simvx.editor.root

Editor Root — the top-level node of the editor scene tree.

Owns the editor’s panel layout (top bar, dock container, output, status bar) and wires high-level signals (theme changes, play state, project switching, autosave recovery, command palette) to the appropriate dialogs and panels.

Top bar: menus (left) + play controls (right). No separate toolbar. Viewport tools live INSIDE the viewport tab, not globally. Left panel: tabbed (Scene Tree | File Browser). Center: tabbed (Viewport | Code Editor | …). Right panel: Inspector. Bottom: Output (collapsible). Status bar at bottom.

Usage: from simvx.editor.root import Root launch() # or: simvx-editor from CLI

Module Contents

Classes

Root

Top-level node of the editor scene tree.

Data

log

API

simvx.editor.root.log

‘getLogger(…)’

class simvx.editor.root.Root(project_path: str | None = None, **kwargs)[source]

Bases: simvx.core.Node

Top-level node of the editor scene tree.

Layout (top to bottom): TopBar (28 px) — menus left, play buttons right DockContainer (fills remainder minus output and status) Left dock: TabContainer [Scene Tree, File Browser] Center: TabContainer [Viewport, …] Right dock: Inspector panel OutputPanel (collapsible via SplitContainer) StatusBar (20 px)

Initialization

ready()[source]

Build the full editor UI tree.

process(dt: float)[source]

Per-frame update — track window resize and update status.

property scene_tree_panel[source]
property inspector_panel[source]
save_layout() dict[source]
restore_layout(data: dict)[source]
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
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__()