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

BottomControlsStrip

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.Control

Pinned 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(…)’

property hints: tuple[str, ...][source]
property bg_colour[source]
property text_colour[source]
on_draw(renderer)[source]
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
find_all(node_type: type, recursive: bool = True) list
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__()