--- layout: page title: Menu HSJON --- ## Menu HJSON The core of a ENiGMA½ based BBS is `menu.hjson`. Note that when `menu.hjson` is referenced, we're actually talking about `config/yourboardname-menu.hjson` or similar. This file determines the menus (or screens) a user can see, the order they come in and how they interact with each other, ACS configuration, etc. Like all configuration within ENiGMA½, menu configuration is done in [HJSON](https://hjson.org/) format. See [HJSON General Information](hjson.md) for more information. Entries in `menu.hjson` are often referred to as *blocks* or *sections*. Each entry defines a menu. A menu in this sense is something the user can see or visit. Examples include but are not limited to: * Classical Main, Messages, and File menus * Art file display * Module driven menus such as door launchers and other custom mods Menu entries live under the `menus` section of `menu.hjson`. The *key* for a menu is it's name that can be referenced by other menus and areas of the system. ## Common Menu Entry Members Below is a table of **common** menu entry members. These members apply to most entries, though entries that are backed by a specialized module (ie: `module: bbs_list`) may differ. See documentation for the module in question for particulars. | Item | Description | |--------|--------------| | `desc` | A friendly description that can be found in places such as "Who's Online" or wherever the `%MD` MCI code is used. | | `art` | An art file *spec*. See [General Art Information](/docs/art/general.md). | | `next` | Specifies the next menu entry to go to next. Can be explicit or an array of possibilities dependent on ACS. See **Flow Control** in the **ACS Checks** section below. If `next` is not supplied, the next menu is this menus parent. | | `prompt` | Specifies a prompt, by name, to use along with this menu. Prompts are configured in the `prompts` section. See **Prompts** for more information. | | `submit` | Defines a submit handler when using `prompt`. | `form` | An object defining one or more *forms* available on this menu. | | `module` | Sets the module name to use for this menu. See **Menu Modules** below. | | `config` | An object containing additional configuration. See **Config Block** below. | ### Menu Modules A given menu entry is backed by a *menu module*. That is, the code behind it. Menus are considered "standard" if the `module` member is not specified (and therefore backed by `core/standard_menu.js`). See [Menu Modules](/docs/modding/menu-modules.md) for more information. ### Config Block The `config` block for a menu entry can contain common members as well as a per-module (when `module` is used) settings. | Item | Description | |------|-------------| | `cls` | If `true` the screen will be cleared before showing this menu. | | `pause` | If `true` a pause will occur after showing this menu. Useful for simple menus such as displaying art or status screens. | | `nextTimeout` | Sets the number of **milliseconds** before the system will automatically advanced to the `next` menu. | | `baudRate` | See baud rate information in [General Art Information](/docs/art/general.md). | | `font` | Sets a SyncTERM style font to use when displaying this menus `art`. See font listing in [General Art Information](/docs/art/general.md). | | `menuFlags` | An array of menu flag(s) controlling menu behavior. See **Menu Flags** below. #### Menu Flags The `menuFlags` field of a `config` block can change default behavior of a particular menu. | Flag | Description | |------|-------------| | `noHistory` | Prevents the menu from remaining in the menu stack / history. When this flag is set, when the **next** menu falls back, this menu will be skipped and the previous menu again displayed instead. Example: menuA -> menuB(noHistory) -> menuC: Exiting menuC returns the user to menuA. | | `popParent` | When *this* menu is exited, fall back beyond the parent as well. Often used in combination with `noHistory`. | | `forwardArgs` | If set, when the next menu is entered, forward any `extraArgs` arguments to *this* menu on to it. | ## Forms ENiGMA½ uses a concept of *forms* in menus. A form is a collection of associated *views*. Consider a New User Application using the `nua` module: The default implementation utilizes a single form with multiple EditTextView views, a submit button, etc. Forms are identified by number starting with `0`. A given menu may have mutiple forms (often associated with different states or screens within the menu). Menus may also support more than one layout type by using a *MCI key*. A MCI key is a alpha-numerically sorted key made from 1:n MCI codes. This lets the system choose the appropriate set of form(s) based on theme or random art. An example of this may be a matrix menu: Perhaps one style of your matrix uses a vertical light bar (`VM` key) while another uses a horizontal (`HM` key). The system can discover the correct form to use by matching MCI codes found in the art to that of the available forms defined in `menu.hjson`. For more information on views and associated MCI codes, see [MCI Codes](/docs/art/mci.md). ## Submit Handlers When a form is submitted, it's data is matched against a *submit handler*. When a match is found, it's *action* is performed. ### Submit Actions Submit actions are declared using the `action` member of a submit handler block. Actions can be kick off system/global or local-to-module methods, launch other menus, etc. | Action | Description | |--------|-------------| | `@menu:menuName` | Takes the user to the *menuName* menu | | `@systemMethod:methodName` | Executes the system/global method *methodName*. See **System Methods** below. | | `@method:methodName` | Executes *methodName* local to the calling module. That is, the module set by the `module` member of a menu entry. | | `@method:/path/to/some_module.js:methodName` | Executes *methodName* exported by the module at */path/to/some_module.js*. | #### Advanced Action Handling In addition to simple simple actions, `action` may also be: * An array of objects containing ACS checks and a sub `action` if that ACS is matched. See **Action Matches** in the ACS documentation below for details. * An array of actions. In this case a random selection will be made. Example: ```hjson submit: [ { value: { command: "FOO" } action: [ // one of the following actions will be matched: "@menu:menuStyle1" "@menu:menuStyle2" ] } ] ``` #### Method Signature Methods executed using `@method`, or `@systemMethod` have the following signature: ``` (callingMenu, formData, extraArgs, callback) ``` #### System Methods Many built in global/system methods exist. Below are a few. See [system_menu_method](/core/system_menu_method.js) for more information. | Method | Description | |--------|-------------| | `login` | Performs a standard login. | | `login2FA_OTP` | Performs a 2-Factor Authentication (2FA) One-Time Password (OTP) check, if configured for the user. | | `logoff` | Performs a standard system logoff. | | `prevMenu` | Goes to the previous menu. | | `nextMenu` | Goes to the next menu (as set by `next`) | | `prevConf` | Sets the users message conference to the previous available. | | `nextConf` | Sets the users message conference to the next available. | | `prevArea` | Sets the users message area to the previous available. | | `nextArea` | Sets the users message area to the next available. | ## Example Let's look a couple basic menu entries: ```hjson telnetConnected: { art: CONNECT next: matrix config: { nextTimeout: 1500 } } ``` The above entry `telnetConnected` is set as the Telnet server's first menu entry (set by `firstMenu` in the Telnet server's config). The entry sets up a few things: * A `art` spec of `CONNECT`. (See [General Art Information](/docs/art/general.md)). * A `next` entry up the next menu, by name, in the stack (`matrix`) that we'll go to after `telnetConnected`. * An `config` block containing a single `nextTimeout` field telling the system to proceed to the `next` (`matrix`) entry automatically after 1500ms. Now let's look at `matrix`, the `next` entry from `telnetConnected`: ```hjson matrix: { art: MATRIX desc: Login Matrix form: { 0: { // // Here we have a MCI key of "VM". In this case we could // omit this level since no other keys are present. // VM: { mci: { VM1: { submit: true focus: true items: [ "login", "apply", "log off" ] argName: matrixSubmit } } submit: { *: [ { value: { matrixSubmit: 0 } action: @menu:login } { value: { matrixSubmit: 1 }, action: @menu:newUserApplication } { value: { matrixSubmit: 2 }, action: @menu:logoff } ] } } // // If we wanted, we could declare a "HM" MCI key block here. // This would allow a horizontal matrix style when the matrix art // loaded contained a %HM code. // } } } ``` In the above entry, you'll notice `form`. This defines a form(s) object. In this case, a single form by ID of `0`. The system is then told to use a block only when the resulting art provides a `VM` (*VerticalMenuView*) MCI entry. Some other bits about the form: * `VM1` is then setup to `submit` and start focused via `focus: true` as well as have some menu entries ("login", "apply", ...) defined. We provide an `argName` of `matrixSubmit` for this element view. * The `submit` object tells the system to attempt to apply provided match entries from any view ID (`*`). * Upon submit, the first match will be executed. For example, if the user selects "login", the first entry with a value of `{ matrixSubmit: 0 }` will match (due to 0 being the first index in the list and `matrixSubmit` being the arg name in question) causing `action` of `@menu:login` to be executed (go to `login` menu). ## Prompts TODO: describe the "prompts" section, default setup, etc. ## ACS Checks Menu modules can check user ACS in order to restrict areas and perform flow control. See [ACS](acs.md) for available ACS syntax. ### Menu Access To restrict menu access add an `acs` key to `config`. Example: ``` opOnlyMenu: { desc: Ops Only! config: { acs: ID1 } } ``` ### Action Matches Action blocks (`action`) can perform ACS checks: ``` // ... { action: [ { acs: SC1 action: @menu:secureMenu } { action: @menu:nonSecureMenu } ] } ``` ### Flow Control The `next` member of a menu may be an array of objects containing an `acs` check as well as the destination. Depending on the current user's ACS, the system will pick the appropriate target. The last element in an array without an `acs` can be used as a catch all. Example: ``` login: { desc: Logging In next: [ { // >= 2 calls else you get the full login acs: NC2 next: loginSequenceLoginFlavorSelect } { next: fullLoginSequenceLoginArt } ] } ``` ### Art Asset Selection Another area in which you can apply ACS in a menu is art asset specs. ```hjson someMenu: { desc: Neato Dorito art: [ { acs: GM[couriers] art: COURIERINFO } { // show ie: EVERYONEELSE.ANS to everyone else art: EVERYONEELSE } ] } ```