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12 changed files with 53 additions and 357 deletions

1
.gitignore vendored
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@ -3,4 +3,3 @@ uv.lock
.idea/
.pytest_cache/
.ruff_cache/
simulation_output/

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@ -42,22 +42,6 @@ HUD_MARGIN = 10
LINE_HEIGHT = 20
SELECTION_THRESHOLD = 3 # pixels
# Unified Panel Styling System (based on tree widget design)
PANEL_BACKGROUND_COLOR = (30, 30, 40) # Dark blue-gray background
PANEL_SELECTED_COLOR = (50, 100, 150) # Blue highlight for selected elements
PANEL_HOVER_COLOR = (60, 60, 80) # Dark blue highlight for interactive elements
PANEL_TEXT_COLOR = (200, 200, 200) # Light gray text
PANEL_ICON_COLOR = (150, 150, 150) # Medium gray icons
PANEL_BORDER_COLOR = (220, 220, 220) # Light gray borders/dividers
# Panel spacing and dimensions
PANEL_DIVIDER_WIDTH = 0 # No divider lines between panels
PANEL_BORDER_WIDTH = 2 # Border width for emphasis elements
PANEL_INTERNAL_PADDING = 8 # Standard padding inside panels
PANEL_TIGHT_SPACING = 4 # Tight spacing between components
PANEL_NODE_HEIGHT = 20 # Height for list/grid items
PANEL_INDENTATION = 20 # Indentation per hierarchy level
# Simulation settings
FOOD_SPAWNING = True
FOOD_OBJECTS_COUNT = 500

View File

@ -24,9 +24,9 @@ class OutputConfig:
enabled: bool = True
directory: str = "simulation_output"
formats: List[str] = field(default_factory=lambda: ['json'])
collect_metrics: bool = False
collect_entities: bool = False
collect_evolution: bool = False
collect_metrics: bool = True
collect_entities: bool = True
collect_evolution: bool = True
metrics_interval: int = 100
entities_interval: int = 1000
evolution_interval: int = 1000

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@ -127,16 +127,14 @@ class InputHandler:
# Zoom in viewport
self.camera.handle_zoom(event.y)
elif inspector_rect and inspector_rect.collidepoint(mouse_x, mouse_y) and self.hud.tree_widget:
# Scroll tree widget in inspector
if not viewport_rect.collidepoint(mouse_x, mouse_y):
# Convert to local coordinates if needed
if not hasattr(event, 'pos'):
event.pos = (mouse_x - inspector_rect.x, mouse_y - inspector_rect.y)
else:
local_x = mouse_x - inspector_rect.x
local_y = mouse_y - inspector_rect.y
event.pos = (local_x, local_y)
self.hud.tree_widget.handle_event(event)
# Scroll tree widget in inspector - convert to local coordinates if needed
if not hasattr(event, 'pos'):
event.pos = (mouse_x - inspector_rect.x, mouse_y - inspector_rect.y)
else:
local_x = mouse_x - inspector_rect.x
local_y = mouse_y - inspector_rect.y
event.pos = (local_x, local_y)
self.hud.tree_widget.handle_event(event)
else:
# Fallback: always zoom if no HUD reference
self.camera.handle_zoom(event.y)

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@ -269,11 +269,9 @@ class SimulationEngine:
# Update tree widget
self.hud.update_tree_widget(deltatime)
# Draw panel backgrounds first (before pygame_gui UI)
self.hud.render_panel_backgrounds(self.screen)
# Draw UI elements
self.hud.manager.draw_ui(self.screen)
self.hud.draw_splitters(self.screen)
# Render tree widget
self.hud.render_tree_widget(self.screen)

View File

@ -12,11 +12,6 @@ from output import MetricsCollector, EntityCollector, EvolutionCollector
from output.formatters.json_formatter import JSONFormatter
from output.formatters.csv_formatter import CSVFormatter
from output.writers.file_writer import FileWriter
try:
from tqdm import tqdm
TQDM_AVAILABLE = True
except ImportError:
TQDM_AVAILABLE = False
@dataclass
@ -61,12 +56,6 @@ class HeadlessSimulationEngine:
'evolution': []
}
# Progress tracking
self.files_written = 0
self.last_progress_update = 0
self.progress_update_interval = 1.0 # Update progress every second
self.progress_bar = None
# Setup signal handlers for graceful shutdown
signal.signal(signal.SIGINT, self._signal_handler)
signal.signal(signal.SIGTERM, self._signal_handler)
@ -99,120 +88,6 @@ class HeadlessSimulationEngine:
return collectors
def _init_progress_bar(self):
"""Initialize progress bar for simulation."""
if not TQDM_AVAILABLE:
return
# Determine progress total based on configuration
if self.config.max_ticks:
total = self.config.max_ticks
unit = 'ticks'
elif self.config.max_duration:
total = int(self.config.max_duration)
unit = 'sec'
else:
# No clear total - create indeterminate progress bar
total = None
unit = 'ticks'
if total:
self.progress_bar = tqdm(
total=total,
unit=unit,
desc="Simulation",
leave=True, # Keep the bar when done
bar_format='{l_bar}{bar}| {n_fmt}/{total_fmt} [{elapsed}<{remaining}, {rate_fmt}]'
)
else:
self.progress_bar = tqdm(
unit='ticks',
desc="Simulation",
leave=True,
bar_format='{l_bar}{bar}| {n_fmt} [{elapsed}, {rate_fmt}]'
)
def _update_progress_bar(self):
"""Update progress bar with current status."""
current_time = time.time()
if current_time - self.last_progress_update < self.progress_update_interval:
return
current_tick = self.simulation_core.state.total_ticks
tps = self.simulation_core.state.actual_tps
elapsed = current_time - self.start_time
if TQDM_AVAILABLE and self.progress_bar:
# Use tqdm progress bar
if self.config.max_ticks:
# Update based on tick progress
progress = min(current_tick, self.config.max_ticks)
self.progress_bar.n = progress
self.progress_bar.set_postfix({
'TPS': f'{tps:.1f}',
'Files': self.files_written
})
elif self.config.max_duration:
# Update based on elapsed time
progress = min(elapsed, self.config.max_duration)
self.progress_bar.n = int(progress)
self.progress_bar.set_postfix({
'TPS': f'{tps:.1f}',
'Files': self.files_written,
'Tick': current_tick
})
else:
# Indeterminate progress
self.progress_bar.n = current_tick
self.progress_bar.set_postfix({
'TPS': f'{tps:.1f}',
'Files': self.files_written
})
self.progress_bar.refresh()
else:
# Simple text-based progress
eta_text = ""
if self.config.max_ticks and current_tick > 0:
tick_rate = current_tick / elapsed if elapsed > 0 else 0
remaining_ticks = self.config.max_ticks - current_tick
eta_seconds = remaining_ticks / tick_rate if tick_rate > 0 else 0
eta_minutes, eta_seconds = divmod(eta_seconds, 60)
eta_text = f"ETA: {int(eta_minutes)}m{int(eta_seconds)}s"
elif self.config.max_duration:
remaining_seconds = self.config.max_duration - elapsed
eta_minutes, eta_seconds = divmod(remaining_seconds, 60)
eta_text = f"ETA: {int(eta_minutes)}m{int(eta_seconds)}s"
# Calculate progress percentage if we have a limit
progress_pct = ""
if self.config.max_ticks:
pct = (current_tick / self.config.max_ticks) * 100
progress_pct = f"{pct:.1f}%"
elif self.config.max_duration:
pct = (elapsed / self.config.max_duration) * 100
progress_pct = f"{pct:.1f}%"
progress_line = f"[{current_time - self.start_time:.1f}s] "
if progress_pct:
progress_line += f"Progress: {progress_pct} "
progress_line += f"Tick: {current_tick} TPS: {tps:.1f} Files: {self.files_written}"
if eta_text:
progress_line += f" {eta_text}"
# Overwrite the previous line (using carriage return)
print(f"\r{progress_line}", end="", flush=True)
self.last_progress_update = current_time
def _close_progress_bar(self):
"""Close the progress bar."""
if not TQDM_AVAILABLE and self.running:
# Print a newline to clear the text progress line
print()
elif TQDM_AVAILABLE and self.progress_bar:
self.progress_bar.close()
def run(self) -> Dict[str, Any]:
"""Run the headless simulation."""
# Determine if we should run at max speed
@ -232,12 +107,10 @@ class HeadlessSimulationEngine:
self.start_time = time.time()
self.simulation_core.start()
# Initialize progress bar
self._init_progress_bar()
# Enable sprint mode for maximum speed if not real-time mode
if max_speed_mode:
self.simulation_core.timing.set_sprint_mode(True)
print("Running at maximum speed (sprint mode enabled)")
last_batch_time = time.time()
batch_interval = 5.0
@ -264,9 +137,6 @@ class HeadlessSimulationEngine:
self._write_batch_data()
last_batch_time = time.time()
# Update progress bar
self._update_progress_bar()
# Real-time delay if needed
if self.config.real_time:
time.sleep(0.016) # ~60 FPS
@ -336,17 +206,14 @@ class HeadlessSimulationEngine:
}
formatted_data = formatter.format(combined_data)
self.file_writer.write(formatted_data, filename)
self.files_written += 1
# Clear written data
data_list.clear()
print(f"Wrote batch data at tick {self.simulation_core.state.total_ticks}")
def _finalize(self):
"""Finalize simulation and write remaining data."""
# Close progress bar
self._close_progress_bar()
print("Finalizing simulation...")
# Write any remaining data
@ -357,14 +224,12 @@ class HeadlessSimulationEngine:
if 'json' in self.formatters:
summary_data = self.formatters['json'].format(summary)
self.file_writer.write(summary_data, "simulation_summary.json")
self.files_written += 1
# Stop simulation
self.simulation_core.stop()
self.file_writer.close()
print("Simulation completed")
print(f"Total files written: {self.files_written}")
def _get_summary(self) -> Dict[str, Any]:
"""Get simulation summary."""

View File

@ -51,26 +51,6 @@ def main():
action="store_true",
help="Run in real-time mode (instead of as fast as possible)"
)
parser.add_argument(
"--collect-metrics",
action="store_true",
help="Enable metrics data collection"
)
parser.add_argument(
"--collect-entities",
action="store_true",
help="Enable entity data collection"
)
parser.add_argument(
"--collect-evolution",
action="store_true",
help="Enable evolution data collection"
)
parser.add_argument(
"--collect-all",
action="store_true",
help="Enable all data collection (metrics, entities, evolution)"
)
parser.add_argument(
"--collect-every-tick",
action="store_true",
@ -110,35 +90,11 @@ def main():
headless_config.output.directory = args.output_dir
if args.real_time:
headless_config.output.real_time = True
# Handle data collection arguments - only enable if explicitly requested
# Start with all disabled (default)
headless_config.output.collect_metrics = False
headless_config.output.collect_entities = False
headless_config.output.collect_evolution = False
if args.collect_all:
# Enable all collection
headless_config.output.collect_metrics = True
headless_config.output.collect_entities = True
headless_config.output.collect_evolution = True
else:
# Enable specific collection types
if args.collect_metrics:
headless_config.output.collect_metrics = True
if args.collect_entities:
headless_config.output.collect_entities = True
if args.collect_evolution:
headless_config.output.collect_evolution = True
if args.collect_every_tick:
# Set all collection intervals to 1 for every-tick collection
headless_config.output.metrics_interval = 1
headless_config.output.entities_interval = 1
headless_config.output.evolution_interval = 1
# Also enable all collection if using --collect-every-tick (backward compatibility)
headless_config.output.collect_metrics = True
headless_config.output.collect_entities = True
headless_config.output.collect_evolution = True
except Exception as e:
print(f"Error loading configuration: {e}")

View File

@ -12,7 +12,6 @@ dependencies = [
"pygame>=2.6.1",
"pygame-gui>=0.6.14",
"pytest>=8.3.5",
"tqdm>=4.67.1",
]
[dependency-groups]

120
ui/hud.py
View File

@ -10,26 +10,9 @@ from pygame_gui.elements import UIPanel, UIButton, UITextEntryLine, UILabel
from ui.tree_widget import TreeWidget
import math
# Custom HUD colors (preserving existing functionality)
DARK_GRAY = (40, 40, 40)
DARKER_GRAY = (25, 25, 25)
def create_panel_style(manager: pygame_gui.UIManager) -> dict:
"""Create unified styling dictionary for panels."""
return {
'panel_background': PANEL_BACKGROUND_COLOR,
'border_color': PANEL_BORDER_COLOR,
'text_color': PANEL_TEXT_COLOR,
'internal_padding': PANEL_INTERNAL_PADDING,
'border_width': PANEL_BORDER_WIDTH
}
def render_panel_divider(surface: pygame.Surface, rect: pygame.Rect):
"""Render a thin divider line between panels."""
pygame.draw.rect(surface, PANEL_BORDER_COLOR, rect, PANEL_DIVIDER_WIDTH)
# Panel visibility constants
SHOW_CONTROL_BAR = True
SHOW_INSPECTOR_PANEL = True
@ -67,16 +50,13 @@ class HUD:
self.world = None # Will be set when world is available
self._last_tree_selection = None # Track last selection to avoid unnecessary updates
# Initialize unified panel styling
self.panel_style = create_panel_style(self.manager)
self._create_panels()
self._create_simulation_controls()
def _create_panels(self):
self.panels = []
# Top control bar - full width, positioned at top
# Top control bar
if SHOW_CONTROL_BAR:
self.control_bar = UIPanel(
relative_rect=pygame.Rect(0, 0, self.screen_width, self.control_bar_height),
@ -87,35 +67,34 @@ class HUD:
else:
self.control_bar = None
# Calculate vertical position for side panels (edge-to-edge with control bar)
side_panel_top = self.control_bar_height if SHOW_CONTROL_BAR else 0
side_panel_height = self.screen_height - side_panel_top
# Left inspector panel - edge-to-edge with control bar, no gap
# Left inspector with tree widget
if SHOW_INSPECTOR_PANEL:
# Create a container panel for the inspector
self.inspector_panel = UIPanel(
relative_rect=pygame.Rect(
0, side_panel_top, # Start right at control bar edge
0, self.control_bar_height if SHOW_CONTROL_BAR else 0,
self.inspector_width,
side_panel_height # Extend to bottom edge
self.screen_height - (self.control_bar_height if SHOW_CONTROL_BAR else 0)
),
manager=self.manager,
object_id="#inspector_panel",
)
self.panels.append(self.inspector_panel)
# Tree widget will be created when world is available
self.tree_widget = None
else:
self.inspector_panel = None
self.tree_widget = None
# Right properties panel - edge-to-edge with control bar, no gap
# Right properties
if SHOW_PROPERTIES_PANEL:
self.properties_panel = UIPanel(
relative_rect=pygame.Rect(
self.screen_width - self.properties_width, # Precisely at right edge
side_panel_top, # Align with control bar
self.screen_width - self.properties_width,
self.control_bar_height if SHOW_CONTROL_BAR else 0,
self.properties_width,
side_panel_height # Extend to bottom edge
self.screen_height - (self.control_bar_height if SHOW_CONTROL_BAR else 0)
),
manager=self.manager,
object_id="#properties_panel",
@ -124,16 +103,13 @@ class HUD:
else:
self.properties_panel = None
# Bottom console panel - edge-to-edge with side panels, no gap
# Bottom console
if SHOW_CONSOLE_PANEL:
console_left = self.inspector_width if SHOW_INSPECTOR_PANEL else 0
console_width = self.screen_width - console_left - (self.properties_width if SHOW_PROPERTIES_PANEL else 0)
self.console_panel = UIPanel(
relative_rect=pygame.Rect(
console_left, # Start right at inspector edge
self.screen_height - self.console_height, # Exactly at bottom edge
console_width, # Fill space between side panels
self.inspector_width if SHOW_INSPECTOR_PANEL else 0,
self.screen_height - self.console_height,
self.screen_width - (self.inspector_width if SHOW_INSPECTOR_PANEL else 0) - (self.properties_width if SHOW_PROPERTIES_PANEL else 0),
self.console_height
),
manager=self.manager,
@ -163,55 +139,17 @@ class HUD:
self.tree_widget.select_entities(selected_objects)
self._last_tree_selection = current_selection
def render_panel_backgrounds(self, screen: pygame.Surface):
"""Render panel backgrounds with consistent colors before UI elements."""
# Render control bar background to match inspector panel
if SHOW_CONTROL_BAR and self.control_bar:
control_bg_rect = pygame.Rect(
0, 0,
self.screen_width,
self.control_bar_height
)
pygame.draw.rect(screen, PANEL_BACKGROUND_COLOR, control_bg_rect)
# Render console panel background to match inspector panel
if SHOW_CONSOLE_PANEL and self.console_panel:
console_bg_rect = pygame.Rect(
self.console_panel.rect.x,
self.console_panel.rect.y,
self.console_panel.rect.width,
self.console_panel.rect.height
)
pygame.draw.rect(screen, PANEL_BACKGROUND_COLOR, console_bg_rect)
# Render properties panel background to match inspector panel
if SHOW_PROPERTIES_PANEL and self.properties_panel:
properties_bg_rect = pygame.Rect(
self.properties_panel.rect.x,
self.properties_panel.rect.y,
self.properties_panel.rect.width,
self.properties_panel.rect.height
)
pygame.draw.rect(screen, PANEL_BACKGROUND_COLOR, properties_bg_rect)
def render_panel_dividers(self, screen: pygame.Surface):
"""Render consistent panel sliders with proper rendering order."""
# Render consistent panel sliders
self.draw_splitters(screen)
def _create_simulation_controls(self):
"""Create simulation control buttons in the control bar."""
if not self.control_bar:
return
# Button layout constants (using standardized spacing)
# Button layout constants
button_width = 40
button_height = 32
button_spacing = PANEL_TIGHT_SPACING # Using standardized tight spacing
start_x = PANEL_INTERNAL_PADDING # Using standardized internal padding
start_y = PANEL_TIGHT_SPACING # Using standardized tight spacing
button_spacing = 8
start_x = 20
start_y = 8
# Play/Pause button
self.play_pause_button = UIButton(
@ -430,19 +368,14 @@ class HUD:
if (0 <= tree_local_pos[0] < self.tree_widget.rect.width and
0 <= tree_local_pos[1] < self.tree_widget.rect.height):
event.pos = tree_local_pos
# This is the handle_event call that is being run even when the mouse is not over the tree widget
if self.tree_widget.handle_event(event):
selected_entities = self.tree_widget.get_selected_entities()
return 'tree_selection_changed', selected_entities
else:
# Mouse left the tree widget area, clear hover
self.tree_widget.clear_hover()
else:
# Handle specific mouse events in tree widget (but not wheel - handled by InputHandler)
if event.type in (pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP):
if self.tree_widget.handle_event(event):
selected_entities = self.tree_widget.get_selected_entities()
return 'tree_selection_changed', selected_entities
# For non-mouse events, try handling them normally
if self.tree_widget.handle_event(event):
selected_entities = self.tree_widget.get_selected_entities()
return 'tree_selection_changed', selected_entities
# Handle simulation control button events using ID matching
if event.type == pygame_gui.UI_BUTTON_START_PRESS:
@ -506,8 +439,8 @@ class HUD:
self.update_layout(self.screen_width, self.screen_height)
def draw_splitters(self, screen):
# Draw draggable splitters for visual feedback with consistent styling
indicator_color = PANEL_ICON_COLOR # Use standardized icon color for consistency
# Draw draggable splitters for visual feedback
indicator_color = (220, 220, 220)
indicator_size = 6 # Length of indicator line
indicator_gap = 4 # Gap between indicator lines
indicator_count = 3 # Number of indicator lines
@ -1047,6 +980,3 @@ class HUD:
# Create a surface for the tree widget area
tree_surface = screen.subsurface(self.inspector_panel.rect)
self.tree_widget.draw(tree_surface)
# Render panel dividers for visual consistency
self.render_panel_dividers(screen)

View File

@ -6,7 +6,6 @@ Provides extensible tree structure for entity inspection.
from abc import ABC, abstractmethod
from typing import List, Optional, Dict, Any
import pygame
from config.constants import PANEL_NODE_HEIGHT, PANEL_INDENTATION
class TreeNode(ABC):
@ -19,7 +18,7 @@ class TreeNode(ABC):
self.is_expanded = False
self.is_selected = False
self.depth = 0 if parent is None else parent.depth + 1
self.rect = pygame.Rect(0, 0, 0, PANEL_NODE_HEIGHT) # Will be updated during layout
self.rect = pygame.Rect(0, 0, 0, 20) # Will be updated during layout
def add_child(self, child: 'TreeNode') -> None:
"""Add a child node to this node."""
@ -78,7 +77,7 @@ class TreeNode(ABC):
def get_indent(self) -> int:
"""Get the indentation width for this node."""
return self.depth * PANEL_INDENTATION
return self.depth * 20
class SimulationNode(TreeNode):
@ -124,8 +123,6 @@ class SimulationNode(TreeNode):
# Create new type node
type_node = EntityTypeNode(type_name, entities)
self.add_child(type_node)
# Now update children after this node has correct depth
type_node._update_children()
class EntityTypeNode(TreeNode):
@ -134,7 +131,7 @@ class EntityTypeNode(TreeNode):
def __init__(self, entity_type: str, entities: List[Any]):
super().__init__(entity_type)
self.entities = entities
# Don't call _update_children() here - parent will call after adding this node
self._update_children()
def _update_children(self) -> None:
"""Update child entity nodes to match current entities."""

View File

@ -8,10 +8,6 @@ import pygame_gui
from pygame_gui.core import UIElement
from typing import List, Optional, Tuple, Any
from ui.inspector_tree import TreeNode, SimulationNode, TreeSelectionManager
from config.constants import (
PANEL_BACKGROUND_COLOR, PANEL_SELECTED_COLOR, PANEL_HOVER_COLOR,
PANEL_TEXT_COLOR, PANEL_ICON_COLOR, PANEL_NODE_HEIGHT, PANEL_INDENTATION
)
class TreeWidget(UIElement):
@ -33,20 +29,19 @@ class TreeWidget(UIElement):
# Selection management
self.selection_manager = TreeSelectionManager()
# Visual properties (using standardized panel styling)
self.node_height = PANEL_NODE_HEIGHT
self.expand_collapse_width = PANEL_INDENTATION
# Visual properties
self.node_height = 20
self.expand_collapse_width = 20
self.icon_size = 8
self.text_color = PANEL_TEXT_COLOR
self.selected_color = PANEL_SELECTED_COLOR
self.hover_color = PANEL_HOVER_COLOR
self.expand_icon_color = PANEL_ICON_COLOR
self.text_color = (200, 200, 200)
self.selected_color = (50, 100, 150)
self.hover_color = (60, 60, 80)
self.expand_icon_color = (150, 150, 150)
# Interaction state
self.hovered_node: Optional[TreeNode] = None
self.drag_start_node: Optional[TreeNode] = None
self.is_dragging = False
self.last_mouse_pos: Optional[Tuple[int, int]] = None
# Scrolling
self.scroll_offset = 0
@ -138,7 +133,6 @@ class TreeWidget(UIElement):
elif node == self.hovered_node:
pygame.draw.rect(surface, self.hover_color, node.rect)
# Expand/collapse icon
if node.can_expand():
icon_rect = self._get_expand_collapse_rect(node)
@ -188,7 +182,6 @@ class TreeWidget(UIElement):
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # Left click
# Event position is already converted to local coordinates by HUD
self.last_mouse_pos = event.pos
node = self._get_node_at_position_local(event.pos)
if node:
# Check for expand/collapse click
@ -203,7 +196,6 @@ class TreeWidget(UIElement):
elif event.type == pygame.MOUSEMOTION:
# Event position is already converted to local coordinates by HUD
self.last_mouse_pos = event.pos
self.hovered_node = self._get_node_at_position_local(event.pos)
return True
@ -225,9 +217,6 @@ class TreeWidget(UIElement):
if self._should_update_tree():
self._update_tree_structure()
self._update_visible_nodes()
# Recalculate hover state based on last mouse position after structure changes
if self.last_mouse_pos:
self.hovered_node = self._get_node_at_position_local(self.last_mouse_pos)
def _should_update_tree(self) -> bool:
"""Determine if the tree structure needs updating."""
@ -257,7 +246,7 @@ class TreeWidget(UIElement):
"""Draw the tree widget."""
# Create a clipping surface for the tree area
tree_surface = pygame.Surface((self.rect.width, self.rect.height))
tree_surface.fill(PANEL_BACKGROUND_COLOR) # Using standardized background color
tree_surface.fill((30, 30, 40)) # Background color
# Set up clipping rect to prevent rendering outside bounds
clip_rect = pygame.Rect(0, 0, self.rect.width, self.rect.height)
@ -328,8 +317,3 @@ class TreeWidget(UIElement):
)
self._update_node_layout()
def clear_hover(self) -> None:
"""Clear the hover state (called when mouse leaves tree widget)."""
self.hovered_node = None
self.last_mouse_pos = None

14
uv.lock generated
View File

@ -146,7 +146,6 @@ dependencies = [
{ name = "pygame" },
{ name = "pygame-gui" },
{ name = "pytest" },
{ name = "tqdm" },
]
[package.dev-dependencies]
@ -166,7 +165,6 @@ requires-dist = [
{ name = "pygame", specifier = ">=2.6.1" },
{ name = "pygame-gui", specifier = ">=0.6.14" },
{ name = "pytest", specifier = ">=8.3.5" },
{ name = "tqdm", specifier = ">=4.67.1" },
]
[package.metadata.requires-dev]
@ -989,18 +987,6 @@ wheels = [
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]
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name = "tqdm"
version = "4.67.1"
source = { registry = "https://pypi.org/simple" }
dependencies = [
{ name = "colorama", marker = "sys_platform == 'win32'" },
]
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[[package]]
name = "typing-extensions"
version = "4.14.0"