simvx.ide.embedded¶
Embeddable IDE layout: sidebar + code editor + bottom panels, no menu/status bar.
Used by Root (the standalone IDE), which wraps it with a menu bar, status bar,
and overlays. (Editor integration takes a different route: IDEBridgePlugin in
editor_integration injects IDE features into the editor’s own CodeEditorPanel
rather than parenting this shell.)
Module Contents¶
Classes¶
Reusable IDE layout without menu bar, status bar, or overlays. |
Data¶
API¶
- simvx.ide.embedded.log¶
‘getLogger(…)’
- class simvx.ide.embedded.EmbeddedShell(state: simvx.ide.state.State, config: simvx.ide.config.Config, *, name: str = 'EmbeddedShell', **kwargs)[source]¶
Bases:
simvx.core.NodeReusable IDE layout without menu bar, status bar, or overlays.
Builds: Left sidebar: FileBrowserPanel (60%) + SymbolOutlinePanel (40%) Center: CodeEditorPanel Bottom: TabContainer with Terminal, Output, Problems, Search, Debug
Initialization
- build(width: float, height: float)[source]¶
Build the IDE layout at the given size. Call once after adding to tree.
- 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(…)’
- focus_mode¶
‘Property(…)’
- drag_threshold¶
‘Property(…)’
- focus_entered¶
‘Signal(…)’
- focus_exited¶
‘Signal(…)’
- __properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]¶
None
- classmethod __init_subclass__(**kwargs)¶
- 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¶
- add_child(node: simvx.core.node.T) simvx.core.node.T¶
- 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(canvas) None¶
- on_draw_3d(gizmos) None¶
- on_picked(event: simvx.core.input.events.PickEvent) bool | None¶
- on_gui_input(event: simvx.core.input.events.GuiInputEvent) bool | None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- property focused: bool¶
- property focus_rect: tuple[float, float, float, float] | None¶
- 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¶
- queue_redraw() 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 viewport_size: simvx.core.math.types.Vec2¶
- property viewport_insets: tuple[float, float, float, float]¶
- property physics¶
- property physics_2d¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶