Defines a screen, and creates vars for all the functions inside of it. All functions take a screen map and entities vector as arguments, and return the entities list at the end with any desired changes. If a function returns nil, the entities list is not changed.
Below are all the possible screen functions. Some of them get special arguments via the screen map.
; main screen functions (defscreen my-screen ; the screen first shows :on-show (fn [screen entities] entities) ; the screen must be rendered (many times per second) :on-render (fn [screen entities] (println (:delta-time screen)) ; time (ms) elapsed since last frame (println (:total-time screen)) ; time (ms) elapsed since first :on-show entities) ; the screen was replaced :on-hide (fn [screen entities] entities) ; the screen was resized :on-resize (fn [screen entities] (println (:width screen)) ; the new width of the screen (println (:height screen)) ; the new height of the screen entities) ; the screen resumed from a paused state :on-resume (fn [screen entities] entities) ; the screen paused :on-pause (fn [screen entities] entities) ; a timer created with add-timer! executed :on-timer (fn [screen entities] (println (:id screen)) ; the id supplied when the timer was created entities))
; input functions ; Tip: convert :input-x and :input-y to screen coordinates with input->screen, ; or just use (game :x) and (game :y) instead (defscreen my-screen ; a key was pressed :on-key-down (fn [screen entities] (println (:key screen)) ; the key that was pressed (see key-code) entities) ; a key was typed :on-key-typed (fn [screen entities] (println (:character screen)) ; the character that was pressed entities) ; a key was released :on-key-up (fn [screen entities] (println (:key screen)) ; the key that was released (see key-code) entities) ; the mouse was moved without pressing any buttons :on-mouse-moved (fn [screen entities] (println (:input-x screen)) ; the x position of the mouse (println (:input-y screen)) ; the y position of the mouse entities) ; the mouse wheel was scrolled :on-scrolled (fn [screen entities] (println (:amount screen)) ; the amount scrolled entities) ; the screen was touched or a mouse button was pressed :on-touch-down (fn [screen entities] (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button that was pressed (see button-code) entities) ; a finger or the mouse was dragged :on-touch-dragged (fn [screen entities] (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) ; a finger was lifted or a mouse button was released :on-touch-up (fn [screen entities] (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button that was released (see button-code) entities))
; gesture functions (defscreen my-screen ; the user dragged over the screen and lifted :on-fling (fn [screen entities] (println (:velocity-x screen)) ; the x-axis velocity (s) (println (:velocity-y screen)) ; the y-axis velocity (s) (println (:button screen)) ; the mouse button that was pressed (see button-code) entities) ; the user pressed for a long time :on-long-press (fn [screen entities] (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse entities) ; the user dragged a finger over the screen :on-pan (fn [screen entities] (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:delta-x screen)) ; the x-axis distance moved (println (:delta-y screen)) ; the y-axis distance moved entities) ; the user is no longer panning :on-pan-stop (fn [screen entities] (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button that was pressed (see button-code) entities) ; the user performed a pinch zoom gesture :on-pinch (fn [screen entities] (println (:initial-pointer-1 screen)) ; the start position of finger 1 (see the x and y functions) (println (:initial-pointer-2 screen)) ; the start position of finger 2 (see the x and y functions) (println (:pointer-1 screen)) ; the end position of finger 1 (see the x and y functions) (println (:pointer-2 screen)) ; the end position of finger 2 (see the x and y functions) entities) ; the user tapped :on-tap (fn [screen entities] (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:count screen)) ; the number of taps (println (:button screen)) ; the mouse button that was pressed (see button-code) entities) ; the user performed a pinch zoom gesture :on-zoom (fn [screen entities] (println (:initial-distance screen)) ; the start distance between fingers (println (:distance screen)) ; the end distance between fingers entities))
; 2D physics contact (for play-clj.g2d-physics) ; Tip: use first-entity and second-entity to get the entities that are contacting (defscreen my-screen ; two bodies began to touch :on-begin-contact (fn [screen entities] (println (:contact screen)) ; the Contact - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Contact.html entities) ; two bodies ceased to touch :on-end-contact (fn [screen entities] (println (:contact screen)) ; the Contact - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Contact.html entities) ; called between each use of `step!` before the collision is processed :on-pre-solve (fn [screen entities] (println (:contact screen)) ; the Contact - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Contact.html (println (:impulse screen)) ; the ContactImpulse - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/ContactImpulse.html entities) ; called between each use of `step!` after the collision is processed :on-post-solve (fn [screen entities] (println (:contact screen)) ; the Contact - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Contact.html (println (:old-manifold screen)) ; the Manifold - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Manifold.html entities))
; 3D physics contact (for play-clj.g3d-physics) ; Tip: use first-entity and second-entity to get the entities that are contacting (defscreen my-screen ; two bodies began to touch :on-begin-contact (fn [screen entities] (println (:first-body screen)) ; the first btCollisionObject - http://bulletphysics.org/Bullet/BulletFull/classbtCollisionObject.html (println (:second-body screen)) ; the second btCollisionObject - http://bulletphysics.org/Bullet/BulletFull/classbtCollisionObject.html entities) ; two bodies ceased to touch :on-end-contact (fn [screen entities] (println (:first-body screen)) ; the first btCollisionObject - http://bulletphysics.org/Bullet/BulletFull/classbtCollisionObject.html (println (:second-body screen)) ; the second btCollisionObject - http://bulletphysics.org/Bullet/BulletFull/classbtCollisionObject.html entities))
; ui input functions (for play-clj.ui) (defscreen my-screen ; the ui entity was clicked or changed :on-ui-changed (fn [screen entities] (println (:event screen)) ; the ChangeListener.ChangeEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/ChangeListener.ChangeEvent.html (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html entities) ; the finger/mouse moved over the ui entity :on-ui-enter (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) ; the finger/mouse moved out of the ui entity :on-ui-exit (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) ; the finger/mouse went down on the ui entity :on-ui-touch-down (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button that was pressed (see button-code) entities) ; the finger/mouse moved anywhere :on-ui-touch-dragged (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) ; the finger/mouse went up anywhere :on-ui-touch-up (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button that was released (see button-code) entities))
; ui drag functions (for play-clj.ui) (defscreen my-screen :on-ui-drag (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) :on-ui-drag-start (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) :on-ui-drag-stop (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities))
; ui focus functions (for play-clj.ui) (defscreen my-screen :on-ui-keyboard-focus-changed (fn [screen entities] (println (:event screen)) ; the FocusListener.FocusEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/FocusListener.FocusEvent.html (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html (println (:focused? screen)) ; whether it is focused entities) :on-ui-scroll-focus-changed (fn [screen entities] (println (:event screen)) ; the FocusListener.FocusEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/FocusListener.FocusEvent.html (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html (println (:focused? screen)) ; whether it is focused entities))
; ui gesture functions (for play-clj.ui) (defscreen my-screen ; the user dragged a finger over the screen and lifted it :on-ui-fling (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:velocity-x screen)) ; the x-axis velocity (s) (println (:velocity-y screen)) ; the y-axis velocity (s) (println (:button screen)) ; the mouse button that was pressed (see button-code) entities) ; the user pressed :on-ui-long-press (fn [screen entities] (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger entities) ; the user dragged a finger over the screen :on-ui-pan (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger (println (:delta-x screen)) ; the x-axis distance moved (println (:delta-y screen)) ; the y-axis distance moved entities) ; the user is no longer panning :on-ui-pan-stop (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button that was pressed (see button-code) entities) ; the user performed a pinch zoom gesture :on-ui-pinch (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:initial-pointer-1 screen)) ; the start position of finger 1 (see the x and y functions) (println (:initial-pointer-2 screen)) ; the start position of finger 2 (see the x and y functions) (println (:pointer-1 screen)) ; the end position of finger 1 (see the x and y functions) (println (:pointer-2 screen)) ; the end position of finger 2 (see the x and y functions) entities) ; the user tapped :on-ui-tap (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger (println (:count screen)) ; the number of taps (println (:button screen)) ; the mouse button that was pressed (see button-code) entities) ; the user performed a pinch zoom gesture :on-ui-zoom (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:initial-distance screen)) ; the start distance between fingers (println (:distance screen)) ; the end distance between fingers entities))
Source
(defn defscreen* [screen entities {:keys [on-show on-render on-hide on-pause on-resize on-resume on-timer] :as options}] (let [execute-fn! (fn [func & {:keys [] :as options}] (when func (let [screen-map (merge @screen options) old-entities @entities] (some->> (with-meta #(normalize (func screen-map old-entities)) (meta func)) (wrapper screen) (reset-changed! entities old-entities) (update-screen! @screen))))) execute-fn-on-gl! (fn [& args] (on-gl (apply execute-fn! args))) update-fn! (fn [func & args] (apply swap! screen func args))] {:screen screen :entities entities :execute-fn! execute-fn! :execute-fn-on-gl! execute-fn-on-gl! :update-fn! update-fn! :options options :show (fn [] ; if using a physics engine in a REPL, we need to forcibly dispose ; the world so it is cleaned up properly (some-> @screen :world :object .dispose) ; set the initial values in the screen map (update-fn! assoc :execute-fn! execute-fn! :execute-fn-on-gl! execute-fn-on-gl! :update-fn! update-fn! :options options :on-timer on-timer :layers nil :input-listeners (input-listeners options execute-fn!) :ui-listeners (ui-listeners options execute-fn!)) ; run :on-show (execute-fn! on-show) ; update the physics contact listener if a :world was created (some->> (contact-listener @screen options execute-fn!) (update-fn! assoc :contact-listener) update-screen!)) :render (fn [d] (swap! screen update-in [:total-time] #(+ (or %1 0) %2) d) (some->> (execute-fn! on-render :delta-time d) (add-to-timeline! screen))) :hide #(execute-fn! on-hide) :pause #(execute-fn! on-pause) :resize (fn [w h] (execute-fn! on-resize :width w :height h) (update-screen! @screen)) :resume #(execute-fn! on-resume)}))
(defmacro defscreen [n & options] (let [s (format "Unexpected value in (defscreen %s). You need to give it keywords and functions in pairs." (str n))] (assert (even? (count options)) s) (assert (= 0 (count (remove keyword? (keys (apply hash-map options))))) s)) `(let [fn-syms# (->> (for [[k# v#] ~(apply hash-map options)] [k# (intern *ns* (symbol (str '~n "-" (name k#))) v#)]) (into {})) map-sym# (symbol (str '~n "-map")) screen# (deref (or (resolve map-sym#) (intern *ns* map-sym# (atom {})))) entities-sym# (symbol (str '~n "-entities")) entities# (deref (or (resolve entities-sym#) (intern *ns* entities-sym# (atom []))))] (def ~n (defscreen* screen# entities# fn-syms#))))