simvx.core.ui.menu¶
Menu widgets – MenuItem, PopupMenu, MenuBar.
A MenuBar’s dropdowns (and their submenus) each register a light overlay
whose chain owner is the MenuBar, so the overlay layer draws them on top and
scopes input to the open chain. Outside-click and Escape dismiss the whole chain
via the router. A standalone PopupMenu (no MenuBar ancestor) owns its own chain.
Module Contents¶
Classes¶
Data¶
API¶
- simvx.core.ui.menu.log¶
‘getLogger(…)’
- simvx.core.ui.menu.__all__¶
[‘MenuItem’, ‘PopupMenu’, ‘MenuBar’]
- class simvx.core.ui.menu.MenuItem(text: str = '', callback: collections.abc.Callable = None, shortcut: str = '', separator: bool = False, submenu: list[simvx.core.ui.menu.MenuItem] | None = None)[source]¶
Data for a single menu entry (text, callback, shortcut, or separator).
Initialization
- __slots__¶
(‘text’, ‘callback’, ‘shortcut’, ‘separator’, ‘submenu’)
- class simvx.core.ui.menu.PopupMenu(items: list[simvx.core.ui.menu.MenuItem] = None, **kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlDropdown popup showing a vertical list of MenuItems.
A PopupMenu registers itself as a
lightoverlay (viashow) whose chain owner is the ancestor MenuBar (or itself, for a standalone context menu). The overlay router scopes input to the open chain; the popup gets its clicks via standard child hit-testing within that scope.Initialization
- bg_colour¶
‘ThemeColour(…)’
- hover_colour¶
‘ThemeColour(…)’
- text_colour¶
‘ThemeColour(…)’
- shortcut_colour¶
‘ThemeColour(…)’
- separator_colour¶
‘ThemeColour(…)’
- border_colour¶
‘ThemeColour(…)’
- style¶
‘ThemeStyleBox(…)’
- style_hover¶
‘ThemeStyleBox(…)’
- show(x: float, y: float)[source]¶
Position the menu and register it as a
lightoverlay.The overlay’s chain
owneris the ancestor :class:MenuBar(so a dropdown + its submenus dismiss as one chain), or the root popup of a standalone context-menu chain. Layering, input scope, and outside-click dismissal are the overlay layer’s job; this method only positions + opens.
- on_exit_tree() → None[source]¶
Ensure the overlay entry is released if removed from the tree while shown.
Control._exit_treealready pops a registered overlay before detaching, so this is belt-and-braces: hide and close idempotently so an item callback that rebuilds the owning panel mid-open never strands the entry.
- 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(…)’
- dismiss_on_outside_click¶
‘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_minimum_size() → simvx.core.math.types.Vec2¶
- get_rect() → tuple[float, float, float, float]¶
- get_global_rect() → tuple[float, float, float, float]¶
- 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)¶
- 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)¶
- 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)¶
- hdr¶
‘Property(…)’
- property transform_render_dirty: bool¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- dynamic: bool¶
False
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property update_mode: simvx.core.descriptors.UpdateMode¶
- 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¶
- get_node_or_none(path: str) → simvx.core.node.Node | None¶
- find(target, *, direct: bool = False)¶
- find_all(target, *, direct: bool = False)¶
- 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_update(dt: float) → None¶
- on_fixed_update(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)¶
- property render_dirty: bool¶
- clear_children()¶
- destroy()¶
- 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.menu.MenuBar(**kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlHorizontal menu bar with named dropdown popups.
Opening a menu registers that dropdown as a
lightoverlay whose chainowneris this MenuBar, so the overlay router gates input to the bar + open popup chain. Hovering another label while a menu is open switches to it; clicking outside the bar/popup dismisses the whole chain via the router.Initialization
- BAR_HEIGHT¶
28.0
- bg_colour¶
‘ThemeColour(…)’
- text_colour¶
‘ThemeColour(…)’
- hover_colour¶
‘ThemeColour(…)’
- add_menu(name: str, items: list[simvx.core.ui.menu.MenuItem]) → simvx.core.ui.menu.PopupMenu[source]¶
Add a named dropdown menu to the bar.
- is_point_inside(point) → bool[source]¶
Bar covers its own label strip; while a menu is open the modal scope also includes the popup chain (handled via child hit-testing).
- 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(…)’
- dismiss_on_outside_click¶
‘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_minimum_size() → simvx.core.math.types.Vec2¶
- get_rect() → tuple[float, float, float, float]¶
- get_global_rect() → tuple[float, float, float, float]¶
- 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)¶
- 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)¶
- 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)¶
- hdr¶
‘Property(…)’
- property transform_render_dirty: bool¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- dynamic: bool¶
False
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property update_mode: simvx.core.descriptors.UpdateMode¶
- 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¶
- get_node_or_none(path: str) → simvx.core.node.Node | None¶
- find(target, *, direct: bool = False)¶
- find_all(target, *, direct: bool = False)¶
- 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_update(dt: float) → None¶
- on_fixed_update(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)¶
- property render_dirty: bool¶
- clear_children()¶
- destroy()¶
- 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__()¶