--- orphan: true --- # {py:mod}`simvx.editor.panels._game_host` ```{py:module} simvx.editor.panels._game_host ``` ```{autodoc2-docstring} simvx.editor.panels._game_host :allowtitles: ``` ## Module Contents ### Classes ````{list-table} :class: autosummary longtable :align: left * - {py:obj}`GameHost ` - ```{autodoc2-docstring} simvx.editor.panels._game_host.GameHost :summary: ``` ```` ### API `````{py:class} GameHost(**kwargs: typing.Any) :canonical: simvx.editor.panels._game_host.GameHost Bases: {py:obj}`simvx.core.SceneHost` ```{autodoc2-docstring} simvx.editor.panels._game_host.GameHost ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.editor.panels._game_host.GameHost.__init__ ``` ````{py:attribute} visible :canonical: simvx.editor.panels._game_host.GameHost.visible :value: > 'Property(...)' ```{autodoc2-docstring} simvx.editor.panels._game_host.GameHost.visible ``` ```` ````{py:method} sync(panel: typing.Any, rect: tuple[float, float, float, float]) -> None :canonical: simvx.editor.panels._game_host.GameHost.sync ```{autodoc2-docstring} simvx.editor.panels._game_host.GameHost.sync ``` ```` ````{py:attribute} pointer_filter :canonical: simvx.editor.panels._game_host.GameHost.pointer_filter :value: > 'Property(...)' ```` ````{py:attribute} accepts_pointers :canonical: simvx.editor.panels._game_host.GameHost.accepts_pointers :value: > 'Property(...)' ```` ````{py:attribute} focus_mode :canonical: simvx.editor.panels._game_host.GameHost.focus_mode :value: > 'Property(...)' ```` ````{py:attribute} forwarding :canonical: simvx.editor.panels._game_host.GameHost.forwarding :value: > 'Property(...)' ```` ````{py:property} guest :canonical: simvx.editor.panels._game_host.GameHost.guest :type: simvx.core.scene_tree.SceneTree | None ```` ````{py:method} to_guest(point) -> simvx.core.math.types.Vec2 :canonical: simvx.editor.panels._game_host.GameHost.to_guest ```` ````{py:method} to_host(point) -> simvx.core.math.types.Vec2 :canonical: simvx.editor.panels._game_host.GameHost.to_host ```` ````{py:method} on_update(dt: float) -> None :canonical: simvx.editor.panels._game_host.GameHost.on_update ```` ````{py:attribute} size_x :canonical: simvx.editor.panels._game_host.GameHost.size_x :value: > 'Property(...)' ```` ````{py:attribute} size_y :canonical: simvx.editor.panels._game_host.GameHost.size_y :value: > 'Property(...)' ```` ````{py:attribute} min_size_x :canonical: simvx.editor.panels._game_host.GameHost.min_size_x :value: > 'Property(...)' ```` ````{py:attribute} min_size_y :canonical: simvx.editor.panels._game_host.GameHost.min_size_y :value: > 'Property(...)' ```` ````{py:attribute} anchor_left :canonical: simvx.editor.panels._game_host.GameHost.anchor_left :value: > 'Property(...)' ```` ````{py:attribute} anchor_top :canonical: simvx.editor.panels._game_host.GameHost.anchor_top :value: > 'Property(...)' ```` ````{py:attribute} anchor_right :canonical: simvx.editor.panels._game_host.GameHost.anchor_right :value: > 'Property(...)' ```` ````{py:attribute} anchor_bottom :canonical: simvx.editor.panels._game_host.GameHost.anchor_bottom :value: > 'Property(...)' ```` ````{py:attribute} margin_left :canonical: simvx.editor.panels._game_host.GameHost.margin_left :value: > 'Property(...)' ```` ````{py:attribute} margin_top :canonical: simvx.editor.panels._game_host.GameHost.margin_top :value: > 'Property(...)' ```` ````{py:attribute} margin_right :canonical: simvx.editor.panels._game_host.GameHost.margin_right :value: > 'Property(...)' ```` ````{py:attribute} margin_bottom :canonical: simvx.editor.panels._game_host.GameHost.margin_bottom :value: > 'Property(...)' ```` ````{py:attribute} anchor :canonical: simvx.editor.panels._game_host.GameHost.anchor :value: > 'Property(...)' ```` ````{py:attribute} inset :canonical: simvx.editor.panels._game_host.GameHost.inset :value: > 'Property(...)' ```` ````{py:attribute} dismiss_on_outside_click :canonical: simvx.editor.panels._game_host.GameHost.dismiss_on_outside_click :value: > 'Property(...)' ```` ````{py:attribute} clip_contents :canonical: simvx.editor.panels._game_host.GameHost.clip_contents :value: > 'Property(...)' ```` ````{py:attribute} tooltip :canonical: simvx.editor.panels._game_host.GameHost.tooltip :value: > 'Property(...)' ```` ````{py:attribute} cursor_shape :canonical: simvx.editor.panels._game_host.GameHost.cursor_shape :value: > 'Property(...)' ```` ````{py:attribute} pointer_types :canonical: simvx.editor.panels._game_host.GameHost.pointer_types :type: frozenset[simvx.core.input.enums.PointerType] | None :value: > None ```` ````{py:attribute} touch_target :canonical: simvx.editor.panels._game_host.GameHost.touch_target :type: bool :value: > False ```` ````{py:attribute} wants_text_input :canonical: simvx.editor.panels._game_host.GameHost.wants_text_input :type: bool :value: > False ```` ````{py:attribute} size_flags_horizontal :canonical: simvx.editor.panels._game_host.GameHost.size_flags_horizontal :value: > 'Property(...)' ```` ````{py:attribute} size_flags_vertical :canonical: simvx.editor.panels._game_host.GameHost.size_flags_vertical :value: > 'Property(...)' ```` ````{py:attribute} stretch_ratio :canonical: simvx.editor.panels._game_host.GameHost.stretch_ratio :value: > 'Property(...)' ```` ````{py:attribute} max_size :canonical: simvx.editor.panels._game_host.GameHost.max_size :value: > 'Property(...)' ```` ````{py:property} size :canonical: simvx.editor.panels._game_host.GameHost.size :type: simvx.core.math.types.Vec2 ```` ````{py:property} min_size :canonical: simvx.editor.panels._game_host.GameHost.min_size :type: simvx.core.math.types.Vec2 ```` ````{py:method} content_signature() -> object :canonical: simvx.editor.panels._game_host.GameHost.content_signature ```` ````{py:method} content_uses(chars: str) -> bool :canonical: simvx.editor.panels._game_host.GameHost.content_uses ```` ````{py:method} autosize_to_content() -> None :canonical: simvx.editor.panels._game_host.GameHost.autosize_to_content ```` ````{py:property} theme :canonical: simvx.editor.panels._game_host.GameHost.theme :type: simvx.core.ui.types.Theme | None ```` ````{py:property} mouse_over :canonical: simvx.editor.panels._game_host.GameHost.mouse_over :type: bool ```` ````{py:property} disabled :canonical: simvx.editor.panels._game_host.GameHost.disabled :type: bool ```` ````{py:method} get_theme() -> simvx.core.ui.types.Theme :canonical: simvx.editor.panels._game_host.GameHost.get_theme ```` ````{py:property} viewport_size :canonical: simvx.editor.panels._game_host.GameHost.viewport_size :type: simvx.core.math.types.Vec2 ```` ````{py:property} viewport_insets :canonical: simvx.editor.panels._game_host.GameHost.viewport_insets :type: tuple[float, float, float, float] ```` ````{py:method} queue_redraw() :canonical: simvx.editor.panels._game_host.GameHost.queue_redraw ```` ````{py:method} size_floor() -> tuple[float, float] :canonical: simvx.editor.panels._game_host.GameHost.size_floor ```` ````{py:method} get_minimum_size() -> simvx.core.math.types.Vec2 :canonical: simvx.editor.panels._game_host.GameHost.get_minimum_size ```` ````{py:method} add_child(node: simvx.core.node.T) -> simvx.core.node.T :canonical: simvx.editor.panels._game_host.GameHost.add_child ```` ````{py:method} get_rect() -> tuple[float, float, float, float] :canonical: simvx.editor.panels._game_host.GameHost.get_rect ```` ````{py:method} get_global_rect() -> tuple[float, float, float, float] :canonical: simvx.editor.panels._game_host.GameHost.get_global_rect ```` ````{py:property} focus_rect :canonical: simvx.editor.panels._game_host.GameHost.focus_rect :type: tuple[float, float, float, float] | None ```` ````{py:method} is_point_inside(point) -> bool :canonical: simvx.editor.panels._game_host.GameHost.is_point_inside ```` ````{py:method} is_hit(event: simvx.core.input.events.PointerEvent) -> bool :canonical: simvx.editor.panels._game_host.GameHost.is_hit ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.editor.panels._game_host.GameHost.__init_subclass__ :classmethod: ```` ````{py:method} activate() -> bool :canonical: simvx.editor.panels._game_host.GameHost.activate ```` ````{py:method} set_focus() :canonical: simvx.editor.panels._game_host.GameHost.set_focus ```` ````{py:method} focus_next_control() :canonical: simvx.editor.panels._game_host.GameHost.focus_next_control ```` ````{py:method} focus_previous_control() :canonical: simvx.editor.panels._game_host.GameHost.focus_previous_control ```` ````{py:method} set_drag_preview(control: simvx.core.ui.core.Control) :canonical: simvx.editor.panels._game_host.GameHost.set_drag_preview ```` ````{py:property} is_overlay_open :canonical: simvx.editor.panels._game_host.GameHost.is_overlay_open :type: bool ```` ````{py:method} show_overlay(modality: str = 'light', *, dim: bool | None = None, dismiss: bool | None = None, inert: bool | None = None, owner: simvx.core.ui.core.Control | None = None, initial_focus: simvx.core.ui.core.Control | None = None) -> None :canonical: simvx.editor.panels._game_host.GameHost.show_overlay ```` ````{py:method} close_overlay() -> None :canonical: simvx.editor.panels._game_host.GameHost.close_overlay ```` ````{py:attribute} position :canonical: simvx.editor.panels._game_host.GameHost.position :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} rotation :canonical: simvx.editor.panels._game_host.GameHost.rotation :value: > 'Property(...)' ```` ````{py:attribute} scale :canonical: simvx.editor.panels._game_host.GameHost.scale :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} top_level :canonical: simvx.editor.panels._game_host.GameHost.top_level :value: > 'Property(...)' ```` ````{py:attribute} z_index :canonical: simvx.editor.panels._game_host.GameHost.z_index :value: > 'Property(...)' ```` ````{py:attribute} z_as_relative :canonical: simvx.editor.panels._game_host.GameHost.z_as_relative :value: > 'Property(...)' ```` ````{py:attribute} render_layer :canonical: simvx.editor.panels._game_host.GameHost.render_layer :value: > 'Property(...)' ```` ````{py:method} set_render_layer(index: int, enabled: bool = True) -> None :canonical: simvx.editor.panels._game_host.GameHost.set_render_layer ```` ````{py:method} is_on_render_layer(index: int) -> bool :canonical: simvx.editor.panels._game_host.GameHost.is_on_render_layer ```` ````{py:property} absolute_z_index :canonical: simvx.editor.panels._game_host.GameHost.absolute_z_index :type: int ```` ````{py:property} rotation_degrees :canonical: simvx.editor.panels._game_host.GameHost.rotation_degrees :type: float ```` ````{py:property} world_position :canonical: simvx.editor.panels._game_host.GameHost.world_position :type: simvx.core.math.types.Vec2 ```` ````{py:property} world_rotation :canonical: simvx.editor.panels._game_host.GameHost.world_rotation :type: float ```` ````{py:property} world_scale :canonical: simvx.editor.panels._game_host.GameHost.world_scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} world_transform :canonical: simvx.editor.panels._game_host.GameHost.world_transform :type: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float] ```` ````{py:property} forward :canonical: simvx.editor.panels._game_host.GameHost.forward :type: simvx.core.math.types.Vec2 ```` ````{py:property} right :canonical: simvx.editor.panels._game_host.GameHost.right :type: simvx.core.math.types.Vec2 ```` ````{py:method} translate(offset: tuple[float, float] | numpy.ndarray) :canonical: simvx.editor.panels._game_host.GameHost.translate ```` ````{py:method} rotate(radians: float) :canonical: simvx.editor.panels._game_host.GameHost.rotate ```` ````{py:method} rotate_deg(degrees: float) :canonical: simvx.editor.panels._game_host.GameHost.rotate_deg ```` ````{py:method} look_at(target: tuple[float, float] | numpy.ndarray) :canonical: simvx.editor.panels._game_host.GameHost.look_at ```` ````{py:method} to_global(point) -> simvx.core.math.types.Vec2 :canonical: simvx.editor.panels._game_host.GameHost.to_global ```` ````{py:method} to_local(point) -> simvx.core.math.types.Vec2 :canonical: simvx.editor.panels._game_host.GameHost.to_local ```` ````{py:method} transform_points(points: list[simvx.core.math.types.Vec2]) -> list[simvx.core.math.types.Vec2] :canonical: simvx.editor.panels._game_host.GameHost.transform_points ```` ````{py:method} wrap_screen(margin: float = 20) :canonical: simvx.editor.panels._game_host.GameHost.wrap_screen ```` ````{py:attribute} post_processed :canonical: simvx.editor.panels._game_host.GameHost.post_processed :value: > 'Property(...)' ```` ````{py:property} transform_render_dirty :canonical: simvx.editor.panels._game_host.GameHost.transform_render_dirty :type: bool ```` ````{py:attribute} strict_errors :canonical: simvx.editor.panels._game_host.GameHost.strict_errors :type: typing.ClassVar[bool] :value: > True ```` ````{py:attribute} dev_checks :canonical: simvx.editor.panels._game_host.GameHost.dev_checks :type: typing.ClassVar[bool] :value: > None ```` ````{py:attribute} dev_warnings :canonical: simvx.editor.panels._game_host.GameHost.dev_warnings :type: typing.ClassVar[bool] :value: > None ```` ````{py:attribute} freeze_check_interval :canonical: simvx.editor.panels._game_host.GameHost.freeze_check_interval :type: typing.ClassVar[float] :value: > 1.0 ```` ````{py:attribute} script_error_raised :canonical: simvx.editor.panels._game_host.GameHost.script_error_raised :value: > 'Signal(...)' ```` ````{py:attribute} dynamic :canonical: simvx.editor.panels._game_host.GameHost.dynamic :type: bool :value: > False ```` ````{py:attribute} update_mode :canonical: simvx.editor.panels._game_host.GameHost.update_mode :value: > 'Property(...)' ```` ````{py:attribute} drag_threshold :canonical: simvx.editor.panels._game_host.GameHost.drag_threshold :value: > 'Property(...)' ```` ````{py:attribute} focus_entered :canonical: simvx.editor.panels._game_host.GameHost.focus_entered :value: > 'Signal(...)' ```` ````{py:attribute} focus_exited :canonical: simvx.editor.panels._game_host.GameHost.focus_exited :value: > 'Signal(...)' ```` ````{py:attribute} __properties__ :canonical: simvx.editor.panels._game_host.GameHost.__properties__ :type: typing.ClassVar[dict[str, simvx.core.descriptors.Property]] :value: > None ```` ````{py:property} name :canonical: simvx.editor.panels._game_host.GameHost.name :type: str ```` ````{py:property} visible_in_tree :canonical: simvx.editor.panels._game_host.GameHost.visible_in_tree :type: bool ```` ````{py:property} input_player :canonical: simvx.editor.panels._game_host.GameHost.input_player :type: simvx.core.input.players.InputPlayer ```` ````{py:property} input_context :canonical: simvx.editor.panels._game_host.GameHost.input_context :type: simvx.core.input.contexts.InputContext | None ```` ````{py:method} reset_error() -> None :canonical: simvx.editor.panels._game_host.GameHost.reset_error ```` ````{py:method} remove_child(node: simvx.core.node.Node) -> None :canonical: simvx.editor.panels._game_host.GameHost.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.editor.panels._game_host.GameHost.reparent ```` ````{py:method} node_at(path, default=_NO_DEFAULT) :canonical: simvx.editor.panels._game_host.GameHost.node_at ```` ````{py:method} find(target, *, direct: bool = False) :canonical: simvx.editor.panels._game_host.GameHost.find ```` ````{py:method} find_all(target, *, direct: bool = False) :canonical: simvx.editor.panels._game_host.GameHost.find_all ```` ````{py:method} expect(target, *, direct: bool = False) :canonical: simvx.editor.panels._game_host.GameHost.expect ```` ````{py:method} ancestor(target) :canonical: simvx.editor.panels._game_host.GameHost.ancestor ```` ````{py:method} walk(*, include_self: bool = True) -> collections.abc.Iterator[simvx.core.node.Node] :canonical: simvx.editor.panels._game_host.GameHost.walk ```` ````{py:property} path :canonical: simvx.editor.panels._game_host.GameHost.path :type: str ```` ````{py:property} is_scene_root :canonical: simvx.editor.panels._game_host.GameHost.is_scene_root :type: bool ```` ````{py:method} add_to_group(group: str) :canonical: simvx.editor.panels._game_host.GameHost.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.editor.panels._game_host.GameHost.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.editor.panels._game_host.GameHost.is_in_group ```` ````{py:method} on_ready() -> None :canonical: simvx.editor.panels._game_host.GameHost.on_ready ```` ````{py:method} on_enter_tree() -> None :canonical: simvx.editor.panels._game_host.GameHost.on_enter_tree ```` ````{py:method} on_exit_tree() -> None :canonical: simvx.editor.panels._game_host.GameHost.on_exit_tree ```` ````{py:method} on_fixed_update(dt: float) -> None :canonical: simvx.editor.panels._game_host.GameHost.on_fixed_update ```` ````{py:method} on_draw(canvas) -> None :canonical: simvx.editor.panels._game_host.GameHost.on_draw ```` ````{py:method} on_draw_3d(gizmos) -> None :canonical: simvx.editor.panels._game_host.GameHost.on_draw_3d ```` ````{py:method} on_picked(event: simvx.core.input.events.PickEvent) -> bool | None :canonical: simvx.editor.panels._game_host.GameHost.on_picked ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.editor.panels._game_host.GameHost.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.editor.panels._game_host.GameHost.stop_coroutine ```` ````{py:property} focused :canonical: simvx.editor.panels._game_host.GameHost.focused :type: bool ```` ````{py:method} drag_threshold_for(pointer_type: simvx.core.input.enums.PointerType | str) -> float :canonical: simvx.editor.panels._game_host.GameHost.drag_threshold_for ```` ````{py:method} grab_focus() -> None :canonical: simvx.editor.panels._game_host.GameHost.grab_focus ```` ````{py:method} release_focus() -> None :canonical: simvx.editor.panels._game_host.GameHost.release_focus ```` ````{py:method} capture_pointer(pointer_id: int | None = None) -> None :canonical: simvx.editor.panels._game_host.GameHost.capture_pointer ```` ````{py:method} release_pointer(pointer_id: int | None = None) -> None :canonical: simvx.editor.panels._game_host.GameHost.release_pointer ```` ````{py:property} render_dirty :canonical: simvx.editor.panels._game_host.GameHost.render_dirty :type: bool ```` ````{py:method} clear_children() :canonical: simvx.editor.panels._game_host.GameHost.clear_children ```` ````{py:method} destroy() :canonical: simvx.editor.panels._game_host.GameHost.destroy ```` ````{py:property} destroying :canonical: simvx.editor.panels._game_host.GameHost.destroying :type: bool ```` ````{py:method} call_deferred(method: collections.abc.Callable[..., typing.Any], *args: typing.Any) -> None :canonical: simvx.editor.panels._game_host.GameHost.call_deferred ```` ````{py:property} app :canonical: simvx.editor.panels._game_host.GameHost.app ```` ````{py:property} tree :canonical: simvx.editor.panels._game_host.GameHost.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:property} physics :canonical: simvx.editor.panels._game_host.GameHost.physics ```` ````{py:property} physics_2d :canonical: simvx.editor.panels._game_host.GameHost.physics_2d ```` ````{py:method} __getitem__(key: str) :canonical: simvx.editor.panels._game_host.GameHost.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.editor.panels._game_host.GameHost.get_properties :classmethod: ```` ````{py:method} __repr__() :canonical: simvx.editor.panels._game_host.GameHost.__repr__ ```` `````