simvx.core.nodes_2d.canvas¶
Canvas layer nodes: the screen-/world-space CanvasLayer band.
Module Contents¶
Classes¶
Renders children at a fixed Z-layer with optional transform offset. |
Data¶
API¶
- simvx.core.nodes_2d.canvas.log¶
‘getLogger(…)’
- class simvx.core.nodes_2d.canvas.CanvasLayer(**kwargs)[source]¶
Bases:
simvx.core._drawable2d.Drawable2D,simvx.core.node.NodeRenders children at a fixed Z-layer with optional transform offset.
Children of a CanvasLayer are drawn together at the specified layer order. Higher layer values draw on top. The canvas transform (offset, rotation, scale) is applied to all children.
CanvasLayer is a
Node(not aNode2D), so it joins the build-once retention contract via the :class:~simvx.core._drawable2d.Drawable2Dmixin (a plain hoist ontoNode2Dwould miss it). Its transform Properties (offset/rotation/scale_val/layer) carryon_changehooks that mark the whole layer subtree render-dirty so the itemRenderItemCachere-collects under frame-skip. The legacy path ignores the bits.Initialization
- class Band[source]¶
Bases:
enum.IntEnumNamed
layerbands for the common HUD/overlay stack.Ergonomic presets that replace the magic
1000/1500/...ints scattered across ports.layeris still a plain int – authors may pass a raw value – butCanvasLayer(layer=CanvasLayer.Band.UI)reads as intent.z_indexorders content within a band;Bandorders the bands.BACKGROUNDis negative (drawn behind world content but still over any 3D);WORLDis 0 (the same band ordinary Node2D content occupies);UIandOVERLAYare the HUD / always-on-top bands.Initialization
Initialize self. See help(type(self)) for accurate signature.
- BACKGROUND¶
None
- WORLD¶
0
- UI¶
1000
- OVERLAY¶
2000
- __abs__()¶
- __add__()¶
- __and__()¶
- __bool__()¶
- __ceil__()¶
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- __eq__()¶
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- __floor__()¶
- __floordiv__()¶
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- __ge__()¶
- __getattribute__()¶
- __getnewargs__()¶
- __getstate__()¶
- __gt__()¶
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- __setattr__()¶
- __sizeof__()¶
- __str__()¶
- __sub__()¶
- __subclasshook__()¶
- __truediv__()¶
- __trunc__()¶
- __xor__()¶
- as_integer_ratio()¶
- bit_count()¶
- bit_length()¶
- conjugate()¶
- class denominator¶
- class imag¶
- is_integer()¶
- class numerator¶
- class real¶
- to_bytes()¶
- __deepcopy__(memo)¶
- __copy__()¶
- name()¶
- value()¶
- layer¶
‘Property(…)’
- offset¶
‘Property(…)’
- rotation¶
‘Property(…)’
- scale_val¶
‘Property(…)’
- follow_viewport¶
‘Property(…)’
- environment¶
‘Property(…)’
- hdr¶
‘Property(…)’
- property transform_render_dirty: bool¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- dynamic: bool¶
False
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property update_mode: simvx.core.descriptors.UpdateMode¶
- property visible: bool¶
- 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¶
- get_node_or_none(path: str) simvx.core.node.Node | None¶
- find(target, *, direct: bool = False)¶
- find_all(target, *, direct: bool = False)¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- 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_update(dt: float) None¶
- on_fixed_update(dt: float) None¶
- on_draw(renderer) 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()¶
- 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__()¶