simvx.core.ui.advanced¶
Advanced widgets – CheckBox, SpinBox, DropDown, RadioButton.
Module Contents¶
Classes¶
Toggle control with a check box and label text. |
|
Blender-style numeric field: value always visible, arrows on sides, drag to scrub. |
|
Drop-down selection from a list of items. |
|
One choice among several: a |
Data¶
API¶
- simvx.core.ui.advanced.log¶
‘getLogger(…)’
- simvx.core.ui.advanced.__all__¶
[‘CheckBox’, ‘SpinBox’, ‘DropDown’, ‘RadioButton’]
- class simvx.core.ui.advanced.CheckBox(text: str = '', checked: bool = False, on_toggle=None, **kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlToggle control with a check box and label text.
Example: cb = CheckBox(“Enable Feature”, checked=True) cb.toggled.connect(lambda on: print(“Checked:”, on))
Initialization
- pointer_filter¶
‘Property(…)’
- touch_target¶
True
- text¶
‘Property(…)’
- checked¶
‘Property(…)’
- text_colour¶
‘ThemeColour(…)’
- check_colour¶
‘ThemeColour(…)’
- box_colour¶
‘ThemeColour(…)’
- hover_colour¶
‘ThemeColour(…)’
- get_minimum_size() simvx.core.math.types.Vec2[source]¶
- activate() bool[source]¶
Toggle, the way a click does:
ui_acceptflips a focused check box.Matches Godot (
CheckBoxis a button, soui_accepttoggles it) and Unity (ToggleimplementsISubmitHandler). Note the defaultfocus_modeisNONE, so this only ever runs for a check box an author made focusable.
- size_x¶
‘Property(…)’
- size_y¶
‘Property(…)’
- min_size_x¶
‘Property(…)’
- min_size_y¶
‘Property(…)’
- anchor_left¶
‘Property(…)’
- anchor_top¶
‘Property(…)’
- anchor_right¶
‘Property(…)’
- anchor_bottom¶
‘Property(…)’
- margin_left¶
‘Property(…)’
- margin_top¶
‘Property(…)’
- margin_right¶
‘Property(…)’
- margin_bottom¶
‘Property(…)’
- anchor¶
‘Property(…)’
- inset¶
‘Property(…)’
- dismiss_on_outside_click¶
‘Property(…)’
- clip_contents¶
‘Property(…)’
- focus_mode¶
‘Property(…)’
- tooltip¶
‘Property(…)’
- cursor_shape¶
‘Property(…)’
- pointer_types: frozenset[simvx.core.input.enums.PointerType] | None¶
None
- property wants_text_input: bool¶
- size_flags_horizontal¶
‘Property(…)’
- size_flags_vertical¶
‘Property(…)’
- stretch_ratio¶
‘Property(…)’
- max_size¶
‘Property(…)’
- property size: simvx.core.math.types.Vec2¶
- property min_size: simvx.core.math.types.Vec2¶
- autosize_to_content() None¶
- accepts_pointers¶
‘Property(…)’
- property theme: simvx.core.ui.types.Theme | None¶
- property mouse_over: bool¶
- property disabled: bool¶
- get_theme() simvx.core.ui.types.Theme¶
- property viewport_size: simvx.core.math.types.Vec2¶
- property viewport_insets: tuple[float, float, float, float]¶
- queue_redraw()¶
- size_floor() tuple[float, float]¶
- add_child(node: simvx.core.node.T) simvx.core.node.T¶
- get_rect() tuple[float, float, float, float]¶
- get_global_rect() tuple[float, float, float, float]¶
- property focus_rect: tuple[float, float, float, float] | None¶
- is_point_inside(point) bool¶
- is_hit(event: simvx.core.input.events.PointerEvent) bool¶
- classmethod __init_subclass__(**kwargs)¶
- focus_next_control()¶
- focus_previous_control()¶
- set_drag_preview(control: simvx.core.ui.core.Control)¶
- property is_overlay_open: bool¶
- 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¶
- close_overlay() None¶
- position¶
‘_SpatialVecProperty(…)’
- rotation¶
‘Property(…)’
- scale¶
‘_SpatialVecProperty(…)’
- top_level¶
‘Property(…)’
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- property absolute_z_index: int¶
- property rotation_degrees: float¶
- property world_position: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
- property world_scale: simvx.core.math.types.Vec2¶
- property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]¶
- property forward: simvx.core.math.types.Vec2¶
- property right: simvx.core.math.types.Vec2¶
- translate(offset: tuple[float, float] | numpy.ndarray)¶
- rotate(radians: float)¶
- rotate_deg(degrees: float)¶
- look_at(target: tuple[float, float] | numpy.ndarray)¶
- to_global(point) simvx.core.math.types.Vec2¶
- to_local(point) simvx.core.math.types.Vec2¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- wrap_screen(margin: float = 20)¶
- post_processed¶
‘Property(…)’
- property transform_render_dirty: bool¶
- strict_errors: ClassVar[bool]¶
True
- dev_checks: ClassVar[bool]¶
None
- dev_warnings: ClassVar[bool]¶
None
- freeze_check_interval: ClassVar[float]¶
1.0
- dynamic: bool¶
False
- visible¶
‘Property(…)’
- update_mode¶
‘Property(…)’
- drag_threshold¶
‘Property(…)’
- focus_entered¶
‘Signal(…)’
- focus_exited¶
‘Signal(…)’
- __properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]¶
None
- property name: str¶
- property visible_in_tree: bool¶
- property input_player: simvx.core.input.players.InputPlayer¶
- property input_context: simvx.core.input.contexts.InputContext | None¶
- reset_error() None¶
- remove_child(node: simvx.core.node.Node) None¶
- reparent(new_parent: simvx.core.node.Node)¶
- node_at(path, default=_NO_DEFAULT)¶
- find(target, *, direct: bool = False)¶
- find_all(target, *, direct: bool = False)¶
- expect(target, *, direct: bool = False)¶
- ancestor(target)¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- property is_scene_root: bool¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_ready() None¶
- on_enter_tree() None¶
- on_exit_tree() None¶
- on_update(dt: float) None¶
- on_fixed_update(dt: float) None¶
- on_draw_3d(gizmos) None¶
- on_picked(event: simvx.core.input.events.PickEvent) bool | None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- property focused: bool¶
- drag_threshold_for(pointer_type: simvx.core.input.enums.PointerType | str) float¶
- grab_focus() None¶
- release_focus() None¶
- capture_pointer(pointer_id: int | None = None) None¶
- release_pointer(pointer_id: int | None = None) None¶
- property render_dirty: bool¶
- clear_children()¶
- destroy()¶
- property destroying: bool¶
- property destroyed: bool¶
- call_deferred(method: collections.abc.Callable[..., Any], *args: Any) None¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- property physics¶
- property physics_2d¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶
- class simvx.core.ui.advanced.SpinBox(value: float = 0, step: float = 1, **kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlBlender-style numeric field: value always visible, arrows on sides, drag to scrub.
Interaction modes:
Display: Shows formatted value centred. Arrows
<>on hover.Drag: Mouse-down + horizontal drag scrubs value by
stepper pixel.Click: Mouse-down + release without dragging enters edit mode.
Edit: Type a new value. Enter commits, Escape cancels.
Scroll: Mouse wheel increments/decrements by
step.
Example::
spin = SpinBox(min_value=0, max_value=100, value=50, step=5) spin.value_changed.connect(lambda v: print("Value:", v))Initialization
- pointer_filter¶
‘Property(…)’
- touch_target¶
True
- focus_mode¶
‘Property(…)’
- min_value¶
‘Property(…)’
- max_value¶
‘Property(…)’
- value¶
‘Property(…)’
- size_x¶
‘Property(…)’
- size_y¶
‘Property(…)’
- text_colour¶
‘ThemeColour(…)’
- bg_colour¶
‘ThemeColour(…)’
- border_colour¶
‘ThemeColour(…)’
- arrow_colour¶
‘ThemeColour(…)’
- focus_colour¶
‘ThemeColour(…)’
- property wants_text_input: bool[source]¶
Whether the spin box takes typing: only while an edit session is open.
- get_minimum_size() simvx.core.math.types.Vec2[source]¶
- min_size_x¶
‘Property(…)’
- min_size_y¶
‘Property(…)’
- anchor_left¶
‘Property(…)’
- anchor_top¶
‘Property(…)’
- anchor_right¶
‘Property(…)’
- anchor_bottom¶
‘Property(…)’
- margin_left¶
‘Property(…)’
- margin_top¶
‘Property(…)’
- margin_right¶
‘Property(…)’
- margin_bottom¶
‘Property(…)’
- anchor¶
‘Property(…)’
- inset¶
‘Property(…)’
- dismiss_on_outside_click¶
‘Property(…)’
- clip_contents¶
‘Property(…)’
- tooltip¶
‘Property(…)’
- cursor_shape¶
‘Property(…)’
- pointer_types: frozenset[simvx.core.input.enums.PointerType] | None¶
None
- size_flags_horizontal¶
‘Property(…)’
- size_flags_vertical¶
‘Property(…)’
- stretch_ratio¶
‘Property(…)’
- max_size¶
‘Property(…)’
- property size: simvx.core.math.types.Vec2¶
- property min_size: simvx.core.math.types.Vec2¶
- content_signature() object¶
- content_uses(chars: str) bool¶
- autosize_to_content() None¶
- accepts_pointers¶
‘Property(…)’
- property theme: simvx.core.ui.types.Theme | None¶
- property mouse_over: bool¶
- property disabled: bool¶
- get_theme() simvx.core.ui.types.Theme¶
- property viewport_size: simvx.core.math.types.Vec2¶
- property viewport_insets: tuple[float, float, float, float]¶
- queue_redraw()¶
- size_floor() tuple[float, float]¶
- add_child(node: simvx.core.node.T) simvx.core.node.T¶
- get_rect() tuple[float, float, float, float]¶
- get_global_rect() tuple[float, float, float, float]¶
- property focus_rect: tuple[float, float, float, float] | None¶
- is_point_inside(point) bool¶
- is_hit(event: simvx.core.input.events.PointerEvent) bool¶
- classmethod __init_subclass__(**kwargs)¶
- activate() bool¶
- focus_next_control()¶
- focus_previous_control()¶
- set_drag_preview(control: simvx.core.ui.core.Control)¶
- property is_overlay_open: bool¶
- 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¶
- close_overlay() None¶
- position¶
‘_SpatialVecProperty(…)’
- rotation¶
‘Property(…)’
- scale¶
‘_SpatialVecProperty(…)’
- top_level¶
‘Property(…)’
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- property absolute_z_index: int¶
- property rotation_degrees: float¶
- property world_position: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
- property world_scale: simvx.core.math.types.Vec2¶
- property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]¶
- property forward: simvx.core.math.types.Vec2¶
- property right: simvx.core.math.types.Vec2¶
- translate(offset: tuple[float, float] | numpy.ndarray)¶
- rotate(radians: float)¶
- rotate_deg(degrees: float)¶
- look_at(target: tuple[float, float] | numpy.ndarray)¶
- to_global(point) simvx.core.math.types.Vec2¶
- to_local(point) simvx.core.math.types.Vec2¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- wrap_screen(margin: float = 20)¶
- post_processed¶
‘Property(…)’
- property transform_render_dirty: bool¶
- strict_errors: ClassVar[bool]¶
True
- dev_checks: ClassVar[bool]¶
None
- dev_warnings: ClassVar[bool]¶
None
- freeze_check_interval: ClassVar[float]¶
1.0
- dynamic: bool¶
False
- visible¶
‘Property(…)’
- update_mode¶
‘Property(…)’
- drag_threshold¶
‘Property(…)’
- focus_entered¶
‘Signal(…)’
- focus_exited¶
‘Signal(…)’
- __properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]¶
None
- property name: str¶
- property visible_in_tree: bool¶
- property input_player: simvx.core.input.players.InputPlayer¶
- property input_context: simvx.core.input.contexts.InputContext | None¶
- reset_error() None¶
- remove_child(node: simvx.core.node.Node) None¶
- reparent(new_parent: simvx.core.node.Node)¶
- node_at(path, default=_NO_DEFAULT)¶
- find(target, *, direct: bool = False)¶
- find_all(target, *, direct: bool = False)¶
- expect(target, *, direct: bool = False)¶
- ancestor(target)¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- property is_scene_root: bool¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_ready() None¶
- on_enter_tree() None¶
- on_exit_tree() None¶
- on_fixed_update(dt: float) None¶
- on_draw_3d(gizmos) None¶
- on_picked(event: simvx.core.input.events.PickEvent) bool | None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- property focused: bool¶
- drag_threshold_for(pointer_type: simvx.core.input.enums.PointerType | str) float¶
- grab_focus() None¶
- release_focus() None¶
- capture_pointer(pointer_id: int | None = None) None¶
- release_pointer(pointer_id: int | None = None) None¶
- property render_dirty: bool¶
- clear_children()¶
- destroy()¶
- property destroying: bool¶
- property destroyed: bool¶
- call_deferred(method: collections.abc.Callable[..., Any], *args: Any) None¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- property physics¶
- property physics_2d¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶
- class simvx.core.ui.advanced.DropDown(**kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlDrop-down selection from a list of items.
Example: dd = DropDown(items=[“Low”, “Medium”, “High”], selected_index=1) dd.item_selected.connect(lambda idx: print(“Selected:”, idx))
Initialization
- pointer_filter¶
‘Property(…)’
- touch_target¶
True
- items¶
‘Property(…)’
- selected_index¶
‘Property(…)’
- font_size¶
‘Property(…)’
- size_x¶
‘Property(…)’
- size_y¶
‘Property(…)’
- text_colour¶
‘ThemeColour(…)’
- bg_colour¶
‘ThemeColour(…)’
- hover_colour¶
‘ThemeColour(…)’
- border_colour¶
‘ThemeColour(…)’
- item_bg_colour¶
‘ThemeColour(…)’
- item_hover_colour¶
‘ThemeColour(…)’
- arrow_colour¶
‘ThemeColour(…)’
- get_minimum_size() simvx.core.math.types.Vec2[source]¶
- is_point_inside(point) bool[source]¶
The DropDown’s input scope covers the button AND, when open, the item-list rect below it. The router’s hit-test consults this.
- min_size_x¶
‘Property(…)’
- min_size_y¶
‘Property(…)’
- anchor_left¶
‘Property(…)’
- anchor_top¶
‘Property(…)’
- anchor_right¶
‘Property(…)’
- anchor_bottom¶
‘Property(…)’
- margin_left¶
‘Property(…)’
- margin_top¶
‘Property(…)’
- margin_right¶
‘Property(…)’
- margin_bottom¶
‘Property(…)’
- anchor¶
‘Property(…)’
- inset¶
‘Property(…)’
- dismiss_on_outside_click¶
‘Property(…)’
- clip_contents¶
‘Property(…)’
- focus_mode¶
‘Property(…)’
- tooltip¶
‘Property(…)’
- cursor_shape¶
‘Property(…)’
- pointer_types: frozenset[simvx.core.input.enums.PointerType] | None¶
None
- property wants_text_input: bool¶
- size_flags_horizontal¶
‘Property(…)’
- size_flags_vertical¶
‘Property(…)’
- stretch_ratio¶
‘Property(…)’
- max_size¶
‘Property(…)’
- property size: simvx.core.math.types.Vec2¶
- property min_size: simvx.core.math.types.Vec2¶
- content_signature() object¶
- content_uses(chars: str) bool¶
- autosize_to_content() None¶
- accepts_pointers¶
‘Property(…)’
- property theme: simvx.core.ui.types.Theme | None¶
- property mouse_over: bool¶
- property disabled: bool¶
- get_theme() simvx.core.ui.types.Theme¶
- property viewport_size: simvx.core.math.types.Vec2¶
- property viewport_insets: tuple[float, float, float, float]¶
- queue_redraw()¶
- size_floor() tuple[float, float]¶
- add_child(node: simvx.core.node.T) simvx.core.node.T¶
- get_rect() tuple[float, float, float, float]¶
- get_global_rect() tuple[float, float, float, float]¶
- property focus_rect: tuple[float, float, float, float] | None¶
- is_hit(event: simvx.core.input.events.PointerEvent) bool¶
- classmethod __init_subclass__(**kwargs)¶
- activate() bool¶
- focus_next_control()¶
- focus_previous_control()¶
- set_drag_preview(control: simvx.core.ui.core.Control)¶
- property is_overlay_open: bool¶
- 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¶
- close_overlay() None¶
- position¶
‘_SpatialVecProperty(…)’
- rotation¶
‘Property(…)’
- scale¶
‘_SpatialVecProperty(…)’
- top_level¶
‘Property(…)’
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- property absolute_z_index: int¶
- property rotation_degrees: float¶
- property world_position: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
- property world_scale: simvx.core.math.types.Vec2¶
- property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]¶
- property forward: simvx.core.math.types.Vec2¶
- property right: simvx.core.math.types.Vec2¶
- translate(offset: tuple[float, float] | numpy.ndarray)¶
- rotate(radians: float)¶
- rotate_deg(degrees: float)¶
- look_at(target: tuple[float, float] | numpy.ndarray)¶
- to_global(point) simvx.core.math.types.Vec2¶
- to_local(point) simvx.core.math.types.Vec2¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- wrap_screen(margin: float = 20)¶
- post_processed¶
‘Property(…)’
- property transform_render_dirty: bool¶
- strict_errors: ClassVar[bool]¶
True
- dev_checks: ClassVar[bool]¶
None
- dev_warnings: ClassVar[bool]¶
None
- freeze_check_interval: ClassVar[float]¶
1.0
- dynamic: bool¶
False
- visible¶
‘Property(…)’
- update_mode¶
‘Property(…)’
- drag_threshold¶
‘Property(…)’
- focus_entered¶
‘Signal(…)’
- focus_exited¶
‘Signal(…)’
- __properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]¶
None
- property name: str¶
- property visible_in_tree: bool¶
- property input_player: simvx.core.input.players.InputPlayer¶
- property input_context: simvx.core.input.contexts.InputContext | None¶
- reset_error() None¶
- remove_child(node: simvx.core.node.Node) None¶
- reparent(new_parent: simvx.core.node.Node)¶
- node_at(path, default=_NO_DEFAULT)¶
- find(target, *, direct: bool = False)¶
- find_all(target, *, direct: bool = False)¶
- expect(target, *, direct: bool = False)¶
- ancestor(target)¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- property is_scene_root: bool¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_ready() None¶
- on_enter_tree() None¶
- on_exit_tree() None¶
- on_update(dt: float) None¶
- on_fixed_update(dt: float) None¶
- on_draw_3d(gizmos) None¶
- on_picked(event: simvx.core.input.events.PickEvent) bool | None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- property focused: bool¶
- drag_threshold_for(pointer_type: simvx.core.input.enums.PointerType | str) float¶
- grab_focus() None¶
- release_focus() None¶
- capture_pointer(pointer_id: int | None = None) None¶
- release_pointer(pointer_id: int | None = None) None¶
- property render_dirty: bool¶
- clear_children()¶
- destroy()¶
- property destroying: bool¶
- property destroyed: bool¶
- call_deferred(method: collections.abc.Callable[..., Any], *args: Any) None¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- property physics¶
- property physics_2d¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶
- class simvx.core.ui.advanced.RadioButton(text: str = '', on_press=None, **kwargs)[source]¶
Bases:
simvx.core.ui.widgets.ButtonOne choice among several: a
Buttondrawn as a circle and a label.Exclusivity comes from a :class:
ButtonGroup, as for any toggle button: give every choice the same group and checking one unchecks the rest. A click orui_acceptchecks a radio button and never unchecks it, so a choice once made stays made whatever the group’sallow_unchecked; code can still setcheckedto False.toggled(checked)reports the player’s changes, on the button that lost the choice as well as the one that won it.Example: opts = ButtonGroup() r1 = RadioButton(“Option A”, group=opts, checked=True) r2 = RadioButton(“Option B”, group=opts) r1.toggled.connect(lambda on: print(“A:”, on))
Initialization
- text¶
‘Property(…)’
- font_size¶
‘Property(…)’
- focus_mode¶
‘Property(…)’
- toggle_mode¶
‘Property(…)’
- text_colour¶
‘ThemeColour(…)’
- circle_colour¶
‘ThemeColour(…)’
- dot_colour¶
‘ThemeColour(…)’
- get_minimum_size() simvx.core.math.types.Vec2[source]¶
- activate() bool[source]¶
Check this option, the way a click does; an already-checked one holds.
Unchecking is not an option a radio button offers, so the key is consumed either way. Default
focus_modeisNONE: only a radio button an author made focusable is ever activated from the keyboard.
- pointer_filter¶
‘Property(…)’
- touch_target¶
True
- class VisualState¶
Bases:
enum.StrEnum- NORMAL¶
‘normal’
- HOVER¶
‘hover’
- PRESSED¶
‘pressed’
- DISABLED¶
‘disabled’
- FOCUSED¶
‘focused’
- CHECKED¶
‘checked’
- __new__(*values)¶
- __add__()¶
- __contains__()¶
- __delattr__()¶
- __dir__()¶
- __eq__()¶
- __format__()¶
- __ge__()¶
- __getattribute__()¶
- __getitem__()¶
- __getnewargs__()¶
- __getstate__()¶
- __gt__()¶
- __hash__()¶
- __iter__()¶
- __le__()¶
- __len__()¶
- __lt__()¶
- __mod__()¶
- __mul__()¶
- __ne__()¶
- __reduce__()¶
- __reduce_ex__()¶
- __repr__()¶
- __rmod__()¶
- __rmul__()¶
- __setattr__()¶
- __sizeof__()¶
- __str__()¶
- __subclasshook__()¶
- capitalize()¶
- casefold()¶
- center()¶
- count()¶
- encode()¶
- endswith()¶
- expandtabs()¶
- find()¶
- format()¶
- format_map()¶
- index()¶
- isalnum()¶
- isalpha()¶
- isascii()¶
- isdecimal()¶
- isdigit()¶
- isidentifier()¶
- islower()¶
- isnumeric()¶
- isprintable()¶
- isspace()¶
- istitle()¶
- isupper()¶
- join()¶
- ljust()¶
- lower()¶
- lstrip()¶
- partition()¶
- removeprefix()¶
- removesuffix()¶
- replace()¶
- rfind()¶
- rindex()¶
- rjust()¶
- rpartition()¶
- rsplit()¶
- rstrip()¶
- split()¶
- splitlines()¶
- startswith()¶
- strip()¶
- swapcase()¶
- title()¶
- translate()¶
- upper()¶
- zfill()¶
- __deepcopy__(memo)¶
- __copy__()¶
- name()¶
- value()¶
- action¶
‘Property(…)’
- checked¶
‘Property(…)’
- style_normal¶
‘ThemeStyleBox(…)’
- style_hover¶
‘ThemeStyleBox(…)’
- style_pressed¶
‘ThemeStyleBox(…)’
- style_disabled¶
‘ThemeStyleBox(…)’
- style_focused¶
‘ThemeStyleBox(…)’
- style_checked¶
‘ThemeStyleBox(…)’
- text_disabled_colour¶
‘ThemeColour(…)’
- bg_colour¶
‘ThemeColour(…)’
- hover_colour¶
‘ThemeColour(…)’
- pressed_colour¶
‘ThemeColour(…)’
- checked_colour¶
‘ThemeColour(…)’
- border_colour¶
‘ThemeColour(…)’
- property border_width¶
- property is_pressed: bool¶
- property group: simvx.core.ui.button_group.ButtonGroup | None¶
- property visual_state_override: simvx.core.ui.widgets.Button | None¶
- set_visual_state_override(state: simvx.core.ui.widgets.Button | str | None) None¶
- content_signature() object¶
- content_uses(chars: str) bool¶
- on_gui_input(event)¶
- size_x¶
‘Property(…)’
- size_y¶
‘Property(…)’
- min_size_x¶
‘Property(…)’
- min_size_y¶
‘Property(…)’
- anchor_left¶
‘Property(…)’
- anchor_top¶
‘Property(…)’
- anchor_right¶
‘Property(…)’
- anchor_bottom¶
‘Property(…)’
- margin_left¶
‘Property(…)’
- margin_top¶
‘Property(…)’
- margin_right¶
‘Property(…)’
- margin_bottom¶
‘Property(…)’
- anchor¶
‘Property(…)’
- inset¶
‘Property(…)’
- dismiss_on_outside_click¶
‘Property(…)’
- clip_contents¶
‘Property(…)’
- tooltip¶
‘Property(…)’
- cursor_shape¶
‘Property(…)’
- pointer_types: frozenset[simvx.core.input.enums.PointerType] | None¶
None
- property wants_text_input: bool¶
- size_flags_horizontal¶
‘Property(…)’
- size_flags_vertical¶
‘Property(…)’
- stretch_ratio¶
‘Property(…)’
- max_size¶
‘Property(…)’
- property size: simvx.core.math.types.Vec2¶
- property min_size: simvx.core.math.types.Vec2¶
- autosize_to_content() None¶
- accepts_pointers¶
‘Property(…)’
- property theme: simvx.core.ui.types.Theme | None¶
- property mouse_over: bool¶
- property disabled: bool¶
- get_theme() simvx.core.ui.types.Theme¶
- property viewport_size: simvx.core.math.types.Vec2¶
- property viewport_insets: tuple[float, float, float, float]¶
- queue_redraw()¶
- size_floor() tuple[float, float]¶
- add_child(node: simvx.core.node.T) simvx.core.node.T¶
- get_rect() tuple[float, float, float, float]¶
- get_global_rect() tuple[float, float, float, float]¶
- property focus_rect: tuple[float, float, float, float] | None¶
- is_point_inside(point) bool¶
- is_hit(event: simvx.core.input.events.PointerEvent) bool¶
- classmethod __init_subclass__(**kwargs)¶
- focus_next_control()¶
- focus_previous_control()¶
- set_drag_preview(control: simvx.core.ui.core.Control)¶
- property is_overlay_open: bool¶
- 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¶
- close_overlay() None¶
- position¶
‘_SpatialVecProperty(…)’
- rotation¶
‘Property(…)’
- scale¶
‘_SpatialVecProperty(…)’
- top_level¶
‘Property(…)’
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- property absolute_z_index: int¶
- property rotation_degrees: float¶
- property world_position: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
- property world_scale: simvx.core.math.types.Vec2¶
- property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]¶
- property forward: simvx.core.math.types.Vec2¶
- property right: simvx.core.math.types.Vec2¶
- translate(offset: tuple[float, float] | numpy.ndarray)¶
- rotate(radians: float)¶
- rotate_deg(degrees: float)¶
- look_at(target: tuple[float, float] | numpy.ndarray)¶
- to_global(point) simvx.core.math.types.Vec2¶
- to_local(point) simvx.core.math.types.Vec2¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- wrap_screen(margin: float = 20)¶
- post_processed¶
‘Property(…)’
- property transform_render_dirty: bool¶
- strict_errors: ClassVar[bool]¶
True
- dev_checks: ClassVar[bool]¶
None
- dev_warnings: ClassVar[bool]¶
None
- freeze_check_interval: ClassVar[float]¶
1.0
- dynamic: bool¶
False
- visible¶
‘Property(…)’
- update_mode¶
‘Property(…)’
- drag_threshold¶
‘Property(…)’
- focus_entered¶
‘Signal(…)’
- focus_exited¶
‘Signal(…)’
- __properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]¶
None
- property name: str¶
- property visible_in_tree: bool¶
- property input_player: simvx.core.input.players.InputPlayer¶
- property input_context: simvx.core.input.contexts.InputContext | None¶
- reset_error() None¶
- remove_child(node: simvx.core.node.Node) None¶
- reparent(new_parent: simvx.core.node.Node)¶
- node_at(path, default=_NO_DEFAULT)¶
- find(target, *, direct: bool = False)¶
- find_all(target, *, direct: bool = False)¶
- expect(target, *, direct: bool = False)¶
- ancestor(target)¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- property is_scene_root: bool¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_ready() None¶
- on_enter_tree() None¶
- on_exit_tree() None¶
- on_update(dt: float) None¶
- on_fixed_update(dt: float) None¶
- on_draw_3d(gizmos) None¶
- on_picked(event: simvx.core.input.events.PickEvent) bool | None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- property focused: bool¶
- drag_threshold_for(pointer_type: simvx.core.input.enums.PointerType | str) float¶
- grab_focus() None¶
- release_focus() None¶
- capture_pointer(pointer_id: int | None = None) None¶
- release_pointer(pointer_id: int | None = None) None¶
- property render_dirty: bool¶
- clear_children()¶
- destroy()¶
- property destroying: bool¶
- property destroyed: bool¶
- call_deferred(method: collections.abc.Callable[..., Any], *args: Any) None¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- property physics¶
- property physics_2d¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶