simvx.core.ui.bottom_strip¶
BottomControlsStrip: light-grey hint bar pinned to the bottom of the screen.
Solitaire, Casual Crusade, Claustrowordia, and Tiny Yurts all hand-rolled the same widget: a 32–40 px light-grey rectangle pinned to the bottom edge, listing “DRAG X · PRESS Y · …” hint segments separated by middle-dots, with the active hint optionally bolded. This ships that widget as a first-class Control.
Example::
strip = BottomControlsStrip(hints=["DRAG cards onto piles", "DOUBLE-CLICK to auto-play", "ESC menu"])
strip.place_bottom_strip(height=32) # see Control.place_bottom_strip
root.add_child(strip)
Module Contents¶
Classes¶
Pinned hint strip rendering “SEG · SEG · …” centred over a light-grey bg. |
Data¶
API¶
- simvx.core.ui.bottom_strip.__all__¶
[‘BottomControlsStrip’]
- class simvx.core.ui.bottom_strip.BottomControlsStrip(hints: list[str] | tuple[str, ...] = (), *, bg_colour: tuple[float, float, float, float] = (0.9, 0.9, 0.92, 1.0), text_colour: tuple[float, float, float, float] = (0.1, 0.1, 0.12, 1.0), **kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlPinned hint strip rendering “SEG · SEG · …” centred over a light-grey bg.
Properties
hints Tuple of short hint strings. Each segment is rendered separated by a middle-dot glyph. Re-assignment redraws. font_size Text size in px (default 13). text_colour RGBA tuple for the hint text (default near-black). bg_colour RGBA tuple for the strip background (default light grey
#E6E6E6).Layout
The strip is a normal :class:
Control: pair it with- Meth:
Control.place_bottom_strip(or its top-strip companion) for the canonical anchored placement.
Initialization
- font_size¶
‘Property(…)’
- separator¶
‘Property(…)’
- get_minimum_size() simvx.core.math.types.Vec2[source]¶
- size_x¶
‘Property(…)’
- 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(…)’
- modal¶
‘Property(…)’
- dismiss_on_outside_click¶
‘Property(…)’
- pause_tree_when_modal¶
‘Property(…)’
- top_level¶
‘Property(…)’
- property size: simvx.core.math.types.Vec2¶
- touch_mode: str¶
‘mouse’
- property theme: simvx.core.ui.types.Theme | None¶
- property mouse_over: bool¶
- property focused: bool¶
- property disabled: bool¶
- get_theme() simvx.core.ui.types.Theme¶
- queue_redraw()¶
- get_rect() tuple[float, float, float, float]¶
- get_global_rect() tuple[float, float, float, float]¶
- is_point_inside(point) bool¶
- place_bottom_strip(height: float) None¶
- place_top_strip(height: float) None¶
- set_anchor_preset(preset: simvx.core.ui.enums.AnchorPreset)¶
- set_focus()¶
- grab_focus()¶
- release_focus()¶
- has_focus() bool¶
- focus_next_control()¶
- focus_previous_control()¶
- grab_mouse()¶
- release_mouse()¶
- set_drag_preview(control: simvx.core.ui.core.Control)¶
- show_modal()¶
- close_modal()¶
- 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)¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)¶
- wrap_screen(margin: float = 20)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- property visible: bool¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(target: type | str, recursive: bool = True) simvx.core.node.Node | None¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- 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_process(dt: float) None¶
- on_physics_process(dt: float) None¶
- on_picked(event: simvx.core.events.InputEvent) None¶
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶