Source code for simvx.editor.panels.properties

"""Inspector Panel -- Property editor for the selected node.

Reads Property descriptors from the selected node's class hierarchy and
creates appropriate editor widgets (Slider, SpinBox, CheckBox, DropDown,
TextEdit, ColourPicker) for each property.  All property changes go
through the undo system via PropertyCommand.

Layout:
    +----------------------------------+
    | TypeName    [ Make Custom Class ]|
    | Name: [ editable name field    ] |
    +----------------------------------+
    | v Class                          |
    |   <module path>                  |
    |   <file path:line>  [ Edit ]     |
    +----------------------------------+
    | v Instance                       |
    |   Visible  [x]                   |
    |   Position X [  ] Y [  ] Z [  ] |
    |   speed   [=====|-------] 5.0    |
    +----------------------------------+

The Class section auto-collapses to a single "Built-in" line when the
node's class lives under ``simvx.core.*`` (the existing "Make Custom
Class" promote button in the header carries the only actionable affordance
in that case).  For user-defined subclasses it surfaces an "Edit class
file" button that calls ``state.workspace.open_file(path, line=...)``.

The Instance section header is suppressed when the underlying node has no
displayable property groups (e.g. plain ``Node`` without any descriptors).

The section-building logic lives behind this facade in two private siblings:
``_properties_class_section`` (Class metadata + Make-Custom-Class promotion)
and ``_properties_instance_section`` (per-node editable sections, property
handlers, and section management).  They are mixed into ``PropertiesPanel``,
so all methods remain on the class.
"""

from simvx.core import (
    Button,
    Control,
    HBoxContainer,
    Label,
    Node,
    Node2D,
    Node3D,
    Signal,
    TextEdit,
    Vec2,
)
from simvx.core.ui.theme import em, get_theme

from ..make_custom_class_dialog import _is_builtin_class
from ..theme import TYPE_COLOUR
from ._properties_class_section import _ClassSectionMixin
from ._properties_instance_section import _InstanceSectionMixin
from .inspector_script import ScriptSectionMixin
from .section_widgets import (
    SectionHeader,
    font_size,
    indent,
    label_width,
    padding,
    row_height,
)

# ============================================================================
# Layout helpers
# ============================================================================

def _row_h() -> float:
    return row_height()

def _section_h() -> float:
    return em(2.36)

def _label_w() -> float:
    return label_width()

def _font_size() -> float:
    return font_size()

def _padding() -> float:
    return padding()

def _indent() -> float:
    return indent()

# ============================================================================
# PropertiesPanel -- Main inspector control
# ============================================================================

[docs] class PropertiesPanel(_ClassSectionMixin, _InstanceSectionMixin, ScriptSectionMixin, Control): """Property editor panel for the currently selected node. Subscribes to ``state.selection_changed`` and rebuilds its contents whenever the selection changes. Each Property on the selected node is mapped to an appropriate editor widget. Property edits are pushed to the undo stack as ``PropertyCommand`` instances. Args: editor_state: The central State instance. """ # Emitted as (node, prop_name, old_value, new_value) whenever an edit occurs property_changed = Signal() def __init__(self, editor_state=None, **kwargs): super().__init__(**kwargs) self.state = editor_state self.bg_colour = get_theme().panel_bg self.size = Vec2(300, 600) # Title header widgets self._type_label: Label | None = None self._name_edit: TextEdit | None = None # Section tracking self._sections: list = [] self._property_widgets: dict[str, Control] = {} self._scroll_offset = 0.0 # The node we are currently inspecting (cached for refresh) self._inspected_node: Node | None = None # Multi-selection: list of all selected nodes (empty for single/no selection) self._multi_nodes: list[Node] = []
[docs] def on_ready(self): """Connect to editor state signals.""" if self.state is not None: self.state.selection_changed.connect(self._rebuild_inspector) self.state.undo_stack.changed.connect(self._refresh_values)
[docs] def inspect(self, node: Node | None): """Public API: display properties for the given node (or clear if None).""" self._inspected_node = node self._rebuild()
# ==================================================================== # Rebuild -- called when selection changes # ==================================================================== def _rebuild_inspector(self): """Called by editor state when selection changes.""" if self.state is not None: sel = self.state.selection if sel.count > 1: self._inspected_node = sel.primary self._multi_nodes = sel.items else: self._inspected_node = sel.primary self._multi_nodes = [] self._rebuild() def _rebuild(self): """Tear down all children and rebuild for the currently inspected node.""" # Clear existing children for child in list(self.children): self.remove_child(child) self._sections.clear() self._property_widgets.clear() self._type_label = None self._name_edit = None self._scroll_offset = 0.0 self._layout_dirty_ip = True node = self._inspected_node if not node: return # Multi-select: show shared properties across all selected nodes if self._multi_nodes and len(self._multi_nodes) > 1: self._rebuild_multi() return # Build the header and property sections self._add_header(node) # Class section -- module/file and "Edit class file" link (or compact # built-in marker when the class ships under simvx.core.*). self._add_class_section(node) # Script section (from ScriptSectionMixin) self._add_script_section(node) # Mark the instance section so users can tell class metadata from the # editable per-instance values below. The header auto-hides when the # node has nothing addressable in the instance area. instance_anchor_index = len(list(self.children)) self._add_instance_section_header() # Node properties (name, visibility) self._add_node_section(node) # Transform section for spatial nodes if isinstance(node, Node3D): self._add_transform3d_section(node) elif isinstance(node, Node2D): self._add_transform2d_section(node) # Custom settings from Property descriptors self._add_settings_section(node) # Registry-based sections (mesh, material, audio, collision, camera, particles, etc.) self._add_registered_sections(node) # Drop the instance header if no instance-side widgets actually appeared. if len(list(self.children)) <= instance_anchor_index + 1: header = list(self.children)[instance_anchor_index] self.remove_child(header) self._instance_header = None # ==================================================================== # Refresh -- called after undo/redo to sync widget values # ==================================================================== def _refresh_values(self): """Sync widget values with the inspected node after undo/redo.""" node = self._inspected_node if node is None or node is not self.state.selection.primary: # Selection may have changed out from under us self._rebuild_inspector() return # Refresh name edit if self._name_edit is not None: if self._name_edit.text != node.name: self._name_edit.text = node.name self._name_edit.cursor_pos = len(node.name) # ==================================================================== # Header -- type name and editable node name # ==================================================================== def _add_header(self, node: Node): """Add the header showing node type and editable name. When the selected node's class lives under ``simvx.core.*`` and is the sole selection, surface a small "Make Custom Class" button so the user can promote the instance to a user-defined subclass via :class:`MakeCustomClassDialog`. """ # Type label + optional promote button on a single row so the button # sits next to the type name without consuming a separate inspector row. header_row = HBoxContainer(name="InspectorHeaderRow") header_row.size = Vec2(self.size.x, 22) header_row.separation = 6.0 type_label = Label(type(node).__name__) type_label.text_colour = TYPE_COLOUR type_label.font_size = 14.0 type_label.size = Vec2(self.size.x - 160, 22) header_row.add_child(type_label) self._type_label = type_label if ( self.state is not None and len(self._multi_nodes) <= 1 and _is_builtin_class(type(node)) ): promote_btn = Button("Make Custom Class", name="MakeCustomClassBtn") promote_btn.font_size = 11.0 promote_btn.size = Vec2(150, 22) promote_btn.pressed.connect(lambda n=node: self._on_make_custom_class(n)) header_row.add_child(promote_btn) self._make_custom_class_btn = promote_btn else: self._make_custom_class_btn = None self.add_child(header_row) # Name edit row row = HBoxContainer() row.size = Vec2(self.size.x, _row_h()) row.separation = 4.0 name_label = Label("Name") name_label.text_colour = get_theme().text_label name_label.font_size = _font_size() name_label.size = Vec2(_label_w(), _row_h()) row.add_child(name_label) name_edit = TextEdit(text=node.name) name_edit.font_size = _font_size() name_edit.size = Vec2(self.size.x - _label_w() - _padding() * 2, _row_h()) name_edit.text_submitted.connect( lambda text: self._on_name_changed(node, text) ) row.add_child(name_edit) self._name_edit = name_edit self.add_child(row) def _on_name_changed(self, node: Node, new_name: str): """Handle node name edit with undo support.""" if not new_name or new_name == node.name: return old_name = node.name self._on_property_changed(node, "name", old_name, new_name) # ==================================================================== # Instance section header -- visual divider before per-node values # ==================================================================== def _add_instance_section_header(self) -> None: """Add a non-collapsible 'Instance' header before instance widgets. The header is removed by :meth:`_rebuild` if no instance-side widgets end up below it (avoids a stranded header above an empty area for plain ``Node`` instances with no Properties). """ header = SectionHeader("Instance", collapsed=False, name="InstanceSectionHeader") header.size = Vec2(self.size.x, _section_h()) # Disable interactive collapse: the header is purely a marker because # the underlying sections (Node, Transform, Properties, ...) have # their own collapse toggles. header.mouse_filter = False self.add_child(header) self._instance_header = header # ==================================================================== # Layout -- vertically stack all children # ====================================================================
[docs] def on_process(self, dt: float): """Reflow vertical layout when size changes or content is dirty.""" current_size = (self.size.x, self.size.y) if getattr(self, "_layout_dirty_ip", True) or current_size != getattr(self, "_last_size_ip", None): self._last_size_ip = current_size self._layout_dirty_ip = False self._layout_children()
def _layout_children(self): """Stack all visible children vertically with padding.""" from simvx.core.ui.containers import Container _place = Container._place pad = _padding() content_w = self.size.x - pad * 2 y = pad for child in self.children: if not isinstance(child, Control): continue if not child.visible: continue _place(child, pad, y, content_w, child.size.y) y += child.size.y + 2 # ==================================================================== # Drawing # ====================================================================
[docs] def on_draw(self, renderer): t = get_theme() x, y, w, h = self.get_global_rect() # Panel background renderer.draw_rect((x, y), (w, h), colour=t.panel_bg, filled=True) # Left border accent renderer.draw_rect((x, y), (2, h), colour=t.border, filled=True) # Title bar separator if self._inspected_node is not None: sep_y = y + _padding() + 22 + _row_h() + 2 renderer.draw_rect((x + 4, sep_y), (w - 8, 1), colour=t.border, filled=True)
def _draw_recursive(self, renderer): """Override to wrap child traversal in a clip region.""" if not self.visible: return self.on_draw(renderer) x, y, w, h = self.get_global_rect() renderer.push_clip(x, y, w, h) for child in list(self.children): child._draw_recursive(renderer) renderer.pop_clip()