simvx.editor.panels.property_widgets

Reusable property-editing widgets for the inspector and material editor.

Contains the widget classes used to build inspector rows:

  • SectionHeader: clickable collapsible section header

  • Section: logical grouping of header + body rows

  • PropertyRow: label + widget pair on a single line

  • VectorRow: multi-component vector editor (Vec2 or Vec3)

Also contains utility helpers for property introspection:

  • is_colour_value(): heuristic test for colour tuples

  • guess_step(): pick a reasonable slider step from a range

  • create_widget_for_property(): factory mapping Property metadata to widgets

Module Contents

Classes

SectionHeader

Clickable section header that toggles visibility of its section body.

Section

Logical grouping of a header and its body rows.

PropertyRow

A single property row: label on the left, widget on the right.

VectorRow

Edits a Vec2 or Vec3 with labeled SpinBox widgets per component.

Functions

is_colour_value

Heuristic: is this value a colour tuple?

guess_step

Pick a reasonable step value given a range.

create_widget_for_property

Map a Property’s type and metadata to the appropriate editor widget.

API

class simvx.editor.panels.property_widgets.SectionHeader(title: str, collapsed: bool = False, **kwargs)[source]

Bases: simvx.core.Control

Clickable section header that toggles visibility of its section body.

Initialization

draw(renderer)[source]
size_x

‘Property(…)’

size_y

‘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
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)
draw_popup(renderer)
is_popup_point_inside(point) bool
popup_input(event)
dismiss_popup()
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 position: simvx.core.math.types.Vec2
property rotation: float
property rotation_degrees: float
property scale: simvx.core.math.types.Vec2
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
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
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(node_type: type, recursive: bool = True) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
enter_tree() None
exit_tree() None
process(dt: float) None
physics_process(dt: float) None
input_event(event: simvx.core.events.InputEvent) None
input(event: simvx.core.events.TreeInputEvent) None
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
get_tree() simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()
class simvx.editor.panels.property_widgets.Section(header: simvx.editor.panels.property_widgets.SectionHeader, rows: list[simvx.core.Control])[source]

Logical grouping of a header and its body rows.

Not a Control itself – just a data structure tracked by the inspector. The header and rows are added as children of the panel’s scroll content.

Initialization

__slots__

(‘header’, ‘rows’, ‘collapsed’)

toggle(collapsed: bool)[source]
class simvx.editor.panels.property_widgets.PropertyRow(label_text: str, widget: simvx.core.Control, **kwargs)[source]

Bases: simvx.core.Control

A single property row: label on the left, widget on the right.

Initialization

process(dt: float)[source]
draw(renderer)[source]
size_x

‘Property(…)’

size_y

‘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
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)
draw_popup(renderer)
is_popup_point_inside(point) bool
popup_input(event)
dismiss_popup()
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 position: simvx.core.math.types.Vec2
property rotation: float
property rotation_degrees: float
property scale: simvx.core.math.types.Vec2
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
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
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(node_type: type, recursive: bool = True) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
enter_tree() None
exit_tree() None
physics_process(dt: float) None
input_event(event: simvx.core.events.InputEvent) None
input(event: simvx.core.events.TreeInputEvent) None
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
get_tree() simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()
class simvx.editor.panels.property_widgets.VectorRow(label_text: str, components: int, values: tuple, step: float = 0.1, min_val: float = -10000, max_val: float = 10000, **kwargs)[source]

Bases: simvx.core.Control

Edits a Vec2 or Vec3 with labeled SpinBox widgets per component.

Initialization

get_values() tuple[source]

Return current component values as a tuple.

set_values(vals: tuple)[source]

Set component values without triggering signals.

process(dt: float)[source]
draw(renderer)[source]
size_x

‘Property(…)’

size_y

‘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
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)
draw_popup(renderer)
is_popup_point_inside(point) bool
popup_input(event)
dismiss_popup()
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 position: simvx.core.math.types.Vec2
property rotation: float
property rotation_degrees: float
property scale: simvx.core.math.types.Vec2
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
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
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(node_type: type, recursive: bool = True) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
enter_tree() None
exit_tree() None
physics_process(dt: float) None
input_event(event: simvx.core.events.InputEvent) None
input(event: simvx.core.events.TreeInputEvent) None
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
get_tree() simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()
simvx.editor.panels.property_widgets.is_colour_value(name: str, value: Any) bool[source]

Heuristic: is this value a colour tuple?

Returns True if the value is a tuple of 3 or 4 floats in [0, 1] and the property name contains a colour-related keyword.

simvx.editor.panels.property_widgets.guess_step(lo: float, hi: float) float[source]

Pick a reasonable step value given a range.

simvx.editor.panels.property_widgets.create_widget_for_property(node: simvx.core.Node, name: str, prop: simvx.core.Property, value: Any, *, on_property_changed, on_enum_changed, on_colour_changed, on_vec3_changed, on_vec2_changed, on_tuple_changed) simvx.core.Control | None[source]

Map a Property’s type and metadata to the appropriate editor widget.

This is a factory function that creates the correct widget for a given Property descriptor. Callback arguments are called when the widget value changes, allowing the caller to wire up undo support.

Args: node: The node owning the property. name: Attribute name of the property on the node. prop: The Property descriptor instance. value: Current value of the property. on_property_changed: (node, name, old, new) -> None on_enum_changed: (node, name, prop, new_idx) -> None on_colour_changed: (node, name, new_colour) -> None on_vec3_changed: (node, name, axis, value) -> None on_vec2_changed: (node, name, axis, value) -> None on_tuple_changed: (node, name, axis, value, num_components) -> None

Returns: A configured widget Control, or None if the type is unsupported.