--- layout: page title: Menu Modules --- ## Menu Modules From initial connection to the screens and mods your users interact with, the entire experience is made up of menu entries — And all menu entries found within [menu.hjson](../configuration/menu-hjson.md) are backed by *Menu Modules*. For basic menus, a standard handler is implemented requiring no code. However, if you would like to create a menu that has custom handling, you will very likely be inheriting from from `MenuModule`. More on this below. > :information_source: Remember that ENiGMA does not impose any stucture to your system! The "flow" of all `menu.hjson` entries is up to you! > :bulb: If the `module` entry is not present in a `menu.hjson` entry, the system automatically uses [standard_menu.js](/core/standard_menu.js). ## Creating a New Module At the highest level, to create a new custom menu or mod, inherit from `MenuModule` and expose it via the `getModule` exported method: ```javascript // my_fancy_module.js exports.getModule = class MyFancyModule extends MenuModule { constructor(options) { super(options); } }; ``` Next, override the appropriate methods to add some functionality! Below is an example fragment overriding just `initSequence()`: ```javascript initSequence() { async.series( [ callback => { // call base method return this.beforeArt(callback); }, callback => { // a private method to display a main "page" return this._displayMainPage(false, callback); }, ], () => { this.finishedLoading(); } ); } ``` > :bulb: Remember that *all* menus within ENiGMA are created by inheriting from `MenuModule`. Take a look at existing examples such as [WFC](/core/wfc.js), [NUA](/core/nua.js), [MRC](/core/mrc.js) and more! ### ModuleInfo To register your module with the system, include a `ModuleInfo` declaration in your exports. The following members are available: | Field | Required | Description | |-------|----------|-------------| | `name` | :+1: | Short name of the module | | `desc` | :+1: | Long description of this module | | `author` | :+1: | Author(s) of module | | `packageName` | :-1: | Defines a reverse DNS style package name. Can be used in conjunction with the `getModDatabasePath()` call form [database.js](/core/database.js) to interact with a database specific to your module (See example below) | **Example**: ```javascript exports.ModuleInfo = { name: 'Super Dope Mod', desc: '...a super dope mod, duh.', author: 'You!', packageName: `com.myname.foo.super-dope-mod`, }; ``` ### Per-Mod Databases Custom mods often need their own data persistence. This can be acheived with `getModDatabsePath()` and your `ModuleInfo`'s `packageName`. **Example**: ```javascript self.database = getTransactionDatabase( new sqlite3.Database(getModDatabasePath(moduleInfo), callback) ); ``` Given the `packageName` above, a database will be created at the following location: ```bash $enigma-bbs/db/mods/com.myname.foo.super-dope-mod.sqlite3 ``` ### Menu Methods Form handler methods specified by `@method:someName` in your `menu.hjson` entries map to those found in your module's `menuMethods` object. That is, `this.menuMethods` and have the following signature `(formData, extraArgs, cb)`. For example, consider the following `menu.hjson` fragment: ```hjson actionKeys: [ { keys: [ "a", "shift + a" ] action: @method:toggleAvailable } ] ``` We can handle this in our module as such: ```javascript exports.getModule = class MyFancyModule extends MenuModule { constructor(options) { super(options); this.menuMethods = { toggleAvailable: (formData, extraArgs, cb) => { // ...do something fancy... return cb(null); } }; } } ``` ## MenuModule Lifecycle Below is a very high level diagram showing the basic lifecycle of a MenuModule. ![Basic Menu Lifecycle](../../assets/images/basic_menu_lifecycle.png) Methods indicated above with `()` in their name such as `enter()` are overridable when inheriting form `MenuModule`. ## MenuModule Helper Methods Many helper methods exist and are available to code inheriting from `MenuModule`. Below are some examples. Poke around at [menu_module.js](../../../core/menu_module.js) to discover more! ### Views & View Controller #### `displayAsset(name | Buffer, options, callback)`: Display an asset by `name` or by supplying an `Buffer`. `options` is an optional Object with any of the following properties: * `clearScreen` (Boolean): Should the screen be cleared first? * `encoding` (String): Encoding of `Buffer` if used. Defaults to `cp437`. * `font` (String): SyncTERM style font to use. * `trailingLF` (Boolean): Should a trailing LF be allowed? * `startRow` (Number): Row in which to start drawing at #### `prepViewController(name, formId, mciMap, callback)`: Prepares the menu's View Controller for a form of `name` and `formId` using the supplied `mciMap`. `callback` has the following siguature: `(err, viewController, created)` where `created` is `true` if a new View Controller was made. * `prepViewControllerWithArt()` * `displayArtAndPrepViewController()` * `setViewText()` * `getView()` * `updateCustomViewTextsWithFilter()` * `refreshPredefinedMciViewsByCode()` ### Validation * `validateMCIByViewIds()` * `validateConfigFields()` ### Date/Time Helpers The following methods take a single input to specify style, defaulting to `short`. If your menu or theme `config` block specifies a cooresponding value such as `dateFormat` or `dateTimeFormat`, that value will be used, else standard fallbacks apply: * `getDateFormat()` * `getTimeFormat()` * `getDateTimeFormat()` ### Misc * `promptForInput()` `standardMCIReadyHandler()`: This is a standard and commonly used `mciReady()` implementation: ```javascript mciReady(mciData, cb) { return this.standardMCIReadyHandler(mciData, cb); } ``` Where `mciData` is a Object mapping [MCI codes](../art/mci.md) such as `TL2` to their properties: * `SGR`: Graphics rendition * `focusSGR` (Only present if art contained both, ie: `TL2^[0;mTL2`) * `position` (Array of Number): Position in [Row, Column] order * `args` (Array): Any arguments to the MCI code * `code` (String): The code itself, such as `TL` * `id` (Number): The MCI code's ID such as `1` > :information_source: Search the code for the above methods to see how they are used in the base system! ## Custom Mods Most mods will also derive from `MenuModule`. Some things to be aware of: * Custom mods that bring in their own dependencies must also include their own `package.json` and other Node requirements * Be sure to use `packageName` and `getModDatabasePath()` for any peristence needs.