simvx.editor.panels.profiler_panel

Profiler Panel – live performance inspector for editor and play mode.

Displays four sections stacked vertically:

  1. Header: title, source label (Editor/Game), FPS/min/avg/max stats, Pause/Clear/Reset buttons.

  2. Frame-time graph: scrolling per-frame bar chart with target lines at 16.67ms (60 FPS) and 33.33ms (30 FPS). Bars are colour-coded by budget and stacked with phase contributions (physics, process, draw) so users can see which phase is eating the budget.

  3. Phase breakdown: horizontal bars showing the average time per phase over the last second alongside scene counts (nodes, controls, meshes, draw calls) and memory RSS.

  4. Hotspot list: top-N nodes by smoothed per-frame process+physics time. Surfaces the exact node path that is taking the most time.

The panel is driven from a shared :class:FrameProfiler. Producers (the editor shell and play mode) call record_frame/profiler.begin etc. to feed data in; the panel renders whatever the profiler currently holds.

Module Contents

Classes

ProfilerPanel

Live profiler display. Call :meth:record_frame every frame.

API

class simvx.editor.panels.profiler_panel.ProfilerPanel(editor_state=None, **kwargs)[source]

Bases: simvx.core.Control

Live profiler display. Call :meth:record_frame every frame.

Initialization

property profiler: simvx.core.debug.profiler.FrameProfiler[source]

The underlying :class:FrameProfiler. External producers time phases and sample nodes through this handle.

property recording: bool[source]
property source_label: str[source]

Human-readable label for the current data source (Editor / Game). Displayed in the header.

record_frame(dt: float, scene_tree=None) None[source]

Record a simple total-frame sample.

dt is in seconds (editor/process loop units). If no phase timings have been pushed via :attr:profiler directly, the panel still gets a usable frame-time graph. When scene_tree is provided, node/control counts are refreshed.

clear() None[source]

Discard all recorded samples and hotspot averages.

process(dt: float)[source]
draw(renderer)[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
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__()