simvx.editor.panels.animation

Animation Timeline Panel – Keyframe animation editor with visual timeline.

Provides a Godot-style animation dope sheet for editing AnimationPlayer clips. Users can select tracks, insert/move/delete keyframes, scrub the playhead, and control playback – all with full undo/redo support.

Layout: +—————————————————-+ | [clip v] Player | << Play Pause Stop >> Loop | |———+——————————————–| | ruler | 0 0.25 0.5 0.75 1.0 1.25 … | |———+——————————————–| | pos.x x | <> <> <> | | pos.y x | <> <> | | rot x | <> <> <> <> | +—————————————————-+

The panel is the canonical public surface (AnimationPanel). Two private sibling helpers own cohesive responsibility groups and are injected with a back-reference to the panel:

  • class:

    _TimelineRenderer – all dope-sheet drawing (header, ruler, track rows + keyframe diamonds, playhead, context menu).

  • class:

    _TimelineInput – mouse/keyboard/scroll routing, header/track hit testing, and the context-menu interaction model.

Coordinate conversion, clip/selection model, transport, and the undoable keyframe/track operations remain on the panel itself (they mutate panel state and push to the editor undo stack). Helpers read and drive that state through the back-reference; the panel exposes thin delegators for every method the helpers moved so its external surface is unchanged.

Module Contents

Classes

AnimationPanel

Animation timeline panel for keyframe editing.

Data

API

simvx.editor.panels.animation.__all__

[‘AnimationPanel’]

class simvx.editor.panels.animation.AnimationPanel(editor_state, **kwargs)[source]

Bases: simvx.core.Control

Animation timeline panel for keyframe editing.

Displays an AnimationPlayer’s clips as a dope-sheet timeline. Supports playback controls, keyframe insertion/deletion/dragging, and interactive scrubbing – all routed through the editor undo stack.

Drawing and input routing are delegated to two private sibling helpers (:class:_TimelineRenderer, :class:_TimelineInput); the clip/selection model, coordinate maths, transport, and undoable operations live here.

Args: editor_state: The central State instance.

Initialization

on_ready()[source]

Connect to editor state signals.

on_process(dt: float)[source]

Update playhead position during playback.

on_draw(renderer)[source]
size_x

‘Property(…)’

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(…)’

modal

‘Property(…)’

dismiss_on_outside_click

‘Property(…)’

pause_tree_when_modal

‘Property(…)’

top_level

‘Property(…)’

property size: simvx.core.math.types.Vec2
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
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)
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)
show_modal()
close_modal()
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)
strict_errors: ClassVar[bool]

True

script_error_raised

‘Signal(…)’

classmethod __init_subclass__(**kwargs)
property name: str
property process_mode: simvx.core.descriptors.ProcessMode
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
find_child(name: str, recursive: bool = False) simvx.core.node.Node | None
find(target: type | str, recursive: bool = True) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
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_enter_tree() None
on_exit_tree() None
on_physics_process(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)
clear_children()
destroy()
property app
property tree: simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()