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¶
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.refreshis 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.refreshis called.
- class simvx.core.ui.tree.TreeView(root: simvx.core.ui.tree.TreeItem | None = None, **kwargs)[source]¶
Bases:
simvx.core.ui.core.ControlScrollable 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
expandedin code), call- Meth:
refreshfor 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
- 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
TreeItemgraph.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:
rootrefreshes 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.
- 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(…)’
- dismiss_on_outside_click¶
‘Property(…)’
- clip_contents¶
‘Property(…)’
- focus_mode¶
‘Property(…)’
- tooltip¶
‘Property(…)’
- mouse_filter¶
‘Property(…)’
- 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¶
- touch_mode: str¶
‘mouse’
- property theme: simvx.core.ui.types.Theme | None¶
- property mouse_over: bool¶
- property focused: bool¶
- property disabled: bool¶
- get_theme() simvx.core.ui.types.Theme¶
- queue_redraw()¶
- 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]¶
- is_point_inside(point) bool¶
- place_bottom_strip(height: float) None¶
- place_top_strip(height: float) None¶
- set_anchor_preset(preset: simvx.core.ui.enums.AnchorPreset)¶
- activate() bool¶
- set_focus()¶
- grab_focus()¶
- release_focus()¶
- has_focus() bool¶
- focus_next_control()¶
- focus_previous_control()¶
- grab_mouse()¶
- release_mouse()¶
- 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(…)’
- 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)¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)¶
- wrap_screen(margin: float = 20)¶
- hdr¶
‘Property(…)’
- property transform_render_dirty: bool¶
- 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¶
- 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_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)¶
- 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__()¶