simvx.editor.panels.scene_tree.panel

Scene Tree Panel – main hierarchical view with selection, context menu, add/delete.

Module Contents

Classes

SceneTreePanel

Displays and manages the node hierarchy of the edited scene.

Data

API

simvx.editor.panels.scene_tree.panel.log

‘getLogger(…)’

simvx.editor.panels.scene_tree.panel.__all__

[‘SceneTreePanel’, ‘register_addable_type’, ‘is_composed_node’]

class simvx.editor.panels.scene_tree.panel.SceneTreePanel(editor_state: simvx.editor.state.State, **kwargs)[source]

Bases: simvx.core.Control

Displays and manages the node hierarchy of the edited scene.

Features: - TreeView reflecting scene node hierarchy - Text icons per node type - Filter bar in the header - Right-click context menu (Add, Delete, Duplicate, Rename, Copy, Paste) - Keyboard shortcuts (Del, F2, Ctrl+D, Ctrl+C, Ctrl+V) - All mutations go through UndoStack via AddNodeCommand/RemoveNodeCommand - Syncs with State.selection - Add Node dialog overlay for choosing node type - Composed node navigation: double-click or Enter to “enter” a user-defined node and see its children; breadcrumb/back button to return

Signals: node_reparented: Emitted as (node, old_parent, new_parent) after reparent.

Initialization

HEADER_HEIGHT

28.0

BREADCRUMB_HEIGHT

22.0

node_reparented

‘Signal(…)’

ready()[source]

Wire up signals after the node enters the tree.

property scope_root: simvx.core.Node | None[source]

The node whose children are currently displayed in the tree.

During play mode, shows the game tree root (read-only view). When the scope stack is empty, this is the scene root. When the user has “entered” a composed node, this is that node.

property scope_depth: int[source]

How many levels deep we are into composed nodes.

enter_composed_node(node: simvx.core.Node)[source]

Navigate into a composed node, showing its children as the tree root.

If the node has a source file, also opens it in the editor via state.workspace.open_script().

clear_diagnostics(node: simvx.core.Node | None = None)[source]

Clear diagnostic badges. If node is given, clear just that node.

open_add_node_dialog()[source]

Open the Add Node type dialog. Can be called externally (e.g. from menus).

reparent_node(node: simvx.core.Node, new_parent: simvx.core.Node)[source]

Reparent node under new_parent with undo support.

process(dt: float)[source]

Update child positions each frame to follow panel size.

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
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__()