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Ben (Desktop/Arch) FIxed opus playback issues and fixed general audio stuttering cc78267 1 month ago 42 Commits
moon / firmware / src / screens / games_screen.c
#include "games_screen.h"
#include "../topbar.h"
#include <stdlib.h>

static void list_event_cb(lv_event_t *e) {
    lv_event_code_t code = lv_event_get_code(e);
    if (code == LV_EVENT_CLICKED) {
        lv_obj_t *btn = lv_event_get_target(e);
        screen_type_t screen = (screen_type_t)(uintptr_t)lv_obj_get_user_data(btn);
        navigate_to(screen);
    }
}

static void cancel_event_cb(lv_event_t *e) {
    (void)e;
    navigate_to(SCREEN_HOME);
}

ui_state_t setup_games_screen(void) {
    games_screen_state_t *state = calloc(1, sizeof(games_screen_state_t));

    state->list = bvs_list_create();
    topbar_set_title("Games");

    // Add Demo entry
    lv_obj_t *demo_btn = bvs_list_add_button(state->list, NULL, "Demo");
    lv_obj_set_user_data(demo_btn, (void *)(uintptr_t)SCREEN_DEMO);
    lv_obj_add_event_cb(demo_btn, list_event_cb, LV_EVENT_CLICKED, NULL);
    lv_obj_add_event_cb(demo_btn, cancel_event_cb, LV_EVENT_CANCEL, NULL);

    // Add Breakout entry
    lv_obj_t *breakout_btn = bvs_list_add_button(state->list, NULL, "Breakout");
    lv_obj_set_user_data(breakout_btn, (void *)(uintptr_t)SCREEN_BREAKOUT);
    lv_obj_add_event_cb(breakout_btn, list_event_cb, LV_EVENT_CLICKED, NULL);
    lv_obj_add_event_cb(breakout_btn, cancel_event_cb, LV_EVENT_CANCEL, NULL);

    // Add Back entry
    lv_obj_t *back_btn = bvs_list_add_button(state->list, NULL, "Back");
    lv_obj_set_user_data(back_btn, (void *)(uintptr_t)SCREEN_HOME);
    lv_obj_add_event_cb(back_btn, list_event_cb, LV_EVENT_CLICKED, NULL);
    lv_obj_add_event_cb(back_btn, cancel_event_cb, LV_EVENT_CANCEL, NULL);

    // Add all buttons to group for keyboard navigation
    lv_group_add_obj(lv_group_get_default(), demo_btn);
    lv_group_add_obj(lv_group_get_default(), breakout_btn);
    lv_group_add_obj(lv_group_get_default(), back_btn);
    lv_group_focus_obj(demo_btn);

    return (ui_state_t){.type = SCREEN_GAMES, .games = state};
}

void free_games_screen(games_screen_state_t *state) {
    if (!state) return;

    bvs_list_clear(state->list);
    free(state);
}

void update_games_screen(games_screen_state_t *state) {
    (void)state;  // LVGL handles updates via timer
}