z80:Menu Routines
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.
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
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.
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.