simvx.core.ui.tree

TreeView – hierarchical tree display with expand/collapse.

TreeItem is a lightweight data node. TreeView renders the hierarchy with indentation, selection highlight, and expand/collapse arrows. Uses virtual scrolling: only visible rows are drawn each frame.

Module Contents

Classes

TreeItem

Data node for a tree hierarchy.

TreeView

Scrollable tree widget with expand/collapse and selection.

Data

API

simvx.core.ui.tree.log

‘getLogger(…)’

simvx.core.ui.tree.__all__

[‘TreeItem’, ‘TreeView’]

class simvx.core.ui.tree.TreeItem(text: str = '', children: list[simvx.core.ui.tree.TreeItem] | None = None, expanded: bool = True, data: Any = None, badge_text: str = '', badge_tooltip: str = '')[source]

Data node for a tree hierarchy.

Attributes: text: Display text for this item. children: Child items. expanded: Whether children are visible. data: Arbitrary user data attached to this item. parent: Parent TreeItem (set internally by add_child/remove_child). badge_text: Optional trailing icon/text drawn at the right edge of the row (e.g. an error indicator). Hit-tested separately so panels can respond to badge clicks via TreeView.item_badge_clicked. badge_tooltip: Tooltip text shown when hovering the badge region.

Example: root = TreeItem(“Root”) root.add_child(TreeItem(“Child A”)) root.add_child(TreeItem(“Child B”, data={“key”: 42}))

Initialization

__slots__

(‘text’, ‘children’, ‘expanded’, ‘data’, ‘parent’, ‘badge_text’, ‘badge_tooltip’)

add_child(item: simvx.core.ui.tree.TreeItem) → simvx.core.ui.tree.TreeItem[source]

Add a child item and set its parent.

A view already displaying this item’s tree keeps its rows until

Meth:

TreeView.refresh is called.

remove_child(item: simvx.core.ui.tree.TreeItem)[source]

Remove a child item and clear its parent.

A view already displaying this item’s tree keeps its rows until

Meth:

TreeView.refresh is called.

__repr__() → str[source]
class simvx.core.ui.tree.TreeView(root: simvx.core.ui.tree.TreeItem | None = None, **kwargs)[source]

Bases: simvx.core.ui.core.Control

Scrollable tree widget with expand/collapse and selection.

Renders a TreeItem hierarchy with indentation, clickable expand/collapse arrows, and selection highlight. Uses virtual scrolling – only rows visible in the viewport are drawn.

Invalidation is explicit: after editing the item graph (adding, removing or re-labelling items, or setting expanded in code), call

Meth:

refresh for the change to reach the screen.

Example: root = TreeItem(“Scene”) root.add_child(TreeItem(“Player”)) root.add_child(TreeItem(“Enemies”, children=[ TreeItem(“Goblin”), TreeItem(“Dragon”), ]))

tree = TreeView(root=root)
tree.item_selected.connect(lambda item: print(item.text))

Initialization

pointer_filter

‘Property(…)’

indent

‘Property(…)’

row_height

‘Property(…)’

font_size

‘Property(…)’

size_x

‘Property(…)’

size_y

‘Property(…)’

bg_colour

‘ThemeColour(…)’

text_colour

‘ThemeColour(…)’

select_colour

‘ThemeColour(…)’

hover_colour

‘ThemeColour(…)’

arrow_colour

‘ThemeColour(…)’

property root: simvx.core.ui.tree.TreeItem | None[source]
refresh()[source]

Rebuild the visible rows from the current TreeItem graph.

The widget flattens the hierarchy into a row cache and reuses it every frame, so an item added, removed or re-labelled after the first draw is invisible until the cache is dropped. Call this once after a batch of edits::

branch.add_child(TreeItem("New"))
branch.expanded = True
tree.refresh()

Assigning :attr:root refreshes too, and clicking a row’s arrow refreshes itself; refresh() is how code says it without handing the same root back. A redraw is requested as part of the call.

on_gui_input(event)[source]
on_draw(renderer)[source]
min_size_x

‘Property(…)’

min_size_y

‘Property(…)’

anchor_left

‘Property(…)’

anchor_top

‘Property(…)’

anchor_right

‘Property(…)’

anchor_bottom

‘Property(…)’

margin_left

‘Property(…)’

margin_top

‘Property(…)’

margin_right

‘Property(…)’

margin_bottom

‘Property(…)’

anchor

‘Property(…)’

inset

‘Property(…)’

dismiss_on_outside_click

‘Property(…)’

clip_contents

‘Property(…)’

focus_mode

‘Property(…)’

tooltip

‘Property(…)’

cursor_shape

‘Property(…)’

pointer_types: frozenset[simvx.core.input.enums.PointerType] | None

None

touch_target: bool

False

property wants_text_input: bool
size_flags_horizontal

‘Property(…)’

size_flags_vertical

‘Property(…)’

stretch_ratio

‘Property(…)’

max_size

‘Property(…)’

property size: simvx.core.math.types.Vec2
property min_size: simvx.core.math.types.Vec2
content_signature() → object
content_uses(chars: str) → bool
autosize_to_content() → None
accepts_pointers

‘Property(…)’

property theme: simvx.core.ui.types.Theme | None
property mouse_over: bool
property disabled: bool
get_theme() → simvx.core.ui.types.Theme
property viewport_size: simvx.core.math.types.Vec2
property viewport_insets: tuple[float, float, float, float]
queue_redraw()
size_floor() → tuple[float, float]
get_minimum_size() → simvx.core.math.types.Vec2
add_child(node: simvx.core.node.T) → simvx.core.node.T
get_rect() → tuple[float, float, float, float]
get_global_rect() → tuple[float, float, float, float]
property focus_rect: tuple[float, float, float, float] | None
is_point_inside(point) → bool
is_hit(event: simvx.core.input.events.PointerEvent) → bool
classmethod __init_subclass__(**kwargs)
activate() → bool
focus_next_control()
focus_previous_control()
set_drag_preview(control: simvx.core.ui.core.Control)
property is_overlay_open: bool
show_overlay(modality: str = 'light', *, dim: bool | None = None, dismiss: bool | None = None, inert: bool | None = None, owner: simvx.core.ui.core.Control | None = None, initial_focus: simvx.core.ui.core.Control | None = None) → None
close_overlay() → None
position

‘_SpatialVecProperty(…)’

rotation

‘Property(…)’

scale

‘_SpatialVecProperty(…)’

top_level

‘Property(…)’

z_index

‘Property(…)’

z_as_relative

‘Property(…)’

render_layer

‘Property(…)’

set_render_layer(index: int, enabled: bool = True) → None
is_on_render_layer(index: int) → bool
property absolute_z_index: int
property rotation_degrees: float
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]
property forward: simvx.core.math.types.Vec2
property right: simvx.core.math.types.Vec2
translate(offset: tuple[float, float] | numpy.ndarray)
rotate(radians: float)
rotate_deg(degrees: float)
look_at(target: tuple[float, float] | numpy.ndarray)
to_global(point) → simvx.core.math.types.Vec2
to_local(point) → simvx.core.math.types.Vec2
transform_points(points: list[simvx.core.math.types.Vec2]) → list[simvx.core.math.types.Vec2]
wrap_screen(margin: float = 20)
post_processed

‘Property(…)’

property transform_render_dirty: bool
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(…)’

drag_threshold

‘Property(…)’

focus_entered

‘Signal(…)’

focus_exited

‘Signal(…)’

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

None

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
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_update(dt: float) → None
on_fixed_update(dt: float) → None
on_draw_3d(gizmos) → None
on_picked(event: simvx.core.input.events.PickEvent) → bool | None
start_coroutine(gen: simvx.core.descriptors.Coroutine) → simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
property focused: bool
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
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 physics
property physics_2d
__getitem__(key: str)
classmethod get_properties() → dict[str, simvx.core.descriptors.Property]
__repr__()