Claude Code transcript - page 1/2

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.

/clear clear

READ HACKING.md and Makefile and SPEC.md to understand the project. Then do what @prompt.txt says

Thinking

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.

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/HACKING.md"
}
Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/Makefile"
}
Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/SPEC.md"
}
Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/prompt.txt"
}
     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>
Thinking

Now I understand the project. It's a Playdate application for browsing FOSDEM 2026 schedule. Let me analyze the tasks from prompt.txt:

  1. Day 2 height issue - The height of Day 2 header is not enough, set it to same height as everything else
  2. Add Day 1 header - Add a Day 1 header as well to avoid confusion
  3. "Both Days" setting not working - Turning off "Both Days" doesn't filter out Day 2 events in Main Track
  4. Devrooms listing font/color issue - Check the font size and color against scheduleView and fix it
  5. Loading screen redesign - Make a gridview-like menu with bigger font, rounded heavy rectangles, more spacing, containing: SCHEDULE / DEVROOMS / MAPS / STANDS / ABOUT

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.

Task List
  • Fix Day 2 header height to match other rows
  • Add Day 1 header for clarity
  • Fix Both Days filter not working for Main Track
  • Fix devrooms listing font size and color
  • Create main menu on loading screen with SCHEDULE/DEVROOMS/MAPS/STANDS/ABOUT
Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua"
}
Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/ui/devroomsFilter.lua"
}
Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/main.lua"
}
Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/state.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>
Thinking

Now I understand the code. Let me analyze the issues:

  1. 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.

  2. Add Day 1 header: Need to add a divider at the start of Day 1 events as well.

  3. 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.

  4. 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.

  5. 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.

Let me also read the config file to understand the dimensions:

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/config.lua"
}
Read
{
  "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>
Thinking

Now I have a full understanding of the codebase. Let me analyze the issues and start fixing them:

  1. Day 2 header height: Currently setHorizontalDividerHeight(16) but CELL_HEIGHT = 24. I need to change it to 24 (or use Config.CELL_HEIGHT).

  2. 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.

  3. Both Days filter not working: This is a more complex issue. The current behavior:

  4. State.bothDays controls whether categories are filtered by day
  5. When bothDays = false, categories that don't have events today are hidden from navigation
  6. BUT, when viewing a category that has events on both days (like Main Track), ALL events are shown

The 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

  1. Devrooms listing font/color: In devroomsFilter.lua:
  2. When not selected, it uses gfx.kDrawModeCopy (line 26)
  3. In scheduleView, when not selected, it explicitly sets gfx.kDrawModeFillBlack (line 35)
  4. This is the issue - kDrawModeCopy doesn't guarantee black text on white background

  5. 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.

Now I have a full picture. Let me start fixing the issues:

Task List
  • Fix Day 2 header height to match other rows
  • Add Day 1 header for clarity
  • Fix Both Days filter not working for Main Track
  • Fix devrooms listing font size and color
  • Create main menu on loading screen with SCHEDULE/DEVROOMS/MAPS/STANDS/ABOUT
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Thinking

Let me start with fix #1 - Day 2 header height and Day 1 header.

✏️ Edit scheduleView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua
    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.
Thinking

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.

Now let me fix the divider drawing and add Day 1 header support:

✏️ Edit scheduleView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua
-- 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.
Thinking

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.

✏️ Edit scheduleView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua
    -- 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)
    end
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua has been updated successfully.
Thinking

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

✏️ Edit scheduleView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua
-- 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
end
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua has been updated successfully.
Thinking

Good! Now let me mark the first two tasks complete and move to the next one - fixing the Both Days filter.

Task List
  • Fix Day 2 header height to match other rows
  • Add Day 1 header for clarity
  • Fix Both Days filter not working for Main Track
  • Fix devrooms listing font size and color
  • Create main menu on loading screen with SCHEDULE/DEVROOMS/MAPS/STANDS/ABOUT
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Thinking

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():

✏️ Edit scheduleView.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua
function ScheduleView.getCurrentEvents()
    local category = State.getCurrentCategory()
    if category then
        return EventStore.getEventsForCategory(category)
    end
    return {}
end
+
function 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
end
The file /home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua has been updated successfully.
Thinking

Great! Now let me update the todos and move on to fixing the devrooms listing font size and color.

Task List
  • Fix Day 2 header height to match other rows
  • Add Day 1 header for clarity
  • Fix Both Days filter not working for Main Track
  • Fix devrooms listing font size and color
  • Create main menu on loading screen with SCHEDULE/DEVROOMS/MAPS/STANDS/ABOUT
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Thinking

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.

Now let me fix the devrooms listing font and color:

✏️ Edit devroomsFilter.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/devroomsFilter.lua
function DevroomsFilter.init()
    DevroomsFilter.gridview = playdate.ui.gridview.new(0, 24)
    DevroomsFilter.gridview:setContentInset(0, 0, 0, 0)

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

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

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

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

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

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

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.

Task List
  • Fix Day 2 header height to match other rows
  • Add Day 1 header for clarity
  • Fix Both Days filter not working for Main Track
  • Fix devrooms listing font size and color
  • Create main menu on loading screen with SCHEDULE/DEVROOMS/MAPS/STANDS/ABOUT
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Thinking

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.

Now I need to create the main menu screen. Let me create a new file for it:

📝 Write mainMenu.lua
/home/nemo/projects/personal/fosdem-playdate/source/ui/mainMenu.lua
-- 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
Thinking

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

Now let me add the new state and update the main files:

✏️ Edit state.lua
/home/nemo/projects/personal/fosdem-playdate/source/state.lua
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.
Thinking

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

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
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.
Thinking

Now I need to update the loadSchedule function to initialize MainMenu and go to main menu instead of schedule view:

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
    -- 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.
Thinking

Now I need to update the playdate.update() function to handle the MAIN_MENU state:

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
-- 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()
end
The file /home/nemo/projects/personal/fosdem-playdate/source/main.lua has been updated successfully.
Thinking

Now I need to add the main menu input handlers. Let me read the inputHandlers file to understand the current structure:

Now I need to add the main menu input handlers:

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua"
}
     1→-- Input handlers for different application states
     2→
     3→InputHandlers = {
     4→    crankAccumulator = 0,
     5→}
     6→
     7→-- Handlers for main 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>
Thinking

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.

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
-- Input handlers for different application states

InputHandlers = {
    crankAccumulator = 0,
}

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

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:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
    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.
Thinking

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.

Let me also add B button support in the schedule view to go back to the main menu:

✏️ Edit inputHandlers.lua
/home/nemo/projects/personal/fosdem-playdate/source/input/inputHandlers.lua
    AButtonDown = function()
        local event = ScheduleView.getSelectedEvent()
        if event and event.EVENT_ID then
            State.currentState = State.QR_VIEW
            QROverlay.show(event)
            playdate.inputHandlers.push(InputHandlers.qrHandlers)
        end
    end,

    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.
Thinking

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.

Let me also update the system menu to work from main menu:

✏️ Edit main.lua
/home/nemo/projects/personal/fosdem-playdate/source/main.lua
    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.
Thinking

Let me mark the final task as complete and verify the changes are correct by reading the modified files.

Task List
  • Fix Day 2 header height to match other rows
  • Add Day 1 header for clarity
  • Fix Both Days filter not working for Main Track
  • Fix devrooms listing font size and color
  • Create main menu on loading screen with SCHEDULE/DEVROOMS/MAPS/STANDS/ABOUT
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Thinking

All tasks are complete. Let me verify that the code compiles by reading the modified files to ensure there are no syntax errors.

Let me verify the changes by checking the final state of the modified files:

Read
{
  "file_path": "/home/nemo/projects/personal/fosdem-playdate/source/ui/scheduleView.lua"
}
Read
{
  "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>
Thinking

Everything looks good. Let me compile the project to make sure it compiles correctly.

Let me try building the project to verify everything compiles:

$ Bash
Build the Playdate project
make 2>&1
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.

[Request interrupted by user for tool use]