simvx.editor.make_custom_class_dialog¶
Make Custom Class dialog – promote a built-in node to a user-defined subclass.
Opens from the Inspector toolbar when the selected node’s class lives under
simvx.core.*. The user picks:
a class name (defaults to the node’s
name);a destination – either a brand-new file under
[editor].class_files_dir(snake_case_name.py) or an inline insertion at module scope of the parent scene’s.pyfile.
On submit the dialog:
Writes / mutates the destination via :class:
simvx.core.scene_io.SceneFileprimitives so formatting, comments, and unrelated code are preserved.Imports the new module, swaps the runtime node’s class to the freshly defined subclass, and triggers
state.save_scene()so the parent scene’sadd_child(...)line picks up the new constructor name.Opens the new file (or jumps to the inline class block) in the editor’s code workspace.
Name collisions are detected up-front via :class:ProjectClassIndex so the
submit button is blocked when the user picks a name already defined elsewhere
in the project.
Module Contents¶
Classes¶
Modal dialog that turns a built-in node instance into a user subclass. |
Functions¶
Convert |
Data¶
API¶
- simvx.editor.make_custom_class_dialog.log¶
‘getLogger(…)’
- simvx.editor.make_custom_class_dialog.__all__¶
[‘MakeCustomClassDialog’, ‘snake_case’]
- simvx.editor.make_custom_class_dialog.snake_case(name: str) str[source]¶
Convert
CamelCase/mixed Nametocamel_casefor filenames.
- class simvx.editor.make_custom_class_dialog.MakeCustomClassDialog(state: simvx.editor.state.State | None = None, **kwargs)[source]¶
Bases:
simvx.core.PanelModal dialog that turns a built-in node instance into a user subclass.
Construct once per editor; call :meth:
show_forwith the target node each time the Inspector promote button fires. The dialog readsstate.project_pathand the[editor].class_files_dirsetting to place new files; if the project has nosimvx.tomlthe default issrc/(matching :class:ProjectClassIndex).Initialization
- DIALOG_W¶
None
- DIALOG_H¶
None
- created¶
‘Signal(…)’
- cancelled¶
‘Signal(…)’
- set_project_index(index: simvx.editor.project_classes.ProjectClassIndex | None) None[source]¶
Wire (or clear) the project-class index used for collision detection.
- show_for(node: simvx.core.Node, parent_size: simvx.core.Vec2 | None = None) None[source]¶
Open the dialog targeting
nodeand centre it withinparent_size.
- style¶
‘ThemeStyleBox(…)’
- property bg_colour¶
- property border_colour¶
- property border_width¶
- get_minimum_size() simvx.core.math.types.Vec2¶
- 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(…)’
- 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¶
- 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)¶
- draw_popup(renderer)¶
- is_popup_point_inside(point) bool¶
- popup_input(event)¶
- dismiss_popup()¶
- 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 position: simvx.core.math.types.Vec2¶
- property rotation: float¶
- property rotation_degrees: float¶
- property scale: simvx.core.math.types.Vec2¶
- property world_position: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
- property world_scale: simvx.core.math.types.Vec2¶
- 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(node_type: type, 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¶
- ready() None¶
- enter_tree() None¶
- exit_tree() None¶
- process(dt: float) None¶
- physics_process(dt: float) None¶
- picked(event: simvx.core.events.InputEvent) None¶
- handle_input(event: simvx.core.events.TreeInputEvent) None¶
- 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__()¶