simvx.graphics.app¶
Graphics application layer: engine wrapper with node tree support.
Module Contents¶
Classes¶
Graphics application wrapper. Supports both raw callbacks and node tree scenes. |
Data¶
API¶
- simvx.graphics.app.log¶
‘getLogger(…)’
- simvx.graphics.app.__all__¶
[‘App’, ‘AVAILABLE_BACKENDS’]
- class simvx.graphics.app.App(title: str = 'SimVX', width: int = 1280, height: int = 720, backend: str | None = None, physics_fps: int = 60, target_fps: int | None = None, visible: bool = True, vsync: bool = True, bg_colour: tuple[float, float, float, float] | str | None = None, audio_sample_rate: int = 48000, audio_channels: int = 2, **_kwargs)[source]¶
Graphics application wrapper. Supports both raw callbacks and node tree scenes.
Args: title: Window title string. width: Window width in pixels (must be >= 1). height: Window height in pixels (must be >= 1). backend: Windowing backend name. One of
"glfw"(desktop),"sdl3"(touch/mobile),"qt"(embedding).Noneauto-detects. physics_fps: Fixed-timestep physics simulation rate (Hz). Independent of the display rate; the run loop drives physics via an accumulator so changing this never affects render cadence. target_fps: Maximum display frame rate.None(default) means uncapped (vsync-gated only). Mirrors Godot’sEngine.max_fps, Unity’sApplication.targetFrameRate, and Bevy’sFrameRateLimit::Limit. Combine withvsync=Falseto make the cap dominant on high-refresh displays. visible: Open a visible window. SetFalsefor headless tests. vsync: Enable vertical sync at present time. bg_colour: Background clear colour."transparent", an RGBA tuple, orNoneto use the theme background.Usage with node tree (recommended)::
app = App(title="My Game", width=1280, height=720) app.run(MyGameScene()) # Node subclass with ready()/process()
Usage with raw callbacks::
app = App(title="My Game") app.run(update=my_update, render=my_render)
After
run()has created the window,window_title,window_size, andactive_backendreflect the live state.Initialization
- classmethod current() simvx.graphics.app.App | None[source]¶
Return the running App instance, or
Noneif no App is alive.Prefer
node.appfrom inside Node subclasses (afteron_enter_tree); use this from non-Node helpers like audio callbacks, utility modules, or tools that don’t have a node handle.
- property engine: simvx.graphics.engine.Engine | None[source]¶
Access the graphics engine (available after run() starts).
- property texture_manager[source]¶
The renderer’s :class:
TextureManager(available after run() starts).Convenience accessor: forwards to
app.engine.texture_managerso scenes that upload runtime-generated pixels (e.g. rasterised text) don’t need to reach into_engine.
- property scene_adapter[source]¶
Scene adapter bridging SceneTree to the renderer (available after run() starts).
- property active_backend: str | None[source]¶
Return the resolved backend name (e.g.
"glfw"), orNoneif the engine has not yet initialised a window.
- property window_size: tuple[int, int][source]¶
Current window
(width, height). Writable once the window exists.
- property cursor_pos: tuple[float, float][source]¶
Current cursor position in screen coordinates,
(0.0, 0.0)before run().
- set_vsync(value: bool) None[source]¶
Toggle vsync at runtime.
Before
run()this just stores the boot-time value. Afterrun(), the engine recreates the swapchain with the new present mode (FIFO when on, MAILBOX/IMMEDIATE when off).
- property time_scale: float[source]¶
Global time-scale multiplier for the scene-tree tick.
Applied to
dtbefore delivery totree.process()andtree.physics_process().1.0is real-time,0.3is 30% speed (slow-motion / hitstop),2.0is double speed,0.0is paused (still ticks, with zero dt). Default1.0.Scope is intentionally narrow: only the scene-tree dt is scaled. Audio playback rate, coroutine pacing, and the wall-clock physics accumulator are NOT touched: slowing audio + coroutines requires a separate design pass. Read :attr:
simvx.core.SceneTree.nowfor the scaled scene clock.
- property last_draw2d_draw_count: int | None[source]¶
Draw2DPass.last_frame_draw_countfrom the most recentrun_headlesscall’s final rendered frame.Noneif no run has happened yet or the renderer reported no Draw2D pass for this scene.
- run(root_or_update: Any = None, *, update: collections.abc.Callable[[], None] | None = None, render: collections.abc.Callable[[object, tuple[int, int]], None] | None = None) None[source]¶
Run the graphics engine.
Args: root_or_update: Either a Node (scene root) or a per-frame update callback. When a Node is passed, SceneTree and input are set up automatically. update: Per-frame callback (alternative to the positional arg). render: Custom render callback (cmd, extent). Only used in callback mode.
- quit() None[source]¶
Request a clean shutdown of the running app.
Safe to call from process/physics_process or input handlers. The main loop exits at the end of the current frame; audio and Vulkan resources are torn down in the usual finally-paths. Prefer this over
sys.exitwhich can leave background threads (e.g. miniaudio) alive and stall process exit.
- run_headless(root_node: Any, *, frames: int = 1, on_frame: collections.abc.Callable[[int, float], bool | None] | None = None, capture_frames: list[int] | None = (), capture_fn: collections.abc.Callable[[int], bool] | None = None) list[source]¶
Run the engine headlessly for frames frames and return captured pixels.
Args: root_node: Scene root node. frames: Total number of frames to simulate. on_frame: Optional callback invoked with (frame_index, time) before each frame. Return False to stop early. capture_frames: Which frame indices to capture. Defaults to
(): no capture. Per-frame swapchain readback costs ~4 ms/frame (vkQueueWaitIdle+vkDeviceWaitIdle+ host copy), so the default is no-capture so that tests/CI/benchmarks measure real frame work, not host-side readback. Pass an explicit list of frame indices (e.g.[frames - 1]for the final frame) to opt in, orNoneto capture every frame. capture_fn: Dynamic capture predicate: called with frame index, captures if True. Takes precedence over capture_frames when provided.Returns: List of (H, W, 4) uint8 RGBA numpy arrays, one per captured frame (empty when the default
capture_frames=()is used).