simvx.editor.workspace_tabs

Workspace Tabs — Unified tab bar for scene and script tabs.

Data model and manager for the VS Code-style unified tab bar where scene tabs and script tabs coexist. Multiple scenes can be open simultaneously, each with its own undo/selection/camera state.

Module Contents

Classes

SceneTabState

Per-scene snapshot holding all scene-specific state.

ScriptTabState

Per-script tab state.

WorkspaceTabs

Unified tab manager for scene and script tabs.

NewSceneDialog

Modal overlay for choosing a new scene root type.

Data

log

API

simvx.editor.workspace_tabs.log

‘getLogger(…)’

class simvx.editor.workspace_tabs.SceneTabState

Per-scene snapshot holding all scene-specific state.

scene_tree: simvx.core.SceneTree

None

scene_path: pathlib.Path | None

None

selection: simvx.core.Selection

‘field(…)’

undo_stack: simvx.core.UndoStack

‘field(…)’

editor_camera: simvx.core.EditorCamera3D

‘field(…)’

viewport_sub_mode: str

‘3d’

modified: bool

False

saved_scene_data: dict | None

None

playing_root: simvx.core.Node | None

None

placeholder: simvx.core.Panel

‘field(…)’

tab_name: str

‘Untitled’

classmethod create(root_type: type = Node, name: str = 'Root') simvx.editor.workspace_tabs.SceneTabState

Create a fresh scene tab with sensible defaults.

class simvx.editor.workspace_tabs.ScriptTabState

Per-script tab state.

key: str

None

kind: str

None

node: simvx.core.Node

None

editor: simvx.core.CodeTextEdit

None

saved_text: str

None

tab_name: str

None

class simvx.editor.workspace_tabs.WorkspaceTabs

Unified tab manager for scene and script tabs.

Initialization

bind(tab_container: simvx.core.TabContainer)

Bind to a TabContainer widget for display.

property tab_count: int
property active_index: int
is_scene_tab(i: int) bool
is_script_tab(i: int) bool
add_scene_tab(state: simvx.editor.workspace_tabs.SceneTabState) int

Add a scene tab and return its index.

get_active_scene() simvx.editor.workspace_tabs.SceneTabState | None

Return the active scene tab state, or None if a script tab is active.

find_scene_tab(path: pathlib.Path) int | None

Find a scene tab by file path.

open_script(node: simvx.core.Node, project_path_fn=None) int

Open or switch to a script tab for the given node.

save_all_scripts()

Save all dirty script tabs.

save_current_script()

Save the active script tab, if any.

get_current_editor() simvx.core.CodeTextEdit | None

Return the active script tab’s editor, if any.

set_active(index: int)

Switch to tab at index.

close_tab(index: int)

Close a tab by index.

class simvx.editor.workspace_tabs.NewSceneDialog(**kwargs)

Bases: simvx.core.Panel

Modal overlay for choosing a new scene root type.

Initialization

ROW_HEIGHT

40.0

DIALOG_WIDTH

320.0

HEADER_HEIGHT

36.0

show_dialog(parent_size: simvx.core.Vec2 | None = None)

Show the dialog centered in the parent.

gui_input(event)

Handle escape to dismiss.

bg_color

‘ThemeColour(…)’

border_color

‘ThemeColour(…)’

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
find_all(node_type: type, recursive: bool = True) list
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
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__()