simvx.editor.panels.asset_browser

Asset Browser Panel – Grid view of project assets with thumbnails and filtering.

Displays files from the project’s assets/ directory in a grid layout with type-based icons, search filtering, and type category filtering. Double-clicking or pressing Enter on an asset emits resource_selected for use by the inspector or viewport.

Layout: +———————————————————-+ | [All v] [search_________________________] | |———————————————————-+ | +——+ +——+ +——+ +——+ +——+ | | | icon | | icon | | icon | | icon | | icon | | | | name | | name | | name | | name | | name | | | +——+ +——+ +——+ +——+ +——+ | | +——+ +——+ +——+ +——+ +——+ | | | icon | | icon | | icon | | icon | | icon | | | | name | | name | | name | | name | | name | | | +——+ +——+ +——+ +——+ +——+ | +———————————————————-+

Module Contents

Classes

AssetBrowserPanel

Grid view of project assets with thumbnails and filtering.

Data

API

simvx.editor.panels.asset_browser.log

‘getLogger(…)’

simvx.editor.panels.asset_browser.__all__

[‘AssetBrowserPanel’]

class simvx.editor.panels.asset_browser.AssetBrowserPanel(editor_state=None, root_path: pathlib.Path | str | None = None, **kwargs)[source]

Bases: simvx.core.Control

Grid view of project assets with thumbnails and filtering.

Scans the project’s assets/ directory (or a custom root) and displays files in a grid with type icons. A filter dropdown selects a category (Textures, Audio, Models, etc.) and a search field narrows by name.

Signals: resource_selected(path: str) – emitted on double-click / Enter.

Args: editor_state: The central State instance (optional). root_path: Explicit assets directory. When None, derived from editor_state.project_path / "assets" or cwd.

Initialization

resource_selected

‘Signal(…)’

ready()[source]
refresh()[source]

Re-scan and re-filter the assets directory.

set_type_filter(type_name: str)[source]

Set the type filter by name (e.g. ‘Textures’, ‘Audio’, ‘All’).

Set the search filter text.

property type_filter: str[source]
property filtered_entries: list[simvx.editor.panels.asset_browser._AssetEntry][source]
property selected_entry: simvx.editor.panels.asset_browser._AssetEntry | None[source]
draw(renderer)[source]
select_by_path(path: str | pathlib.Path) bool[source]

Select an asset by its file path. Returns True if found.

activate_selected()[source]

Emit resource_selected for the current selection.

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_minimum_size() simvx.core.math.types.Vec2
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
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__()