
ScheduleView.init()
DevroomsFilter.init()
-- Set initial category to Main Track
State.setToMainTrack()
-- Switch to main menu
State.currentState = State.MAIN_MENU
playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
print("Schedule loaded successfully!")The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Now I need to update the playdate.update() function to handle the MAIN_MENU state:
-- Main update loop
function playdate.update()
-- Handle different states
if State.currentState == State.TIMEZONE_ERROR then
WarningScreen.draw()
elseif State.currentState == State.LOADING then
drawLoadingScreen()
elseif State.currentState == State.SCHEDULE_VIEW then
gfx.clear(gfx.kColorWhite)
ScheduleView.draw()
elseif State.currentState == State.QR_VIEW then
gfx.clear(gfx.kColorWhite)
ScheduleView.draw() -- Draw schedule in background
QROverlay.draw() -- Draw overlay on top
elseif State.currentState == State.DEVROOMS_VIEW then
DevroomsFilter.draw()
end
-- Required for gridview animations, QR code generation, and timers
playdate.timer.updateTimers()
end-- Main update loop
function playdate.update()
-- Handle different states
if State.currentState == State.TIMEZONE_ERROR then
WarningScreen.draw()
elseif State.currentState == State.LOADING then
drawLoadingScreen()
elseif State.currentState == State.MAIN_MENU then
MainMenu.draw()
elseif State.currentState == State.SCHEDULE_VIEW then
gfx.clear(gfx.kColorWhite)
ScheduleView.draw()
elseif State.currentState == State.QR_VIEW then
gfx.clear(gfx.kColorWhite)
ScheduleView.draw() -- Draw schedule in background
QROverlay.draw() -- Draw overlay on top
elseif State.currentState == State.DEVROOMS_VIEW then
DevroomsFilter.draw()
end
-- Required for gridview animations, QR code generation, and timers
playdate.timer.updateTimers()
endThe file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Now I need to add the main menu input handlers. Let me read the inputHandlers file to understand the current structure:
{
"file_path": "/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua"
} 1→-- Input handlers for different application states
2→
3→InputHandlers = {
4→ crankAccumulator = 0,
5→}
6→
7→-- Handlers for main schedule view
8→InputHandlers.scheduleHandlers = {
9→ upButtonDown = function()
10→ ScheduleView.gridview:selectPreviousRow(false)
11→ end,
12→
13→ downButtonDown = function()
14→ ScheduleView.gridview:selectNextRow(false)
15→ end,
16→
17→ leftButtonDown = function()
18→ State.previousCategory()
19→ end,
20→
21→ rightButtonDown = function()
22→ State.nextCategory()
23→ end,
24→
25→ AButtonDown = function()
26→ local event = ScheduleView.getSelectedEvent()
27→ if event and event.EVENT_ID then
28→ State.currentState = State.QR_VIEW
29→ QROverlay.show(event)
30→ playdate.inputHandlers.push(InputHandlers.qrHandlers)
31→ end
32→ end,
33→
34→ cranked = function(change, acceleratedChange)
35→ InputHandlers.crankAccumulator = InputHandlers.crankAccumulator + change
36→
37→ if InputHandlers.crankAccumulator > Config.CRANK_THRESHOLD then
38→ State.nextCategory()
39→ InputHandlers.crankAccumulator = 0
40→ elseif InputHandlers.crankAccumulator < -Config.CRANK_THRESHOLD then
41→ State.previousCategory()
42→ InputHandlers.crankAccumulator = 0
43→ end
44→ end,
45→}
46→
47→-- Handlers for QR code overlay
48→InputHandlers.qrHandlers = {
49→ BButtonDown = function()
50→ QROverlay.hide()
51→ State.currentState = State.SCHEDULE_VIEW
52→ playdate.inputHandlers.pop()
53→ end,
54→
55→ -- Block other inputs while QR is visible
56→ AButtonDown = function() end,
57→ upButtonDown = function() end,
58→ downButtonDown = function() end,
59→ leftButtonDown = function() end,
60→ rightButtonDown = function() end,
61→ cranked = function() end,
62→}
63→
64→-- Handlers for devrooms filter view
65→InputHandlers.devroomsHandlers = {
66→ upButtonDown = function()
67→ DevroomsFilter.gridview:selectPreviousRow(false)
68→ end,
69→
70→ downButtonDown = function()
71→ DevroomsFilter.gridview:selectNextRow(false)
72→ end,
73→
74→ AButtonDown = function()
75→ DevroomsFilter.toggleSelectedCategory()
76→ end,
77→
78→ BButtonDown = function()
79→ DevroomsFilter.hide()
80→ State.currentState = State.SCHEDULE_VIEW
81→ playdate.inputHandlers.pop()
82→ -- Ensure current category is still visible
83→ State.ensureValidCategory()
84→ end,
85→
86→ cranked = function(change, acceleratedChange)
87→ -- Use crank for scrolling in filter view
88→ if change > 5 then
89→ DevroomsFilter.gridview:selectNextRow(false)
90→ elseif change < -5 then
91→ DevroomsFilter.gridview:selectPreviousRow(false)
92→ end
93→ end,
94→}
95→
<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 need to add the main menu handlers. These handlers should: 1. Up/Down to navigate the menu 2. A button to select a menu item 3. Crank to scroll through menu items
When "SCHEDULE" is selected, go to the schedule view. When "DEVROOMS" is selected, go to the devrooms view. The other items (MAPS, STANDS, ABOUT) are not implemented yet, so I'll just show a placeholder or do nothing for now.
-- Input handlers for different application states
InputHandlers = {
crankAccumulator = 0,
}
-- Handlers for main schedule view-- Input handlers for different application states
InputHandlers = {
crankAccumulator = 0,
}
-- Handlers for main menu
InputHandlers.mainMenuHandlers = {
upButtonDown = function()
MainMenu.gridview:selectPreviousRow(true)
end,
downButtonDown = function()
MainMenu.gridview:selectNextRow(true)
end,
AButtonDown = function()
local item = MainMenu.getSelectedItem()
if item == "SCHEDULE" then
State.currentState = State.SCHEDULE_VIEW
playdate.inputHandlers.pop()
playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
elseif item == "DEVROOMS" then
State.currentState = State.DEVROOMS_VIEW
DevroomsFilter.show()
playdate.inputHandlers.pop()
playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
end
-- MAPS, STANDS, ABOUT are not yet implemented
end,
cranked = function(change, acceleratedChange)
if change > 5 then
MainMenu.gridview:selectNextRow(true)
elseif change < -5 then
MainMenu.gridview:selectPreviousRow(true)
end
end,
}
-- Handlers for main schedule viewThe file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Now I need to update the devroomsHandlers to go back to the main menu instead of the schedule view when pressing B:
Now I need to update the devrooms handler to go back to the main menu instead of schedule view:
BButtonDown = function()
DevroomsFilter.hide()
State.currentState = State.SCHEDULE_VIEW
playdate.inputHandlers.pop()
-- Ensure current category is still visible
State.ensureValidCategory()
end, BButtonDown = function()
DevroomsFilter.hide()
State.currentState = State.MAIN_MENU
playdate.inputHandlers.pop()
playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
-- Ensure current category is still visible
State.ensureValidCategory()
end,The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Now I should also add a way to get back to the main menu from the schedule view. Currently the B button isn't mapped in the schedule handlers, so I'll add it.
Also, I realized the schedule handlers should be updated so that B button goes back to main menu.
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,
cranked = function(change, acceleratedChange) 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,
BButtonDown = function()
State.currentState = State.MAIN_MENU
playdate.inputHandlers.pop()
playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
end,
cranked = function(change, acceleratedChange)The file /home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua has been updated successfully.
Now I need to also update the system menu "Devrooms" action. Currently when you select Devrooms from the system menu, it goes to the devrooms view but doesn't properly update the input handlers. Let me check the main.lua to see how the system menu handles this.Looking at main.lua line 43-48:
menu:addMenuItem("Devrooms", function()
if State.currentState == State.SCHEDULE_VIEW then
State.currentState = State.DEVROOMS_VIEW
DevroomsFilter.show()
playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
end
end)
This currently only works from SCHEDULE_VIEW. We should also allow going to devrooms from MAIN_MENU. Let me update this.
menu:addMenuItem("Devrooms", function()
if State.currentState == State.SCHEDULE_VIEW then
State.currentState = State.DEVROOMS_VIEW
DevroomsFilter.show()
playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
end
end) menu:addMenuItem("Devrooms", function()
if State.currentState == State.SCHEDULE_VIEW or State.currentState == State.MAIN_MENU then
State.currentState = State.DEVROOMS_VIEW
DevroomsFilter.show()
playdate.inputHandlers.pop()
playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
end
end)The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Let me mark the final task as complete and verify the changes are correct by reading the modified files.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
All tasks are complete. Let me verify that the code compiles by reading the modified files to ensure there are no syntax errors.
{
"file_path": "/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua"
}{
"file_path": "/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua"
} 1→-- Main schedule view using gridview
2→
3→ScheduleView = {
4→ gridview = nil,
5→}
6→
7→local gfx <const> = playdate.graphics
8→
9→-- Day constants (FOSDEM 2026: Jan 31 = Day 1, Feb 1 = Day 2)
10→local DAY1_DATE = 31
11→local DAY2_DATE = 1
12→
13→-- Track which rows have dividers and what day they represent
14→local dividerDays = {} -- row -> day number (1 or 2)
15→
16→function ScheduleView.init()
17→ -- Create gridview with cell width 0 (full width) and appropriate height
18→ ScheduleView.gridview = playdate.ui.gridview.new(0, Config.CELL_HEIGHT)
19→ ScheduleView.gridview:setContentInset(0, 0, 0, 0)
20→ ScheduleView.gridview:setHorizontalDividerHeight(Config.CELL_HEIGHT)
21→
22→ -- Override drawCell
23→ function ScheduleView.gridview:drawCell(section, row, column, selected, x, y, width, height)
24→ local events = ScheduleView.getCurrentEvents()
25→ local event = events[row]
26→ if not event then return end
27→
28→ local timeStr = formatTimeForDisplay(event.DTSTART)
29→ local summary = event.SUMMARY or "Untitled"
30→ local displayText = " " .. timeStr .. " " .. summary
31→
32→ if selected then
33→ gfx.setColor(gfx.kColorBlack)
34→ gfx.fillRect(x, y, width, height)
35→ gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
36→ else
37→ gfx.setColor(gfx.kColorWhite)
38→ gfx.setImageDrawMode(gfx.kDrawModeFillBlack)
39→ end
40→
41→ gfx.drawTextInRect(displayText, x, y, width, height, nil, "...", kTextAlignment.left)
42→ gfx.setImageDrawMode(gfx.kDrawModeCopy)
43→ end
44→
45→ -- Override drawHorizontalDivider for Day 1/Day 2 separator
46→ function ScheduleView.gridview:drawHorizontalDivider(x, y, width, height, row)
47→ local dayNumber = dividerDays[row] or 2
48→ local dayText = "Day " .. dayNumber
49→ gfx.setColor(gfx.kColorBlack)
50→ gfx.fillRect(x, y, width, height)
51→ gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
52→ gfx.drawTextAligned(dayText, x + width / 2, y + 4, kTextAlignment.center)
53→ gfx.setImageDrawMode(gfx.kDrawModeCopy)
54→ end
55→end
56→
57→-- Add day dividers for Day 1 and Day 2 headers
58→function ScheduleView.updateDayDividers()
59→ ScheduleView.gridview:removeHorizontalDividers()
60→ dividerDays = {}
61→ local events = ScheduleView.getCurrentEvents()
62→
63→ if #events == 0 then return end
64→
65→ -- Add Day 1 header at the start if first event is on Day 1
66→ local firstEvent = events[1]
67→ if firstEvent and firstEvent.DTSTART then
68→ if firstEvent.DTSTART.day == DAY1_DATE then
69→ dividerDays[1] = 1
70→ ScheduleView.gridview:addHorizontalDividerAbove(1, 1)
71→ elseif firstEvent.DTSTART.day == DAY2_DATE then
72→ -- First event is Day 2, add Day 2 header
73→ dividerDays[1] = 2
74→ ScheduleView.gridview:addHorizontalDividerAbove(1, 1)
75→ end
76→ end
77→
78→ -- Add Day 2 divider where date changes from Day 1 to Day 2
79→ for i = 2, #events do
80→ local prevEvent = events[i - 1]
81→ local currEvent = events[i]
82→ if prevEvent.DTSTART and currEvent.DTSTART then
83→ local prevDay = prevEvent.DTSTART.day
84→ local currDay = currEvent.DTSTART.day
85→ if prevDay == DAY1_DATE and currDay == DAY2_DATE then
86→ dividerDays[i] = 2
87→ ScheduleView.gridview:addHorizontalDividerAbove(1, i)
88→ end
89→ end
90→ end
91→end
92→
93→function ScheduleView.getCurrentEvents()
94→ local category = State.getCurrentCategory()
95→ if not category then
96→ return {}
97→ end
98→
99→ local allEvents = EventStore.getEventsForCategory(category)
100→
101→ -- If bothDays is enabled, return all events
102→ if State.bothDays then
103→ return allEvents
104→ end
105→
106→ -- Filter events to only show today's events
107→ local today = State.getToday()
108→ local todayDate = (today == 1) and DAY1_DATE or DAY2_DATE
109→ local filteredEvents = {}
110→
111→ for _, event in ipairs(allEvents) do
112→ if event.DTSTART and event.DTSTART.day == todayDate then
113→ table.insert(filteredEvents, event)
114→ end
115→ end
116→
117→ return filteredEvents
118→end
119→
120→function ScheduleView.updateRowCount()
121→ local events = ScheduleView.getCurrentEvents()
122→ ScheduleView.gridview:setNumberOfRows(#events)
123→ ScheduleView.updateDayDividers()
124→end
125→
126→function ScheduleView.scrollToActiveEvent()
127→ local category = State.getCurrentCategory()
128→ if category then
129→ local activeIndex = EventStore.findFirstActiveEventIndex(category)
130→ ScheduleView.gridview:setSelectedRow(activeIndex)
131→ ScheduleView.gridview:scrollToRow(activeIndex)
132→ end
133→end
134→
135→function ScheduleView.getSelectedEvent()
136→ local events = ScheduleView.getCurrentEvents()
137→ local row = ScheduleView.gridview:getSelectedRow()
138→ return events[row]
139→end
140→
141→function ScheduleView.draw()
142→ -- Draw header (black background, white text)
143→ gfx.setColor(gfx.kColorBlack)
144→ gfx.fillRect(0, 0, Config.SCREEN_WIDTH, Config.HEADER_HEIGHT)
145→ gfx.setImageDrawMode(gfx.kDrawModeFillWhite)
146→
147→ local category = State.getCurrentCategory() or "No Category"
148→ local headerText = category
149→
150→ -- Left-aligned header, wrap to two lines if needed
151→ gfx.drawTextInRect(headerText, 8, 2, Config.SCREEN_WIDTH - 16, Config.HEADER_HEIGHT - 4, nil, "...", kTextAlignment.left)
152→
153→ -- Reset draw mode
154→ gfx.setImageDrawMode(gfx.kDrawModeCopy)
155→
156→ -- Draw gridview (no sub-header anymore)
157→ local gridY = Config.HEADER_HEIGHT
158→ local gridHeight = Config.SCREEN_HEIGHT - gridY
159→ ScheduleView.gridview:drawInRect(0, gridY, Config.SCREEN_WIDTH, gridHeight)
160→end
161→
<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>
1→-- Input handlers for different application states
2→
3→InputHandlers = {
4→ crankAccumulator = 0,
5→}
6→
7→-- Handlers for main menu
8→InputHandlers.mainMenuHandlers = {
9→ upButtonDown = function()
10→ MainMenu.gridview:selectPreviousRow(true)
11→ end,
12→
13→ downButtonDown = function()
14→ MainMenu.gridview:selectNextRow(true)
15→ end,
16→
17→ AButtonDown = function()
18→ local item = MainMenu.getSelectedItem()
19→ if item == "SCHEDULE" then
20→ State.currentState = State.SCHEDULE_VIEW
21→ playdate.inputHandlers.pop()
22→ playdate.inputHandlers.push(InputHandlers.scheduleHandlers)
23→ elseif item == "DEVROOMS" then
24→ State.currentState = State.DEVROOMS_VIEW
25→ DevroomsFilter.show()
26→ playdate.inputHandlers.pop()
27→ playdate.inputHandlers.push(InputHandlers.devroomsHandlers)
28→ end
29→ -- MAPS, STANDS, ABOUT are not yet implemented
30→ end,
31→
32→ cranked = function(change, acceleratedChange)
33→ if change > 5 then
34→ MainMenu.gridview:selectNextRow(true)
35→ elseif change < -5 then
36→ MainMenu.gridview:selectPreviousRow(true)
37→ end
38→ end,
39→}
40→
41→-- Handlers for main schedule view
42→InputHandlers.scheduleHandlers = {
43→ upButtonDown = function()
44→ ScheduleView.gridview:selectPreviousRow(false)
45→ end,
46→
47→ downButtonDown = function()
48→ ScheduleView.gridview:selectNextRow(false)
49→ end,
50→
51→ leftButtonDown = function()
52→ State.previousCategory()
53→ end,
54→
55→ rightButtonDown = function()
56→ State.nextCategory()
57→ end,
58→
59→ AButtonDown = function()
60→ local event = ScheduleView.getSelectedEvent()
61→ if event and event.EVENT_ID then
62→ State.currentState = State.QR_VIEW
63→ QROverlay.show(event)
64→ playdate.inputHandlers.push(InputHandlers.qrHandlers)
65→ end
66→ end,
67→
68→ BButtonDown = function()
69→ State.currentState = State.MAIN_MENU
70→ playdate.inputHandlers.pop()
71→ playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
72→ end,
73→
74→ cranked = function(change, acceleratedChange)
75→ InputHandlers.crankAccumulator = InputHandlers.crankAccumulator + change
76→
77→ if InputHandlers.crankAccumulator > Config.CRANK_THRESHOLD then
78→ State.nextCategory()
79→ InputHandlers.crankAccumulator = 0
80→ elseif InputHandlers.crankAccumulator < -Config.CRANK_THRESHOLD then
81→ State.previousCategory()
82→ InputHandlers.crankAccumulator = 0
83→ end
84→ end,
85→}
86→
87→-- Handlers for QR code overlay
88→InputHandlers.qrHandlers = {
89→ BButtonDown = function()
90→ QROverlay.hide()
91→ State.currentState = State.SCHEDULE_VIEW
92→ playdate.inputHandlers.pop()
93→ end,
94→
95→ -- Block other inputs while QR is visible
96→ AButtonDown = function() end,
97→ upButtonDown = function() end,
98→ downButtonDown = function() end,
99→ leftButtonDown = function() end,
100→ rightButtonDown = function() end,
101→ cranked = function() end,
102→}
103→
104→-- Handlers for devrooms filter view
105→InputHandlers.devroomsHandlers = {
106→ upButtonDown = function()
107→ DevroomsFilter.gridview:selectPreviousRow(false)
108→ end,
109→
110→ downButtonDown = function()
111→ DevroomsFilter.gridview:selectNextRow(false)
112→ end,
113→
114→ AButtonDown = function()
115→ DevroomsFilter.toggleSelectedCategory()
116→ end,
117→
118→ BButtonDown = function()
119→ DevroomsFilter.hide()
120→ State.currentState = State.MAIN_MENU
121→ playdate.inputHandlers.pop()
122→ playdate.inputHandlers.push(InputHandlers.mainMenuHandlers)
123→ -- Ensure current category is still visible
124→ State.ensureValidCategory()
125→ end,
126→
127→ cranked = function(change, acceleratedChange)
128→ -- Use crank for scrolling in filter view
129→ if change > 5 then
130→ DevroomsFilter.gridview:selectNextRow(false)
131→ elseif change < -5 then
132→ DevroomsFilter.gridview:selectPreviousRow(false)
133→ end
134→ end,
135→}
136→
<system-reminder>
Whenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.
</system-reminder>
Everything looks good. Let me compile the project to make sure it compiles correctly.
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). STOP what you are doing and wait for the user to tell you how to proceed.