simvx.core.ui.scene_host¶
SceneHost: a tree running inside another, reached through a node.
A hosted tree (an editor’s game viewport, a game’s arcade cabinet) is never a second destination for input. It is reached through this node, which lives in the host tree and receives input by that tree’s ordinary rules, then forwards what reached it: a pointer while it is over the host’s rect or held by it; a key, typed text or a controller while the host holds focus in a tree that has it. A host that must see an event before its guest (the editor’s F5) uses a capture handler above the host, which runs first.
When input stops reaching the guest it is handed over rather than cut off
(SceneTree.input_handover): held actions close with a real edge, pointers
cancel, the hover leaves, the text session ends, and nothing presses on
arrival. It is per kind: turning forwarding off, or the host leaving its
tree, hiding or stopping, hands over everything; losing focus hands over the
keys and leaves a drag alone; a pointer leaving the rect unpressed only
leaves.
What the guest asks of the platform travels up: its text session opens over
the host’s rect in the host tree, its cursor_shape is the host’s while
the pointer is over it, and its pointer lock is the host tree’s. What the
host’s screen does travels down: the insets over the host’s rect become the
guest’s, in its own units.
A host given a node rather than a tree builds the guest itself, sizes it to its own rect and steps it once a frame; a host given a tree someone else steps (the editor’s play mode) leaves stepping to its owner. Drawing the guest is the owner’s too.
Module Contents¶
Classes¶
A node that runs a tree inside the tree it belongs to, and forwards input into it. |
Data¶
API¶
- simvx.core.ui.scene_host.__all__¶
[‘SceneHost’]
- class simvx.core.ui.scene_host.SceneHost(guest: simvx.core.scene_tree.SceneTree | simvx.core.node.Node | None = None, **kwargs: Any)[source]¶
Bases:
simvx.core.ui.core.ControlA node that runs a tree inside the tree it belongs to, and forwards input into it.
Example::
class Cabinet(Control): def on_ready(self): self.host = self.add_child(SceneHost(ArcadeGame(), focus_mode=FocusMode.HOVER)) self.host.set_anchor_preset(Anchor.FULL_RECT) @on_input(Key.ESCAPE, capture=True) # heard before the guest def _leave(self, event): self.host.forwarding = False return TrueInitialization
- pointer_filter¶
‘Property(…)’
- accepts_pointers¶
‘Property(…)’
- focus_mode¶
‘Property(…)’
- forwarding¶
‘Property(…)’
- property guest: simvx.core.scene_tree.SceneTree | None[source]¶
The tree this host runs. Assigning a node builds a tree for it, owned and stepped here.
- to_guest(point) simvx.core.math.types.Vec2[source]¶
A point in the host tree’s space, in the guest’s screen space.
- to_host(point) simvx.core.math.types.Vec2[source]¶
A point in the guest’s screen space, in the host tree’s space.
- on_update(dt: float) None[source]¶
Step a guest this host built, inside the guest’s own input frame.
- 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
- touch_target: bool¶
False
- wants_text_input: bool¶
False
- 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¶
- 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_point_inside(point) bool¶
- is_hit(event: simvx.core.input.events.PointerEvent) bool¶
- classmethod __init_subclass__(**kwargs)¶
- activate() bool¶
- set_focus()¶
- 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
- script_error_raised¶
‘Signal(…)’
- 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(canvas) 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¶
- 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__()¶