simvx.core.ui.autocomplete

Autocomplete popup widget for code completion suggestions.

Module Contents

Classes

AutocompletePopup

Floating completion popup that shows filtered suggestions near the cursor.

Data

API

simvx.core.ui.autocomplete.log

‘getLogger(…)’

simvx.core.ui.autocomplete.MAX_VISIBLE

10

simvx.core.ui.autocomplete.ITEM_HEIGHT

22.0

simvx.core.ui.autocomplete.POPUP_WIDTH

350.0

simvx.core.ui.autocomplete.KIND_COL_WIDTH

36.0

simvx.core.ui.autocomplete.SCROLLBAR_WIDTH

8.0

simvx.core.ui.autocomplete.TEXT_SCALE

0.55

simvx.core.ui.autocomplete.PADDING_X

6.0

simvx.core.ui.autocomplete.PADDING_Y

2.0

simvx.core.ui.autocomplete.BORDER

1.0

simvx.core.ui.autocomplete.SCROLL_STEP

3

class simvx.core.ui.autocomplete.AutocompletePopup(**kwargs)[source]

Bases: simvx.core.ui.core.Control

Floating completion popup that shows filtered suggestions near the cursor.

Non-capturing overlay (modality="none"): the popup draws on top via the overlay layer but does NOT scope input, so the host editor keeps keyboard focus and keeps receiving typed characters while the popup is up. Consumers forward navigation keys (Up/Down/Tab/Enter/Esc/PageUp/PageDown/Home/End) to

Meth:

forward_key while typed characters keep flowing to the editor for live filter updates. Matches every IDE in the wild (VS Code, JetBrains, Sublime, Emacs corfu).

Initialization

top_level

‘Property(…)’

visible

‘Property(…)’

pointer_filter

‘Property(…)’

property is_visible: bool[source]
show(items: list[simvx.core.ui.completion_types.CompletionItem], x: float, y: float)[source]
hide()[source]
update_filter(text: str)[source]
NAV_KEYS

‘frozenset(…)’

forward_key(event: simvx.core.ui.types.GuiInputEvent) → bool[source]

Consumer-side hook: forward a navigation key to the popup.

Returns True if the popup consumed the key, which is the caller’s answer as well: the popup took it, so the editor claims it.

Editors call this before processing typed characters in their own on_gui_input::

def on_gui_input(self, event):
    if self._autocomplete.is_visible and self._autocomplete.forward_key(event):
        return True
    # ... usual editor key handling ...
on_gui_input(event: simvx.core.ui.types.GuiInputEvent)[source]

Direct mouse handling for clicks and the wheel on the popup.

Keyboard arrives via :meth:forward_key from the editor that owns focus; this method only handles mouse events on the popup itself. The wheel scrolls the list and is claimed, so it never reaches the editor underneath while the popup is up.

is_point_inside(point) → bool[source]
on_draw(renderer)[source]
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

touch_target: bool

False

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]
get_minimum_size() → simvx.core.math.types.Vec2
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(…)’

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

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__()