simvx.editor.panels.code_tab

Code editor tab integration for the editor’s center tab area.

Wraps CodeEditorPanel from simvx.core.ui with optional LSP integration and file lifecycle management. Multiple files are managed as sub-tabs within the CodeEditorPanel.

Module Contents

Classes

CodeEditorTab

Wraps CodeEditorPanel for the editor’s center tab area.

Data

log

API

simvx.editor.panels.code_tab.log

‘getLogger(…)’

class simvx.editor.panels.code_tab.CodeEditorTab(editor_state: simvx.editor.state.State | None = None, **kwargs)[source]

Bases: simvx.core.ui.core.Control

Wraps CodeEditorPanel for the editor’s center tab area.

Manages multiple open files as sub-tabs, LSP integration, and file save/load lifecycle.

Usage::

tab = CodeEditorTab(editor_state=state)
tab.open_file("/path/to/script.py")
tab.save_current()

Initialization

property panel: simvx.core.ui.code_editor_panel.CodeEditorPanel[source]

The underlying CodeEditorPanel instance.

open_file(path: str)[source]

Open a Python file in the code editor.

If the file is already open, switches to its tab.

save_current()[source]

Save the current file.

Writes the buffer to disk verbatim. Scene-shape edits made via the scene panel are reconciled with the source by the editor save path (simvx.editor.scene_diff.apply_runtime_diff); the code tab itself deliberately does not regenerate the file – hand edits in this view must round-trip byte-identically.

save_all()[source]

Save all modified files.

close_current()[source]

Close the current file tab.

property open_paths: list[str][source]

Paths of all open files.

property current_path: str | None[source]

Path of the currently active file.

start_lsp()[source]

Start the LSP client for Python completions.

Tries pylsp first, then pyright. No-op if neither is available or if the LSP client is already running.

stop_lsp()[source]

Stop the LSP client if running.

poll_lsp(dt: float)[source]

Poll the LSP client for messages. Call once per frame.

process(dt: float)[source]
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
ready() None
enter_tree() None
exit_tree() None
physics_process(dt: float) None
draw(renderer) 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__()