simvx.core.input.engine¶
The engine’s own entries: the actions every tree has before a game declares anything.
These are the eight UI navigation actions. They sit at the bottom of every
tree’s map, beneath the project’s settings and every node’s context, so a
project that lists none still navigates, a game redefines one by declaring the
same name on a context, and a player rebinds one with InputMap.rebind like
any other action. A clean branch, hides=InputContext.ALL, takes every name
the game declared and gives these back as the engine declared them, because a
menu that could hide navigation could not be left.
A controller drives all of it. ui_accept is also the bottom face
button, ui_cancel the right one, the two traversal actions are the
shoulders, and the four directions are the D-pad and the left stick.
The four directions have no keyboard default. Binding them to the arrow
keys would take those keys away from every game that steers with them the
moment a control holds focus; a game that wants arrow navigation declares it,
{"ui_up": [Key.UP], ...}.
The engine’s Tab is exact (exact=True), so it is not Shift+Tab, which is
ui_focus_prev; Enter and Escape follow the ordinary rule and fire under
any modifier.
Module Contents¶
Data¶
API¶
- simvx.core.input.engine.__all__¶
[‘ENGINE_CONTEXT’, ‘UI_ACCEPT’, ‘UI_ACTIONS’, ‘UI_CANCEL’, ‘UI_DOWN’, ‘UI_FOCUS_NEXT’, ‘UI_FOCUS_PRE…
- simvx.core.input.engine.UI_FOCUS_NEXT¶
‘ui_focus_next’
- simvx.core.input.engine.UI_FOCUS_PREV¶
‘ui_focus_prev’
- simvx.core.input.engine.UI_ACCEPT¶
‘ui_accept’
- simvx.core.input.engine.UI_CANCEL¶
‘ui_cancel’
- simvx.core.input.engine.UI_UP¶
‘ui_up’
- simvx.core.input.engine.UI_DOWN¶
‘ui_down’
- simvx.core.input.engine.UI_LEFT¶
‘ui_left’
- simvx.core.input.engine.UI_RIGHT¶
‘ui_right’
- simvx.core.input.engine.ENGINE_CONTEXT¶
‘InputContext(…)’
- simvx.core.input.engine.UI_ACTIONS: tuple[str, ...]¶
‘tuple(…)’