simvx.editor.panels.signal_editor¶
Signal Editor Panel – UI for viewing and managing signal connections.
Lists all Signal instances on the selected node, shows existing connections, and provides connect/disconnect operations with undo support.
Layout: +—————————————————+ | Signal Connections [Node: Player] | |—————————————————| | v position_changed (Signal) | | -> Enemy.on_player_moved [Disconnect] | | -> HUD.update_position [Disconnect] | | [+ Connect…] | |—————————————————| | v health_changed (Signal) | | -> HUD.update_health [Disconnect] | | [+ Connect…] | |—————————————————| | v died (Signal) | | (no connections) | | [+ Connect…] | +—————————————————+
Module Contents¶
Classes¶
Metadata about a signal on a node. |
|
Describes a single connection from a signal to a callback. |
|
Signal connection editor panel. |
Data¶
API¶
- simvx.editor.panels.signal_editor.log¶
‘getLogger(…)’
- simvx.editor.panels.signal_editor.__all__¶
[‘SignalEditorPanel’]
- class simvx.editor.panels.signal_editor.SignalInfo(name: str, signal: simvx.core.Signal)¶
Metadata about a signal on a node.
Initialization
- __slots__¶
(‘name’, ‘signal’, ‘connections’, ‘collapsed’)
- refresh_connections()¶
Read current callbacks from the signal.
- class simvx.editor.panels.signal_editor.ConnectionInfo(callback: collections.abc.Callable, target_name: str, method_name: str)¶
Describes a single connection from a signal to a callback.
Initialization
- __slots__¶
(‘callback’, ‘target_name’, ‘method_name’)
- classmethod from_callback(cb: collections.abc.Callable) simvx.editor.panels.signal_editor.ConnectionInfo¶
Infer target/method names from a callback.
- class simvx.editor.panels.signal_editor.SignalEditorPanel(editor_state=None, **kwargs)¶
Bases:
simvx.core.ControlSignal connection editor panel.
Displays all Signal instances on the selected node, shows connections, and supports connect/disconnect with undo.
Args: editor_state: The central EditorState instance.
Initialization
- ready()¶
- set_node(node: simvx.core.Node | None)¶
Inspect signals on the given node.
- refresh()¶
Refresh connection info for all signals.
- connect_signal(signal_name: str, target: simvx.core.Node, method_name: str) bool¶
Connect a signal to a method on a target node.
- disconnect_signal(signal_name: str, callback: collections.abc.Callable) bool¶
Disconnect a specific callback from a signal.
- disconnect_all(signal_name: str) int¶
Disconnect all callbacks from a signal. Returns count removed.
- get_connectable_methods(root: simvx.core.Node) list[tuple[simvx.core.Node, str]]¶
Find all public methods on nodes in the tree suitable for connecting.
- draw(renderer)¶
- size_x¶
‘Property(…)’
- size_y¶
‘Property(…)’
- property size: simvx.core.math.types.Vec2¶
- get_theme() simvx.core.ui.core.Theme¶
- 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.core.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(…)’
- 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 global_position: simvx.core.math.types.Vec2¶
- property global_rotation: float¶
- property global_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, color=None)¶
- wrap_screen(margin: float = 20)¶
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- 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) simvx.core.node.Node | None¶
- 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¶
- input_event(event: simvx.core.events.InputEvent) None¶
- 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)¶
- destroy()¶
- queue_free¶
None
- property tree: simvx.core.scene_tree.SceneTree¶
- get_tree() simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- get_settings¶
None
- __repr__()¶