simvx.editor.panels.scene2d_view

2D Viewport Panel – Canvas-based editor for Node2D scene trees.

Provides an interactive 2D canvas with:

  • Orthographic zoom and pan controls

  • Grid with minor/major lines and optional snapping

  • Pixel rulers along the top and left edges

  • Node2D visualization (coloured rectangles, selection highlight)

  • Translate, rotate, and scale gizmos for the selected node with undo support

  • Info overlay showing zoom level and mouse canvas coordinates

Module Contents

Classes

Scene2DView

Interactive 2D viewport for editing Node2D-based scenes.

Data

log

API

simvx.editor.panels.scene2d_view.log

‘getLogger(…)’

class simvx.editor.panels.scene2d_view.Scene2DView(editor_state: simvx.editor.state.State, **kwargs)[source]

Bases: simvx.core.Control

Interactive 2D viewport for editing Node2D-based scenes.

Displays a pannable, zoomable canvas with grid, rulers, node visualisation, and a move gizmo for the primary selection.

Laptop-friendly: Alt+left-drag or right-drag to pan (no middle mouse needed).

Parameters

editor_state: The central State instance that holds the edited scene, selection, undo stack, etc.

Initialization

pointer_filter

‘Property(…)’

on_gui_input(event)[source]

Handle mouse and scroll events from the UI system.

During play mode the game’s :class:GameHost covers the panel and forwards what reaches it; what reaches the panel itself then (the game paused, say) drives none of the editor’s pan, zoom or pick.

on_update(dt: float)[source]
on_draw(renderer)[source]
reset_view()[source]

Reset zoom to 1x and centre on the origin.

focus_selection()[source]

Pan the canvas so the primary selection is centred.

toggle_snap()[source]

Toggle grid snapping on or off.

property zoom: float[source]
property offset: simvx.core.Vec2[source]
property snap_enabled: bool[source]
property snap_size: float[source]
size_x

‘Property(…)’

size_y

‘Property(…)’

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_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__()