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¶
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 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.NodeAdd to scene tree to render debug overlay. F3 toggles, F4 cycles features.
Initialization
- strict_errors: ClassVar[bool]¶
True
- dev_checks: ClassVar[bool]¶
None
- script_error_raised¶
‘Signal(…)’
- dynamic: bool¶
False
- visible¶
‘Property(…)’
- update_mode¶
‘Property(…)’
- __properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]¶
None
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property visible_in_tree: bool¶
- 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_picked(event: simvx.core.events.InputEvent) None¶
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- queue_redraw() None¶
- property render_dirty: bool¶
- clear_children()¶
- destroy()¶
- property destroying: bool¶
- call_deferred(method: collections.abc.Callable[..., Any], *args: Any) None¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- property physics¶
- property physics_2d¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶