Menus

Basics

A useful method of having a program interacting with the user is through a menu. However, menu's fall under a broad category. So what is a menu? A menu must have:

  • List(s) of possible actions that the user can perform
  • A method of selecting items from the list(s)

Here's a chunk of code that will create a simple menu with a header(Test Menu), 4 items (A,B,C, and Quit), and allow the user to select an item. All the other optional stuff will be added later.

;Hard-coded menu routine
;
;inputs: none
;
;outputs: menu
;
;destroyed: all
;

menuStart:        ;Start of menu routine

 bcall(_ClrLCDFull)        ;Display the Header
 ld hl,txtHeader
 call dispHeader

 ld hl,txtItem1            ;Display Items
 call dispItem
 ld hl,txtItem2
 call dispItem
 ld hl,txtItem3
 call dispItem
 ld hl,txtItemQuit
 call dispItem

menuLoop:        ;Scan key loop to get user input

 bcall(_GetKey)

 cp k1            ;If user pressed 1, do action 1
 jr z,item1

 cp k2            ;If user pressed 2, do action 2
 jr z,item2

 cp k3            ;If user pressed 3, do action 3
 jr z,item3

 cp k4            ;If user pressed 4, quit
 jr z,quit

 jr menuLoop        ;Else, invalid input. Wait for user to input new key

item1:            ;Action 1

 bcall(_ClrLCDFull)

 ld bc,0
 ld (curRow),bc

 ld hl,txtSelect1
 bcall(_PutS)

 bcall(_GetKey)

 jr menuStart

item2:            ;Action 2

 bcall(_ClrLCDFull)

 ld bc,0
 ld (curRow),bc

 ld hl,txtSelect2

 bcall(_PutS)
 bcall(_GetKey)

 jr menuStart

item3:            ;Action 3

 bcall(_ClrLCDFull)

 ld bc,0
 ld (curRow),bc

 ld hl,txtSelect3
 bcall(_PutS)

 bcall(_GetKey)

 jr menuStart

quit:            ;quit the program

 bcall(_ClrLCDFull)

 ret

;dispHeader
;
;displays the header centered and at the top
;
;Inputs: HL points to null-terminating string
;
;Output: text displayed to string, top center right and inverse text 
;
;Destroyed: bc,hl
;
;Note: text string must be large text and take up the full line
;(use blank spaces to fill in gaps)
;

dispHeader:                ;displays the header centered and at the top

 ld bc,$0
 ld (curRow),bc

 set textInverse,(IY+TextFlags)
 bcall(_PutS)
 res textInverse,(IY+TextFlags)

 ld hl,0
 ld (curRow),hl

 ret

;dispItem
;
;displays menu items at the start of the next line
;
;Inputs: HL points to null-terminating string
;
;Output: text displayed
;
;Destroyed: all
;

dispItem:                ;displays menu items at the start of the next line

 push hl
 bcall(_NewLine)
 pop hl

 bcall(_PutS)

 ret

;========================================
;data
;========================================

txtHeader:
 .db "   Test  Menu   ",0

txtItem1:
 .db "1:A",0

txtItem2:
 .db "2:B",0

txtItem3:
 .db "3:C",0

txtSelect1:
 .db "You have selected A",0

txtSelect2:
 .db "You have selected B",0

txtSelect3:
 .db "You have selected C",0

txtItemQuit:
 .db "4:Quit",0

Hopefully from the code you'll be able to understand the general flow.
First, the program runs menuStart, which displays the menu header and items to the display with the sub-routines dispHeader and dispItem.
Once the menu has been displayed, wait for a user input.
If the user presses "1", do action 1 (display "You have selected A")
If the user presses "2", do action 2
If the user presses "3", do action 3
If the user presses "4", quit

For a simple menu, this isn't too bad. However, it's bland, and void of features. So, let's add some features.

Cursor

To give the user some convenience, we'll add a cursor. The cursor allows the user to input up or down and use enter to select an item besides just pressing the corresponding number.

To do so, we'll need some code that will draw the cursor:

;curDraw
;
;Draws the cursor
;
;Inputs: C holds the highlighted item
;
;Outputs: Cursor displayed
;
;Destroyed: A
;

curDraw:
 set textInverse,(IY+TextFlags)    ;set inverse text

 xor a
 ld (curCol),a
 ld a,c
 ld (curRow),a

 add a,$30                ;Character offset

 bcall(_PutC)

 ld a,':'
 bcall(_PutC)

 res textInverse,(IY+TextFlags)
 ret

And, we'll also need some code to erase the cursor:

;curErase
;
;Erase the cursor
;
;Inputs: C highlighted item
;
;Ouputs: Cursor erased
;
;Destroyed: A
;

curErase:
 xor a
 ld (curCol),a
 ld a,c
 ld (curRow),a

 add a,$30                ;Character offset

 bcall(_PutC)

 ld a,':'
 bcall(_PutC)

 ret

What happens if the user presses up/down/enter? We'll need to add code to deal with the new key presses.

;Updated menuloop
;Stuff with asterisks are new

*ld c,1*            ;add this to menuStart to set initial cursor location

menuLoop:        ;Scan key loop to get user input

*call curDraw*
*push bc*            ;save C for later

 bcall(_GetKey)

*pop bc*            ;we'll need this for some routines with the new keypresses

*cp kup*
*jr z, mUp*

*cp kdown*
*jr z, mDown*

*cp kenter*
*jr z, selection*

 cp k1            ;If user pressed 1, do action 1
 jr z,item1

 cp k2            ;If user pressed 2, do action 2
 jr z,item2

 cp k3            ;If user pressed 3, do action 3
 jr z,item3

 cp k4            ;If user pressed 4, quit
 jr z,quit

 jr menuLoop        ;Else, invalid input. Wait for user to input new key

Move the cursor up:

;mUp
;
;moves cursor up
;
;inputs: C highlighted item
;
;Ouputs: updated cursor place stored in C
;
;Destroyed: A
;
;Notes: still need to call curDraw to re-draw the cursor
;

mUp:

 call curErase            ;erase the cursor

 ld a,c                ;check if the cursor is out of bounds
 cp 1
 jr z,menuLoop

 dec c                ;if not, decrease and return
 jr menuLoop

…And, down:

;mDown
;
;moves cursor down
;
;Inputs: C highlighted item
;
;Outputs: updated cursor place sctored in C
;
;Destroyed:
;
;Notes: still need to call curDraw to re-draw the cursor
;

mDown:

 call curErase            ;erase the cursor

 ld a,c                ;check if the cursor is out of bounds
 cp 4
 jr z,menuLoop

 inc c                ;if not, increase and return
 jr menuLoop

This bit of code will be called when the user presses enter:

selection:

 ld a,c

 cp 1
 jr z,item1

 cp 2
 jr z,item2

 cp 3
 jr z,item3

 jr quit

"2-D" Menus

Instead of only having the choice up and down, why not categorize items and then display the categories left to right? An example of this is the OS's math menu.

2dmenu.jpg

The code for 2 dimensional menus is much more complicated than the standard 1 dimensional menu, but is still manageable for the calculator. Not only do you have to keep track of which item is currently highlighted, you also need to keep track of which group that item is part of.

Since there are enough differences between the code for a 1 dimensional and 2 dimensional menu, I'll post the code in it's entirety. Be aware that it's a lot longer.

This menu has 4 items in each group, with 3 groups.

menuStart:        ;Start of menu routine

 bcall(_ClrLCDFull)        ;Display the Header

 ld b,1        ;Which group is being displayed

dispMenu:        ;display the menu

 ld c,1            ;Which item is highlighted
 push bc

 ld hl,txtHeader        ;display the header
 call dispHeader

 ld a,b

 cp 1
 jr nz,dispMenu2

 ld b,3
 ld hl,txtItem1_1            ;Display Items in GA
 call dispItems

 jr dispMenu4

dispMenu2:

 cp 2
 jr nz,dispMenu3

 ld b,3
 ld hl,txtItem2_1        ;Display Items in GB
 call dispItems
 jr dispMenu4

dispMenu3:

 ld b,3
 ld hl,txtItem3_1        ;Display Items in GC
 call dispItems

dispMenu4:            ;Since every group has a quit, display it here
 bcall(_NewLine)
 ld hl,txtItemQuit
 bcall(_PutS)

 pop bc

menuLoop:        ;Scan key loop to get user input

 call curDraw
 push bc            ;save BC for later

 bcall(_GetKey)

 pop bc            ;we'll need this for some routines with the new keypresses

 cp kleft
 jr z,mLeft

 cp kright
 jr z,mRight

 cp kup
 jr z, mUp

 cp kdown
 jr z, mDown

 cp kenter
 jr z, selection

 cp k1            ;If user pressed 1, do action 1
 jr z,item1

 cp k2            ;If user pressed 2, do action 2
 jr z,item2

 cp k3            ;If user pressed 3, do action 3
 jp z,item3

 cp k4            ;If user pressed 4, quit
 jp z,quit

 jr menuLoop        ;Else, invalid input. Wait for user to input new key

mUp:

 call curErase            ;erase the cursor

 ld a,c                ;check if the cursor is out of bounds
 cp 1
 jr z,menuLoop

 dec c                ;if not, decrease and return
 jr menuLoop

mDown:

 call curErase            ;erase the cursor

 ld a,c                ;check if the cursor is out of bounds
 cp 4
 jr z,menuLoop

 inc c                ;if not, increase and return
 jr menuLoop

mRight:        ;change group

 ld a,b        ;check if already as far right as possible
 cp 3
 jr z,menuLoop

 inc b

 jp dispMenu

mLeft:        ;change group

 ld a,b        ;check if already as far right as possible
 cp 1
 jr z,menuLoop

 dec b

 jp dispMenu

selection:

 ld a,c

 cp 1
 jr z,item1

 cp 2
 jr z,item2

 cp 3
 jr z,item3

 jp quit

item1:            ;Action 1

 push bc
 bcall(_ClrLCDFull)
 pop bc

 ld de,0
 ld (curRow),de

 ld a,b
 cp 1
 jr nz,item1B

 ld hl,txtSelect1_1        ;action 1 for group A

 jr item1Done
item1B:
 cp 2
 jr nz,item1C

 ld hl,txtSelect2_1        ;action 1 for group B

 jr item1Done

item1C:

 ld hl,txtSelect3_1        ;action 1 for group C

item1Done:
 bcall(_PutS)            ;we'll display the text now

 bcall(_GetKey)

 jp menuStart

item2:            ;Action 2

 push bc
 bcall(_ClrLCDFull)
 pop bc

 ld de,0
 ld (curRow),de

 ld a,b
 cp 1
 jr nz,item2B

 ld hl,txtSelect1_2        ;action 2 for group A

 jr item2Done
item2B:
 cp 2
 jr nz,item2C

 ld hl,txtSelect2_2        ;action 2 for group B

 jr item2Done

item2C:

 ld hl,txtSelect3_2        ;action 2 for group C

item2Done:
 bcall(_PutS)

 bcall(_GetKey)

 jp menuStart

item3:            ;Action 3

 push bc
 bcall(_ClrLCDFull)
 pop bc

 ld de,0
 ld (curRow),de

 ld a,b
 cp 1
 jr nz,item3B

 ld hl,txtSelect1_3        ;action 3 for group A

 jr item2Done
item3B:
 cp 2
 jr nz,item3C

 ld hl,txtSelect2_3        ;action 3 for group B

 jr item1Done

item3C:

 ld hl,txtSelect3_3        ;action 3 for group C

item3Done:
 bcall(_PutS)

 bcall(_GetKey)

 jp menuStart

quit:            ;quit the program

 bcall(_ClrLCDFull)

 ret

;dispHeader
;
;displays the header centered and at the top
;
;Inputs: HL points to null-terminating string
;
;Output: text displayed, with the current group in inverse text 
;
;Destroyed: a,de,hl
;
;Note: text string must be large text and take up the full line
;(use blank spaces to fill in gaps)
;

dispHeader:                ;displays the header centered and at the top

 ld de,0
 ld (curRow),de

 ld a,b
 cp 1
 jr nz,dispHeader1
 set textInverse,(IY+TextFlags)

dispHeader1:                    ;group A

 bcall(_PutS)
 res textInverse,(IY+TextFlags)

 bcall(_PutS)

 cp 2
 jr nz,dispHeader2
 set textInverse,(IY+TextFlags)

dispHeader2:                    ;group B

 bcall(_PutS)
 res textInverse,(IY+TextFlags)

 bcall(_PutS)

 cp 3
 jr nz,dispHeader3

 set textInverse,(IY+TextFlags)

dispHeader3:                    ;group C

 bcall(_PutS)
 res textInverse,(IY+TextFlags)

 ld hl,0
 ld (curRow),hl

 ret

;dispItems
;
;displays menu items at the start of the next line
;
;Inputs: HL points to null-terminating string
;
;Output: text displayed
;
;Destroyed: all
;

dispItems:                ;displays menu items at the start of the next line

 push bc
 push hl
 bcall(_NewLine)
 pop hl
 pop bc

 bcall(_PutS)

 djnz dispItems

 ret

;curDraw
;
;Draws the cursor
;
;Inputs: C holds the highlighted item
;
;Outputs: Cursor displayed
;
;Destroyed: A
;

curDraw:
 set textInverse,(IY+TextFlags)    ;set inverse text

 xor a
 ld (curCol),a
 ld a,c
 ld (curRow),a

 add a,$30                ;Character offset

 bcall(_PutC)

 ld a,':'
 bcall(_PutC)

 res textInverse,(IY+TextFlags)
 ret

;curErase
;
;Erase the cursor
;
;Inputs: C highlighted item
;
;Ouputs: Cursor erased
;
;Destroyed: A
;

curErase:
 xor a
 ld (curCol),a
 ld a,c
 ld (curRow),a

 add a,$30                ;Character offset

 bcall(_PutC)

 ld a,':'
 bcall(_PutC)

 ret

;========================================
;data
;========================================

txtHeader:
 .db "GA",0
 .db "   ",0
 .db "GB",0
 .db "   ",0
 .db "GC",0

txtItem1_1:
 .db "1:A1",0

txtItem1_2:
 .db "2:A2",0

txtItem1_3:
 .db "3:A3",0

txtItem2_1:
 .db "1:B1",0

txtItem2_2:
 .db "2:B2",0

txtItem2_3:
 .db "3:B3",0

txtItem3_1:
 .db "1:C1",0

txtItem3_2:
 .db "2:C2",0

txtItem3_3:
 .db "3:C3",0

txtSelect1_1:
 .db "You selected A1",0

txtSelect1_2:
 .db "You selected A2",0

txtSelect1_3:
 .db "You selected A3",0

txtSelect2_1:
 .db "You selected B1",0

txtSelect2_2:
 .db "You selected B2",0

txtSelect2_3:
 .db "You selected B3",0

txtSelect3_1:
 .db "You selected C1",0

txtSelect3_2:
 .db "You selected C2",0

txtSelect3_3:
 .db "You selected C3",0

txtItemQuit:
 .db "4:Quit",0

Scrolling menus

What if you have more items than will fit in one screen? A solution to this is to display items on the screen and then when the user scrolls past the limits of the screen, it will "move" the items up and display the other items that wouldn't fit.

scrollingmenu.gif

Summary

There are so many variations of a menu interface that showing them all would be impractical and impossible. Use your imagination and come up with variations, like displaying pictures in the background, having a custom cursor, or anything else you can think of.

Unless otherwise stated, the content of this page is licensed under GNU Free Documentation License.