simvx.core.debug

Debug & diagnostic system for SimVX.

Static singleton (like Input) for data collection + DebugNode for rendering.

Usage: from simvx.core import Debug

# Add to scene tree for overlay rendering
root.add_child(Debug.create_node())

# Toggle with F3 in-game, or programmatically:
Debug.enabled = True

Submodules

Package Contents

Classes

Debug

Static debug controller. Disabled by default: zero cost when off.

DebugNode

Add to scene tree to render debug overlay. F3 toggles, F4 cycles features.

Data

API

simvx.core.debug.__all__

[‘Debug’, ‘DebugNode’, ‘_debug_log_event’, ‘_debug_log_focus’, ‘_debug_log_hit’]

class simvx.core.debug.Debug[source]

Static debug controller. Disabled by default: zero cost when off.

enabled: bool

False

profiler

‘_LazyAttr(…)’

ui_inspector

‘_LazyAttr(…)’

overlay

‘_LazyAttr(…)’

classmethod toggle()[source]
classmethod create_node() → simvx.core.debug.DebugNode[source]

Factory for the debug overlay rendering node.

class simvx.core.debug.DebugNode(name: str = '', **kwargs)[source]

Bases: simvx.core.node.Node

Add to scene tree to render debug overlay. F3 toggles, F4 cycles features.

Initialization

on_update(dt: float)[source]
on_draw(renderer)[source]
strict_errors: ClassVar[bool]

True

dev_checks: ClassVar[bool]

None

dev_warnings: ClassVar[bool]

None

freeze_check_interval: ClassVar[float]

1.0

dynamic: bool

False

visible

‘Property(…)’

update_mode

‘Property(…)’

focus_mode

‘Property(…)’

drag_threshold

‘Property(…)’

focus_entered

‘Signal(…)’

focus_exited

‘Signal(…)’

__properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]

None

classmethod __init_subclass__(**kwargs)
property name: str
property visible_in_tree: bool
property input_player: simvx.core.input.players.InputPlayer
property input_context: simvx.core.input.contexts.InputContext | None
reset_error() → None
add_child(node: simvx.core.node.T) → simvx.core.node.T
remove_child(node: simvx.core.node.Node) → None
reparent(new_parent: simvx.core.node.Node)
node_at(path, default=_NO_DEFAULT)
find(target, *, direct: bool = False)
find_all(target, *, direct: bool = False)
expect(target, *, direct: bool = False)
ancestor(target)
walk(*, include_self: bool = True) → collections.abc.Iterator[simvx.core.node.Node]
property path: str
property is_scene_root: bool
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) → bool
on_ready() → None
on_enter_tree() → None
on_exit_tree() → None
on_fixed_update(dt: float) → None
on_draw_3d(gizmos) → None
on_picked(event: simvx.core.input.events.PickEvent) → bool | None
on_gui_input(event: simvx.core.input.events.GuiInputEvent) → bool | None
start_coroutine(gen: simvx.core.descriptors.Coroutine) → simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
property focused: bool
property focus_rect: tuple[float, float, float, float] | None
drag_threshold_for(pointer_type: simvx.core.input.enums.PointerType | str) → float
grab_focus() → None
release_focus() → None
capture_pointer(pointer_id: int | None = None) → None
release_pointer(pointer_id: int | None = None) → None
queue_redraw() → None
property render_dirty: bool
clear_children()
destroy()
property destroying: bool
property destroyed: bool
call_deferred(method: collections.abc.Callable[..., Any], *args: Any) → None
property app
property tree: simvx.core.scene_tree.SceneTree
property viewport_size: simvx.core.math.types.Vec2
property viewport_insets: tuple[float, float, float, float]
property physics
property physics_2d
__getitem__(key: str)
classmethod get_properties() → dict[str, simvx.core.descriptors.Property]
__repr__()