simvx.core.ui.widgets¶
Widgets: Label, Button, Panel, TextEdit, Slider, ProgressBar.
All widgets draw themselves via the renderer passed to draw(). The renderer is Draw2D (class with classmethods), called directly without hasattr guards. Colours are float tuples (0-1).
Module Contents¶
Classes¶
Data¶
API¶
- simvx.core.ui.widgets.log¶
‘getLogger(…)’
- simvx.core.ui.widgets.__all__¶
[‘Label’, ‘Button’, ‘Panel’, ‘TextEdit’, ‘Slider’, ‘ProgressBar’]
- class simvx.core.ui.widgets.Label(text: str = '', **kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlText display widget.
Example: label = Label(“Hello World”) label.text_colour = Colour.YELLOW label.alignment = HAlign.CENTRE
Initialization
- pointer_filter¶
‘Property(…)’
- text¶
‘Property(…)’
- font_size¶
‘Property(…)’
- text_colour¶
‘ThemeColour(…)’
- bg_colour¶
‘Colour(…)’
- alignment¶
‘Property(…)’
- vertical_alignment¶
‘Property(…)’
- autoshrink¶
‘Property(…)’
- min_font_size¶
‘Property(…)’
- get_minimum_size() simvx.core.math.types.Vec2[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¶
- 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]¶
- 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¶
- 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
- 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_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¶
- on_gui_input(event: simvx.core.input.events.GuiInputEvent) 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__()¶
- class simvx.core.ui.widgets.Button(text: str | None = None, on_press=None, *, group: simvx.core.ui.button_group.ButtonGroup | None = None, **kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlClickable button with hover/press states.
Example: button = Button(“Click Me”, on_press=my_handler) button.pressed.connect(another_handler)
An action button is the pressable form of an on-screen hint.
Button(action="jump")shows the action’s prompt for the device the player is using (“Space”, or “A” on a pad) and follows it when the player changes device or rebinds; withtextas well it reads “Jump (Space)”. Holding the button holds the action’s key: it publishes the press of the first key the action is bound to through an input router of its own, the wayTouchControllerpublishes its pad, so every@on_inputhandler and every poll of the action sees an ordinary press, and a rebind moves the key it presses. The key comes from an on-screen keyboard unit, so a binding pinned to one real keyboard does not hear it, and it counts as the keyboard forInput.input_method.The action is checked when it is assigned, or when the button enters a tree if it has none yet: a name no context declares raises naming the near miss, as
Inputdoes, and so does an action that is not a button action or has no key to press (a pad-only action belongs on aTouchController). An action button takes no keyboard focus, since a focused one would hear the very key it names.A toggle button stays down. With
toggle_mode=Truea click (orui_accept) flipscheckedand firestoggled(checked)beforepressed; the button draws its CHECKED state whilecheckedholds. Settingcheckedfrom code changes the state and redraws but fires nothing, asCheckBoxandSliderdo, so a handler never has to tell its own write from the player’s.checkedis drawn whatevertoggle_modesays, which lets code show a push button as engaged (a Play button while the game runs) without the click flipping it.For a set of mutually exclusive choices put the buttons in a
- Class:
ButtonGroup:Button("Brush", group=tools). Joining a group setstoggle_mode, and the group unchecks the others whenever one is checked, by click or by code.
Initialization
- pointer_filter¶
‘Property(…)’
- touch_target¶
True
- class VisualState[source]¶
Bases:
enum.StrEnumCanonical Button visual states for theme resolution and overrides.
Initialization
Initialize self. See help(type(self)) for accurate signature.
- NORMAL¶
‘normal’
- HOVER¶
‘hover’
- PRESSED¶
‘pressed’
- DISABLED¶
‘disabled’
- FOCUSED¶
‘focused’
- CHECKED¶
‘checked’
- __new__(*values)¶
- __add__()¶
- __contains__()¶
- __delattr__()¶
- __dir__()¶
- __eq__()¶
- __format__()¶
- __ge__()¶
- __getattribute__()¶
- __getitem__()¶
- __getnewargs__()¶
- __getstate__()¶
- __gt__()¶
- __hash__()¶
- __iter__()¶
- __le__()¶
- __len__()¶
- __lt__()¶
- __mod__()¶
- __mul__()¶
- __ne__()¶
- __reduce__()¶
- __reduce_ex__()¶
- __repr__()¶
- __rmod__()¶
- __rmul__()¶
- __setattr__()¶
- __sizeof__()¶
- __str__()¶
- __subclasshook__()¶
- capitalize()¶
- casefold()¶
- center()¶
- count()¶
- encode()¶
- endswith()¶
- expandtabs()¶
- find()¶
- format()¶
- format_map()¶
- index()¶
- isalnum()¶
- isalpha()¶
- isascii()¶
- isdecimal()¶
- isdigit()¶
- isidentifier()¶
- islower()¶
- isnumeric()¶
- isprintable()¶
- isspace()¶
- istitle()¶
- isupper()¶
- join()¶
- ljust()¶
- lower()¶
- lstrip()¶
- partition()¶
- removeprefix()¶
- removesuffix()¶
- replace()¶
- rfind()¶
- rindex()¶
- rjust()¶
- rpartition()¶
- rsplit()¶
- rstrip()¶
- split()¶
- splitlines()¶
- startswith()¶
- strip()¶
- swapcase()¶
- title()¶
- translate()¶
- upper()¶
- zfill()¶
- __deepcopy__(memo)¶
- __copy__()¶
- name()¶
- value()¶
- text¶
‘Property(…)’
- action¶
‘Property(…)’
- font_size¶
‘Property(…)’
- focus_mode¶
‘Property(…)’
- toggle_mode¶
‘Property(…)’
- checked¶
‘Property(…)’
- style_normal¶
‘ThemeStyleBox(…)’
- style_hover¶
‘ThemeStyleBox(…)’
- style_pressed¶
‘ThemeStyleBox(…)’
- style_disabled¶
‘ThemeStyleBox(…)’
- style_focused¶
‘ThemeStyleBox(…)’
- style_checked¶
‘ThemeStyleBox(…)’
- text_colour¶
‘ThemeColour(…)’
- text_disabled_colour¶
‘ThemeColour(…)’
- bg_colour¶
‘ThemeColour(…)’
- hover_colour¶
‘ThemeColour(…)’
- pressed_colour¶
‘ThemeColour(…)’
- checked_colour¶
‘ThemeColour(…)’
- border_colour¶
‘ThemeColour(…)’
- property group: simvx.core.ui.button_group.ButtonGroup | None[source]¶
The :class:
ButtonGroupthis button is exclusive within, or None.
- property visual_state_override: simvx.core.ui.widgets.Button | None[source]¶
The forced visual state, or None if the button reflects its actual state.
- set_visual_state_override(state: simvx.core.ui.widgets.Button | str | None) None[source]¶
Force a specific visual state for theme/screenshot purposes.
Accepts a
VisualStateenum, the matching string (“normal”, “hover”, “pressed”, “disabled”, “focused”, “checked”), orNoneto clear the override and revert to the actual interaction state.
- get_minimum_size() simvx.core.math.types.Vec2[source]¶
- activate() bool[source]¶
Fire
pressed, the way a completed click does.The click path ends here too, so a keyboard activation and a mouse release inside the button are the same event to every listener.
button_down/button_upare NOT synthesised: they report a physical press being held, and a keyboard activation holds nothing. An action button activated other than by the pointer taps its action’s key. A toggle button flipscheckedfirst, so apressedhandler reads the new state.
- 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
- 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¶
- 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]¶
- 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)¶
- 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
- 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_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__()¶
- class simvx.core.ui.widgets.Panel(**kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlBackground panel with optional border.
Example: panel = Panel() panel.style = StyleBox(bg_colour=Colour.hex(“#1A1A2E”)) panel.add_child(VBoxContainer())
Initialization
- style¶
‘ThemeStyleBox(…)’
- get_minimum_size() simvx.core.math.types.Vec2[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(…)’
- pointer_filter¶
‘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]¶
- 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¶
- 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
- 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_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¶
- on_gui_input(event: simvx.core.input.events.GuiInputEvent) 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__()¶
- class simvx.core.ui.widgets.TextEdit(text: str = '', placeholder: str = '', **kwargs)[source]¶
Bases:
simvx.core.ui.text_selection.TextSelectionMixin,simvx.core.ui.core.ControlSingle-line text input with selection and clipboard.
Shift with an arrow, Home or End extends a selection, as do a mouse drag and a double click (which takes the word under it); Ctrl+A selects everything. Ctrl+C, Ctrl+X and Ctrl+V copy, cut and paste through the system clipboard, and typing or a paste replaces the selection.
Example: edit = TextEdit(placeholder=”Enter name…”) edit.text_changed.connect(lambda txt: print(txt))
Initialization
- pointer_filter¶
‘Property(…)’
- cursor_shape¶
‘Property(…)’
- touch_target¶
True
- text¶
‘Property(…)’
- placeholder¶
‘Property(…)’
- max_length¶
‘Property(…)’
- focus_mode¶
‘Property(…)’
- size_x¶
‘Property(…)’
- size_y¶
‘Property(…)’
- text_colour¶
‘ThemeColour(…)’
- placeholder_colour¶
‘ThemeColour(…)’
- selection_colour¶
‘ThemeColour(…)’
- style_normal¶
‘ThemeStyleBox(…)’
- style_focused¶
‘ThemeStyleBox(…)’
- style_disabled¶
‘ThemeStyleBox(…)’
- get_minimum_size() simvx.core.math.types.Vec2[source]¶
- insert(text: str) None[source]¶
Insert text at the caret, replacing the selection, and move the caret past it.
Typing, a paste and an IME commit all arrive here, whatever their length. The field holds one line, so each line break in text (
\n,\r\nor\r) becomes a space, as a browser’s single-line input does with a pasted paragraph. The insertion is clipped tomax_length.text_changedfires once for the whole insertion, and not at all when nothing fits.
- copy() None¶
- cut() None¶
- paste() None¶
- 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(…)’
- pointer_types: frozenset[simvx.core.input.enums.PointerType] | None¶
None
- 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]¶
- 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¶
- 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
- 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_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__()¶
- class simvx.core.ui.widgets.Slider(min_val: float = 0, max_val: float = 100, value: float = None, **kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlHorizontal slider for numeric input.
Example: slider = Slider(0, 100, value=50) slider.value_changed.connect(lambda v: print(v))
Initialization
- pointer_filter¶
‘Property(…)’
- touch_target¶
True
- min_value¶
‘Property(…)’
- max_value¶
‘Property(…)’
- value¶
‘Property(…)’
- size_x¶
‘Property(…)’
- size_y¶
‘Property(…)’
- bg_colour¶
‘ThemeColour(…)’
- fill_colour¶
‘ThemeColour(…)’
- handle_colour¶
‘ThemeColour(…)’
- handle_hover_colour¶
‘ThemeColour(…)’
- get_minimum_size() simvx.core.math.types.Vec2[source]¶
- 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
- 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]¶
- 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¶
- 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
- 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_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__()¶
- class simvx.core.ui.widgets.ProgressBar(**kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlProgress bar display.
Example: bar = ProgressBar(max_value=100) bar.value = 75
Initialization
- pointer_filter¶
‘Property(…)’
- min_value¶
‘Property(…)’
- max_value¶
‘Property(…)’
- value¶
‘Property(…)’
- size_x¶
‘Property(…)’
- size_y¶
‘Property(…)’
- bg_colour¶
‘ThemeColour(…)’
- fill_colour¶
‘ThemeColour(…)’
- get_minimum_size() simvx.core.math.types.Vec2[source]¶
- property percentage: float[source]¶
Progress as a 0.0–1.0 ratio of
valuebetweenmin_valueandmax_value.Returns 0.0 when
max_value <= min_value.
- 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]¶
- 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¶
- 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
- 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_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¶
- on_gui_input(event: simvx.core.input.events.GuiInputEvent) 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__()¶