Source code for simvx.core.node

"""Node — Base node class with tree hierarchy, groups, and coroutine support."""


from __future__ import annotations

import logging
import warnings
from typing import TYPE_CHECKING, Any, ClassVar

from .descriptors import Children, Coroutine, CoroutineHandle, Notification, ProcessMode, Property, Signal
from .events import InputEvent, TreeInputEvent

log = logging.getLogger(__name__)

if TYPE_CHECKING:
    from .scene_tree import SceneTree

# Lazy-cached reference for circular import
_ui_Control: type | None = None


def _get_control() -> type:
    global _ui_Control
    if _ui_Control is None:
        from .ui import Control
        _ui_Control = Control
    return _ui_Control


[docs] class Node: """Base node with tree hierarchy, groups, and coroutine support. Attributes: name: Unique name within the parent's children. Defaults to the class name. parent: The parent ``Node``, or ``None`` if this is the root. children: Ordered collection of child nodes, accessible by name or index. visible: Whether this node (and its descendants) should be drawn. process_mode: Controls processing behaviour during pause (``INHERIT``, ``PAUSABLE``, ``PAUSED_ONLY``, ``ALWAYS``, ``DISABLED``). script: Optional file path to an attached script. unique_name: When ``True``, the node is registered in the tree for fast lookup via ``SceneTree.get_unique_node()``. Example:: root = Node(name="Root") child = Node(name="Child") root.add_child(child) assert child.parent is root assert root.children["Child"] is child """ _registry: ClassVar[dict[str, type]] = {} strict_errors: ClassVar[bool] = True # Raise on script errors; set False for release script_error_raised = Signal() # emits (node, method_name, traceback_str)
[docs] def __init_subclass__(cls, **kwargs): super().__init_subclass__(**kwargs) Node._registry[cls.__name__] = cls
def __init__(self, name: str = "", **kwargs): if name and not isinstance(name, str): raise TypeError(f"Node name must be a string, got {type(name).__name__}") self._name = name or type(self).__name__ self.parent: Node | None = None self.children = Children() self._tree: SceneTree | None = None self._coroutines: list[Coroutine] = [] self._groups: set[str] = set() self._packed_scene_path: str | None = None self.script: str | None = None self._script_inline: str | None = None self._script_embedded: str | None = None # source stored in scene, importable self._script_module = None # ModuleType | None — cached loaded module self._script_original_class: type | None = None # original class before script swap self.visible: bool = True self._process_mode: ProcessMode = ProcessMode.INHERIT self._cached_process_mode: ProcessMode | None = None # cached resolved mode self.unique_name: bool = False self._script_error: bool = False # Apply Property values passed as kwargs props = self.get_properties() for key, val in kwargs.items(): if key in props: setattr(self, key, val) else: warnings.warn(f"{type(self).__name__}: unknown kwarg {key!r}", stacklevel=2) @property def name(self) -> str: return self._name @name.setter def name(self, value: str): old = self._name self._name = value parent = getattr(self, 'parent', None) if parent is not None: names = parent.children._names if old and names.get(old) is self: del names[old] if value: names[value] = self @property def process_mode(self) -> ProcessMode: return self._process_mode @process_mode.setter def process_mode(self, value: ProcessMode): self._process_mode = value self._invalidate_process_mode_cache() def _invalidate_process_mode_cache(self): """Clear cached process mode for this node and descendants that inherit.""" self._cached_process_mode = None for child in self.children: if child._process_mode == ProcessMode.INHERIT: child._invalidate_process_mode_cache() def _notification(self, what: Notification) -> None: """Called when a notification is dispatched. Override to handle."""
[docs] def reset_error(self) -> None: """Clear script error flag to re-enable processing.""" self._script_error = False
def _safe_call(self, method, *args: Any) -> None: """Call a lifecycle method with error recovery.""" if self._script_error: return try: method(*args) except AssertionError: raise except Exception: if Node.strict_errors: raise self._script_error = True import sys import traceback tb = traceback.format_exc() # Always print to stderr so errors are never invisible print(f"Script error in {self.name}.{method.__name__} — node disabled:\n{tb}", file=sys.stderr) log.error("Script error in %s.%s — node disabled", self.name, method.__name__) try: Node.script_error_raised.emit(self, method.__name__, tb) except Exception: pass # Don't let signal handler errors affect error recovery
[docs] def add_child(self, node: Node) -> Node: """Add a node as a child, reparenting it if already in a tree. Args: node: The node to add. Removed from its current parent first. """ if node.parent: node.parent.remove_child(node) node.parent = self self.children._add(node) node._notification(Notification.PARENTED) node._invalidate_process_mode_cache() if hasattr(node, '_invalidate_transform'): node._invalidate_transform() if self._tree: self._tree._structure_version += 1 node._enter_tree(self._tree) node._ready_recursive() return node
[docs] def remove_child(self, node: Node): """Remove a child node from this node's children.""" if node in self.children: if self._tree: self._tree._structure_version += 1 node._exit_tree() self.children._remove(node) node._notification(Notification.UNPARENTED) node.parent = None node._invalidate_process_mode_cache()
[docs] def reparent(self, new_parent: Node): """Remove from current parent and add to new_parent.""" if self.parent: self.parent.remove_child(self) new_parent.add_child(self)
[docs] def get_node(self, path: str) -> Node: """Navigate tree by path: 'Child/GrandChild' or '../Sibling'.""" current = self if path.startswith('/'): while current.parent: current = current.parent path = path[1:] for part in path.split('/'): if not part: continue if part == '..': current = current.parent if current is None: raise ValueError("Already at root") else: current = current.children[part] return current
[docs] def find_child(self, name: str, recursive: bool = False) -> Node | None: """Find first child with the given name.""" for c in self.children: if c.name == name: return c if recursive: found = c.find_child(name, recursive=True) if found: return found return None
[docs] def find(self, node_type: type, recursive: bool = True) -> Node | None: """Find first descendant of type (recursive by default).""" for child in self.children: if isinstance(child, node_type): return child if recursive: found = child.find(node_type, recursive=True) if found: return found return None
[docs] def find_all(self, node_type: type, recursive: bool = True) -> list: """Find all descendants of type.""" result = [] for child in self.children: if isinstance(child, node_type): result.append(child) if recursive: result.extend(child.find_all(node_type)) return result
@property def path(self) -> str: if self.parent is None: return f"/{self.name}" return f"{self.parent.path}/{self.name}" # --- Groups ---
[docs] def add_to_group(self, group: str): """Add this node to a named group.""" self._groups.add(group) if self._tree: self._tree._group_add(group, self)
[docs] def remove_from_group(self, group: str): """Remove this node from a named group.""" self._groups.discard(group) if self._tree: self._tree._group_remove(group, self)
[docs] def is_in_group(self, group: str) -> bool: """Check if this node belongs to a named group.""" return group in self._groups
# --- Lifecycle (override in subclasses) ---
[docs] def ready(self) -> None: """Called once after the node and all its children enter the scene tree. Override to perform initialisation that requires the scene tree -- finding sibling nodes, connecting signals, spawning children. The ``tree`` property is available. Called after ``enter_tree()`` and after all children's ``ready()``. Note: Fires again if the node is removed and re-added to the tree. Example:: def ready(self): self.sprite = self.get_node("Sprite") self.health_changed.connect(self._update_hud) """
[docs] def enter_tree(self) -> None: """Called when the node enters the scene tree, before ``ready()``. Override for setup that must happen the moment the tree reference becomes available. Children have not entered yet at this point, so avoid querying child nodes here -- use ``ready()`` instead. Example:: def enter_tree(self): self.add_to_group("enemies") """
[docs] def exit_tree(self) -> None: """Called when the node is about to leave the scene tree. Override to clean up resources, disconnect external signals, or persist state. Children have already exited by the time this fires on the parent. Example:: def exit_tree(self): self.save_progress() self.remove_from_group("enemies") """
[docs] def process(self, dt: float) -> None: """Called every frame for game logic. Args: dt: Seconds elapsed since the previous frame (variable timestep). Override for movement, AI, animation triggers, or any per-frame update. Obeys ``process_mode`` -- disabled or paused nodes are skipped automatically. Example:: def process(self, dt): self.position += self.velocity * dt """
[docs] def physics_process(self, dt: float) -> None: """Called at a fixed timestep (default 60 Hz) for physics logic. Args: dt: Fixed time step in seconds (e.g. 1/60). Override for deterministic physics updates -- forces, collision responses, rigid-body integration. Runs independently of the render frame rate. Example:: def physics_process(self, dt): self.velocity += self.gravity * dt self.move_and_slide() """
[docs] def draw(self, renderer) -> None: """Called each frame for custom 2D drawing. Args: renderer: The active draw-command recorder (e.g. ``Draw2D``). Override to issue immediate-mode draw calls such as ``draw_line``, ``draw_rect``, or ``draw_text``. Called only when ``visible`` is ``True``. Example:: def draw(self, renderer): renderer.draw_circle(self.world_position, 10, colour=(1, 0, 0, 1)) """
[docs] def input_event(self, event: InputEvent) -> None: """Called when a 3D mouse-pick event hits this node's collision shape. Args: event: The input event containing click position, camera ray, etc. Override to react to direct interaction with this 3D object -- selection, dragging, context menus. Example:: def input_event(self, event): if event.button == MouseButton.LEFT: self.selected = True """
[docs] def input(self, event: TreeInputEvent) -> None: """Called for input events propagated through the scene tree. Args: event: A tree-level input event. Set ``event.handled = True`` to stop propagation. Events travel from leaf nodes to root (front-to-back). If any node marks the event as handled, subsequent nodes receive it only via ``unhandled_input()``. Example:: def input(self, event): if event.key == "escape": self.pause_menu.show() event.handled = True """
[docs] def unhandled_input(self, event: TreeInputEvent) -> None: """Called for input events that no other node has handled. Args: event: The unhandled tree-level input event. Use for catch-all bindings such as global shortcuts or debug toggles that should only fire when no UI element consumed the event. Example:: def unhandled_input(self, event): if event.key == "f3": self.toggle_debug_overlay() """
# --- Coroutine support ---
[docs] def start_coroutine(self, gen: Coroutine) -> CoroutineHandle: """Register a generator coroutine to run each frame. Returns a cancellable handle.""" handle = CoroutineHandle(gen) self._coroutines.append(handle) return handle
[docs] def stop_coroutine(self, gen_or_handle): """Stop and remove a running coroutine (accepts generator or CoroutineHandle).""" if isinstance(gen_or_handle, CoroutineHandle): gen_or_handle.cancel() if gen_or_handle in self._coroutines: self._coroutines.remove(gen_or_handle) else: # Legacy: search by generator for h in self._coroutines: if isinstance(h, CoroutineHandle) and h._gen is gen_or_handle: h.cancel() self._coroutines.remove(h) return elif h is gen_or_handle: self._coroutines.remove(h) return
def _tick_coroutines(self, dt: float): if not self._coroutines: return finished = [] for item in self._coroutines: if isinstance(item, CoroutineHandle): if item.is_cancelled: finished.append(item) continue gen = item._gen else: gen = item try: next(gen) except StopIteration: finished.append(item) for item in finished: self._coroutines.remove(item) # --- Tree internals --- def _enter_tree(self, tree: SceneTree): self._tree = tree # Instantiate declared Child descriptors declared = getattr(type(self), '_declared_children', None) if declared: for attr_name, child_desc in declared.items(): if self.__dict__.get(attr_name) is None: kwargs = dict(child_desc._kwargs) if 'name' not in kwargs: kwargs['name'] = attr_name node = child_desc._type(*child_desc._args, **kwargs) self.__dict__[attr_name] = node self.children._add(node) node.parent = self if self.unique_name: tree._unique_nodes[self.name] = self for group in self._groups: tree._group_add(group, self) self._notification(Notification.ENTER_TREE) self.enter_tree() for child in self.children: child._enter_tree(tree) def _exit_tree(self): for child in self.children: child._exit_tree() self._notification(Notification.EXIT_TREE) self.exit_tree() if self._tree: if self.unique_name: self._tree._unique_nodes.pop(self.name, None) for group in self._groups: self._tree._group_remove(group, self) self._tree = None def _ready_recursive(self): for child in self.children: child._ready_recursive() self._notification(Notification.READY) self._safe_call(self.ready) def _effective_process_mode(self) -> ProcessMode: """Resolve INHERIT by walking up the tree (cached).""" cached = self._cached_process_mode if cached is not None: return cached mode = self._process_mode if mode == ProcessMode.INHERIT: mode = self.parent._effective_process_mode() if self.parent else ProcessMode.PAUSABLE self._cached_process_mode = mode return mode def _can_process(self, paused: bool) -> bool: """Check if this node should process given the tree's pause state.""" mode = self._effective_process_mode() if mode == ProcessMode.DISABLED: return False if mode == ProcessMode.ALWAYS: return True if mode == ProcessMode.PAUSED_ONLY: return paused # PAUSABLE (or resolved INHERIT → PAUSABLE) return not paused def _process_recursive(self, dt: float, paused: bool = False): if self._script_error: return # Inlined _can_process: resolve mode from cache and check pause state mode = self._cached_process_mode if mode is None: mode = self._effective_process_mode() if mode != ProcessMode.DISABLED and ( mode == ProcessMode.ALWAYS or (not paused if mode == ProcessMode.PAUSABLE else paused) ): self._notification(Notification.PROCESS) try: self.process(dt) except AssertionError: raise except Exception: if Node.strict_errors: raise self._script_error = True import sys import traceback tb = traceback.format_exc() print(f"Script error in {self.name}.process — node disabled:\n{tb}", file=sys.stderr) log.error("Script error in %s.process — node disabled", self.name) try: Node.script_error_raised.emit(self, "process", tb) except Exception: pass return if self._coroutines: self._tick_coroutines(dt) for child in self.children.safe_iter(): child._process_recursive(dt, paused) def _physics_process_recursive(self, dt: float, paused: bool = False): if self._script_error: return # Inlined _can_process: resolve mode from cache and check pause state mode = self._cached_process_mode if mode is None: mode = self._effective_process_mode() if mode != ProcessMode.DISABLED and ( mode == ProcessMode.ALWAYS or (not paused if mode == ProcessMode.PAUSABLE else paused) ): self._notification(Notification.PHYSICS_PROCESS) try: self.physics_process(dt) except AssertionError: raise except Exception: if Node.strict_errors: raise self._script_error = True import sys import traceback tb = traceback.format_exc() print(f"Script error in {self.name}.physics_process — node disabled:\n{tb}", file=sys.stderr) log.error("Script error in %s.physics_process — node disabled", self.name) try: Node.script_error_raised.emit(self, "physics_process", tb) except Exception: pass return for child in self.children.safe_iter(): child._physics_process_recursive(dt, paused) def _draw_recursive(self, renderer): if not self.visible: return if self._script_error: for child in self.children.safe_iter(): child._draw_recursive(renderer) return self._safe_call(self.draw, renderer) for child in self.children.safe_iter(): child._draw_recursive(renderer) def _propagate_input(self, event: TreeInputEvent) -> None: """Walk tree front-to-back: children first (reversed), then self. Calls ``input()`` on each node until ``event.handled`` is set. Then calls ``unhandled_input()`` on remaining nodes. """ for child in reversed(list(self.children)): child._propagate_input(event) if not event.handled: self.input(event) self.unhandled_input(event)
[docs] def clear_children(self): """Destroy all children of this node.""" for child in list(self.children): child.destroy()
[docs] def destroy(self): """Schedule this node for removal at the end of the current frame.""" if self._tree: self._tree._queue_delete(self)
@property def app(self): """The App running this node's scene tree. Available after enter_tree().""" return self._tree.app if self._tree else None @property def tree(self) -> SceneTree: """The SceneTree this node belongs to.""" return self._tree
[docs] def get_tree(self) -> SceneTree: """Return the SceneTree this node belongs to.""" return self._tree
[docs] def __getitem__(self, key: str): """Shorthand for get_node: ``self["Child/Path"]``.""" return self.get_node(key)
[docs] @classmethod def get_properties(cls) -> dict[str, Property]: """Return all Property descriptors declared on this node class and its bases.""" return getattr(cls, '__properties__', {})
[docs] def __repr__(self): return f"<{type(self).__name__} '{self.name}'>"
# Register Node itself (not covered by __init_subclass__ which only fires for subclasses) Node._registry["Node"] = Node # ============================================================================ # Timer # ============================================================================
[docs] class Timer(Node): """Fires timeout signal after duration. Supports one-shot and repeating.""" duration = Property(1.0, range=(0.001, 3600)) one_shot = Property(True) autostart = Property(False) def __init__(self, duration: float = 1.0, one_shot: bool = True, autostart: bool = False, **kwargs): super().__init__(**kwargs) self.duration = duration self.one_shot = one_shot self.timeout = Signal() self._time_left = duration if autostart else 0.0 self._running = autostart
[docs] def start(self, duration: float = 0): """Start or restart the timer, optionally overriding duration.""" if duration > 0: self.duration = duration self._time_left = self.duration self._running = True
[docs] def stop(self): """Stop the timer and reset time_left to zero.""" self._running = False self._time_left = 0.0
@property def stopped(self) -> bool: return not self._running @property def time_left(self) -> float: return self._time_left
[docs] def process(self, dt: float): if not self._running: return self._time_left -= dt if self._time_left <= 0: self.timeout() if self.one_shot: self._running = False else: self._time_left += self.duration