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 .py file.

On submit the dialog:

  1. Writes / mutates the destination via :class:simvx.core.scene_io.SceneFile primitives so formatting, comments, and unrelated code are preserved.

  2. Imports the new module, swaps the runtime node’s class to the freshly defined subclass, and triggers state.save_scene() so the parent scene’s add_child(...) line picks up the new constructor name.

  3. 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

MakeCustomClassDialog

Modal dialog that turns a built-in node instance into a user subclass.

Functions

snake_case

Convert CamelCase / mixed Name to camel_case for filenames.

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 Name to camel_case for filenames.

class simvx.editor.make_custom_class_dialog.MakeCustomClassDialog(state: simvx.editor.state.State | None = None, **kwargs)[source]

Bases: simvx.core.Panel

Modal dialog that turns a built-in node instance into a user subclass.

Construct once per editor; call :meth:show_for with the target node each time the Inspector promote button fires. The dialog reads state.project_path and the [editor].class_files_dir setting to place new files; if the project has no simvx.toml the default is src/ (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 node and centre it within parent_size.

hide_dialog() None[source]

Hide the dialog without emitting a result.

draw(renderer)[source]
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
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
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__()