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¶
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.ControlAnimation 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
- 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¶
- 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__()¶