172 lines
6.1 KiB
Markdown
172 lines
6.1 KiB
Markdown
---
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layout: page
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title: Menu Modules
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---
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## Menu Modules
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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.
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> :information_source: Remember that ENiGMA does not impose any stucture to your system! The "flow" of all `menu.hjson` entries is up to you!
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> :bulb: If the `module` entry is not present in a `menu.hjson` entry, the system automatically uses [standard_menu.js](/core/standard_menu.js).
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## Creating a New Module
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At the highest level, to create a new custom menu or mod, inherit from `MenuModule` and expose it via the `getModule` exported method:
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```javascript
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// my_fancy_module.js
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exports.getModule = class MyFancyModule extends MenuModule {
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constructor(options) {
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super(options);
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}
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};
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```
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Next, override the appropriate methods to add some functionality! Below is an example fragment overriding just `initSequence()`:
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```javascript
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initSequence() {
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async.series(
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[
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callback => {
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// call base method
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return this.beforeArt(callback);
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},
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callback => {
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// a private method to display a main "page"
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return this._displayMainPage(false, callback);
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},
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],
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() => {
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this.finishedLoading();
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}
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);
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}
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```
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> :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!
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### ModuleInfo
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To register your module with the system, include a `ModuleInfo` declaration in your exports. The following members are available:
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| Field | Required | Description |
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|-------|----------|-------------|
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| `name` | :+1: | Short name of the module |
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| `desc` | :+1: | Long description of this module |
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| `author` | :+1: | Author(s) of module |
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| `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) |
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**Example**:
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```javascript
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exports.ModuleInfo = {
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name: 'Super Dope Mod',
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desc: '...a super dope mod, duh.',
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author: 'You!',
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packageName: `com.myname.foo.super-dope-mod`,
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};
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```
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### Per-Mod Databases
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Custom mods often need their own data persistence. This can be acheived with `getModDatabsePath()` and your `ModuleInfo`'s `packageName`.
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**Example**:
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```javascript
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self.database = getTransactionDatabase(
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new sqlite3.Database(getModDatabasePath(moduleInfo), callback)
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);
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```
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Given the `packageName` above, a database will be created at the following location:
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```bash
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$enigma-bbs/db/mods/com.myname.foo.super-dope-mod.sqlite3
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```
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### Menu Methods
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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:
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```hjson
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actionKeys: [
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{
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keys: [ "a", "shift + a" ]
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action: @method:toggleAvailable
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}
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]
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```
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We can handle this in our module as such:
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```javascript
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exports.getModule = class MyFancyModule extends MenuModule {
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constructor(options) {
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super(options);
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this.menuMethods = {
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toggleAvailable: (formData, extraArgs, cb) => {
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// ...do something fancy...
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return cb(null);
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}
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};
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}
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}
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```
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## MenuModule Lifecycle
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Below is a very high level diagram showing the basic lifecycle of a MenuModule.
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![Basic Menu Lifecycle](../../assets/images/basic_menu_lifecycle.png)
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Methods indicated above with `()` in their name such as `enter()` are overridable when inheriting form `MenuModule`.
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## MenuModule Helper Methods
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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!
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### Views & View Controller
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#### `displayAsset(name | Buffer, options, callback)`:
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Display an asset by `name` or by supplying an `Buffer`.
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`options` is an optional Object with any of the following properties:
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* `clearScreen` (Boolean): Should the screen be cleared first?
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* `encoding` (String): Encoding of `Buffer` if used. Defaults to `cp437`.
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* `font` (String): SyncTERM style font to use.
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* `trailingLF` (Boolean): Should a trailing LF be allowed?
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* `startRow` (Number): Row in which to start drawing at
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#### `prepViewController(name, formId, mciMap, callback)`:
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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.
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* `prepViewControllerWithArt()`
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* `displayArtAndPrepViewController()`
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* `setViewText()`
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* `getView()`
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* `updateCustomViewTextsWithFilter()`
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* `refreshPredefinedMciViewsByCode()`
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### Validation
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* `validateMCIByViewIds()`
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* `validateConfigFields()`
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### Date/Time Helpers
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The following methods take a single input to specify style, defaulting to `short`:
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* `getDateFormat()`
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* `getTimeFormat()`
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* `getDateTimeFormat()`
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### Misc
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* `promptForInput()`
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`standardMCIReadyHandler()`: This is a standard and commonly used `mciReady()` implemenation:
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```javascript
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mciReady(mciData, cb) {
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return this.standardMCIReadyHandler(mciData, cb);
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}
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```
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> :information_source: Search the code for the above methods to see how they are used in the base system!
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## Custom Mods
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Most mods will also derive from `MenuModule`. Some things to be aware of:
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* Custom mods that bring in their own dependencies must also include their own `package.json` and other Node requirements
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* Be sure to use `packageName` and `getModDatabasePath()` for any peristence needs.
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