Source code for bauiv1.builtinassets

# Released under the MIT License. See LICENSE for details.
#
# Auto-generated; do not edit by hand.
"""Asset-package wrapper for ``a-0.babuiltinassets.260707`` (bauiv1).

Bare minimum assets always bundled with the engine.

These are loaded at launch and always available in the C++ layer.
"""

from __future__ import annotations  # Docs-generation hack.

# ba_meta require api 9
# ba_meta require asset-package a-0.babuiltinassets.260707

# pylint: disable=useless-suppression
# pylint: disable=too-many-lines
# pylint: disable=too-few-public-methods, disallowed-name

__asset_package__ = 'a-0.babuiltinassets.260707'

from typing import TYPE_CHECKING

from bauiv1._assetref import AssetRefDir

TYPE_CHECKING = True  # Docs-generation hack
if TYPE_CHECKING:
    from bauiv1._assetref import MeshRef, SoundRef, TextureRef

[docs] class AudioGroup: """Asset-group type; see source for the full list.""" blank: SoundRef blip: SoundRef cash_register: SoundRef click01: SoundRef cork_pop: SoundRef deek: SoundRef ding: SoundRef error: SoundRef gun_cocking: SoundRef powerdown01: SoundRef punch01: SoundRef score_increase: SoundRef sparkle01: SoundRef sparkle02: SoundRef sparkle03: SoundRef swish: SoundRef swish2: SoundRef swish3: SoundRef tap: SoundRef ticking_crazy: SoundRef
[docs] class MeshesGroup: """Asset-group type; see source for the full list.""" action_button_bottom: MeshRef action_button_left: MeshRef action_button_right: MeshRef action_button_top: MeshRef arrow_back: MeshRef arrow_front: MeshRef box: MeshRef boxing_glove: MeshRef button_back_opaque: MeshRef button_back_small_opaque: MeshRef button_back_small_transparent: MeshRef button_back_transparent: MeshRef button_large_opaque: MeshRef button_large_transparent: MeshRef button_larger_opaque: MeshRef button_larger_transparent: MeshRef button_medium_opaque: MeshRef button_medium_transparent: MeshRef button_small_opaque: MeshRef button_small_transparent: MeshRef button_square_opaque: MeshRef button_square_transparent: MeshRef button_tab_opaque: MeshRef button_tab_transparent: MeshRef check_transparent: MeshRef cross_out: MeshRef cylinder: MeshRef eye_ball: MeshRef eye_ball_iris: MeshRef eye_lid: MeshRef flag_pole: MeshRef flag_stand: MeshRef flash: MeshRef hair_tuft1: MeshRef hair_tuft1b: MeshRef hair_tuft2: MeshRef hair_tuft3: MeshRef hair_tuft4: MeshRef image16x1: MeshRef image1x1: MeshRef image1x1_full_screen: MeshRef image1x1_vrfull_screen: MeshRef image2x1: MeshRef image4x1: MeshRef locator: MeshRef locator_box: MeshRef locator_circle: MeshRef locator_circle_outline: MeshRef overlay_guide: MeshRef scorch: MeshRef scroll_bar_thumb_opaque: MeshRef scroll_bar_thumb_short_opaque: MeshRef scroll_bar_thumb_short_simple: MeshRef scroll_bar_thumb_short_transparent: MeshRef scroll_bar_thumb_simple: MeshRef scroll_bar_thumb_transparent: MeshRef scroll_bar_trough_transparent: MeshRef shield: MeshRef shock_wave: MeshRef shrapnel1: MeshRef shrapnel_board: MeshRef shrapnel_slime: MeshRef soft_edge_inside: MeshRef soft_edge_outside: MeshRef text_box_transparent: MeshRef vr_fade: MeshRef vr_overlay: MeshRef window_hsmall_vmed_opaque: MeshRef window_hsmall_vmed_transparent: MeshRef window_hsmall_vsmall_opaque: MeshRef window_hsmall_vsmall_transparent: MeshRef wing: MeshRef
[docs] class TexturesGroup: """Asset-group type; see source for the full list.""" action_buttons: TextureRef arrow: TextureRef back_icon: TextureRef black: TextureRef bomb_button: TextureRef boxing_gloves_color: TextureRef button_square: TextureRef button_square_wide: TextureRef character_icon_mask: TextureRef circle: TextureRef circle_no_alpha: TextureRef circle_outline: TextureRef circle_outline_no_alpha: TextureRef circle_shadow: TextureRef circle_soft: TextureRef cursor: TextureRef explosion: TextureRef eye_color: TextureRef eye_color_tint_mask: TextureRef flag_pole_color: TextureRef font_big: TextureRef font_extras: TextureRef font_extras2: TextureRef font_extras3: TextureRef font_extras4: TextureRef font_extras5: TextureRef font_small0: TextureRef font_small1: TextureRef font_small2: TextureRef font_small3: TextureRef font_small4: TextureRef font_small5: TextureRef font_small6: TextureRef font_small7: TextureRef fuse: TextureRef glow: TextureRef light: TextureRef light_sharp: TextureRef light_soft: TextureRef menu_button: TextureRef nub: TextureRef ouya_abutton: TextureRef page_left_right: TextureRef rgb_stripes: TextureRef scorch: TextureRef scorch_big: TextureRef scroll_widget: TextureRef scroll_widget_glow: TextureRef shadow: TextureRef shadow_sharp: TextureRef shadow_soft: TextureRef shield: TextureRef shrapnel1_color: TextureRef smoke: TextureRef soft_rect: TextureRef soft_rect2: TextureRef soft_rect_vertical: TextureRef sparks: TextureRef spinner: TextureRef spinner0: TextureRef spinner1: TextureRef spinner10: TextureRef spinner11: TextureRef spinner2: TextureRef spinner3: TextureRef spinner4: TextureRef spinner5: TextureRef spinner6: TextureRef spinner7: TextureRef spinner8: TextureRef spinner9: TextureRef start_button: TextureRef text_clear_button: TextureRef touch_arrows: TextureRef touch_arrows_actions: TextureRef ui_atlas: TextureRef ui_atlas2: TextureRef users_button: TextureRef white: TextureRef window_hsmall_vmed: TextureRef window_hsmall_vsmall: TextureRef wings: TextureRef
#: The ``audio`` group - 20 assets (``blank``, ``blip``, ``cash_register``, #: ``click01``, ``cork_pop``, and 15 more). Full list in source. audio: AudioGroup #: The ``meshes`` group - 72 assets (``action_button_bottom``, #: ``action_button_left``, ``action_button_right``, ``action_button_top``, #: ``arrow_back``, and 67 more). Full list in source. meshes: MeshesGroup #: The ``textures`` group - 82 assets (``action_buttons``, ``arrow``, #: ``back_icon``, ``black``, ``bomb_button``, and 77 more). Full list in #: source. textures: TexturesGroup _TREE = { 'audio': { 'blank': 's', 'blip': 's', 'cash_register': 's', 'click01': 's', 'cork_pop': 's', 'deek': 's', 'ding': 's', 'error': 's', 'gun_cocking': 's', 'powerdown01': 's', 'punch01': 's', 'score_increase': 's', 'sparkle01': 's', 'sparkle02': 's', 'sparkle03': 's', 'swish': 's', 'swish2': 's', 'swish3': 's', 'tap': 's', 'ticking_crazy': 's', }, 'meshes': { 'action_button_bottom': 'm', 'action_button_left': 'm', 'action_button_right': 'm', 'action_button_top': 'm', 'arrow_back': 'm', 'arrow_front': 'm', 'box': 'm', 'boxing_glove': 'm', 'button_back_opaque': 'm', 'button_back_small_opaque': 'm', 'button_back_small_transparent': 'm', 'button_back_transparent': 'm', 'button_large_opaque': 'm', 'button_large_transparent': 'm', 'button_larger_opaque': 'm', 'button_larger_transparent': 'm', 'button_medium_opaque': 'm', 'button_medium_transparent': 'm', 'button_small_opaque': 'm', 'button_small_transparent': 'm', 'button_square_opaque': 'm', 'button_square_transparent': 'm', 'button_tab_opaque': 'm', 'button_tab_transparent': 'm', 'check_transparent': 'm', 'cross_out': 'm', 'cylinder': 'm', 'eye_ball': 'm', 'eye_ball_iris': 'm', 'eye_lid': 'm', 'flag_pole': 'm', 'flag_stand': 'm', 'flash': 'm', 'hair_tuft1': 'm', 'hair_tuft1b': 'm', 'hair_tuft2': 'm', 'hair_tuft3': 'm', 'hair_tuft4': 'm', 'image16x1': 'm', 'image1x1': 'm', 'image1x1_full_screen': 'm', 'image1x1_vrfull_screen': 'm', 'image2x1': 'm', 'image4x1': 'm', 'locator': 'm', 'locator_box': 'm', 'locator_circle': 'm', 'locator_circle_outline': 'm', 'overlay_guide': 'm', 'scorch': 'm', 'scroll_bar_thumb_opaque': 'm', 'scroll_bar_thumb_short_opaque': 'm', 'scroll_bar_thumb_short_simple': 'm', 'scroll_bar_thumb_short_transparent': 'm', 'scroll_bar_thumb_simple': 'm', 'scroll_bar_thumb_transparent': 'm', 'scroll_bar_trough_transparent': 'm', 'shield': 'm', 'shock_wave': 'm', 'shrapnel1': 'm', 'shrapnel_board': 'm', 'shrapnel_slime': 'm', 'soft_edge_inside': 'm', 'soft_edge_outside': 'm', 'text_box_transparent': 'm', 'vr_fade': 'm', 'vr_overlay': 'm', 'window_hsmall_vmed_opaque': 'm', 'window_hsmall_vmed_transparent': 'm', 'window_hsmall_vsmall_opaque': 'm', 'window_hsmall_vsmall_transparent': 'm', 'wing': 'm', }, 'textures': { 'action_buttons': 't', 'arrow': 't', 'back_icon': 't', 'black': 't', 'bomb_button': 't', 'boxing_gloves_color': 't', 'button_square': 't', 'button_square_wide': 't', 'character_icon_mask': 't', 'circle': 't', 'circle_no_alpha': 't', 'circle_outline': 't', 'circle_outline_no_alpha': 't', 'circle_shadow': 't', 'circle_soft': 't', 'cursor': 't', 'explosion': 't', 'eye_color': 't', 'eye_color_tint_mask': 't', 'flag_pole_color': 't', 'font_big': 't', 'font_extras': 't', 'font_extras2': 't', 'font_extras3': 't', 'font_extras4': 't', 'font_extras5': 't', 'font_small0': 't', 'font_small1': 't', 'font_small2': 't', 'font_small3': 't', 'font_small4': 't', 'font_small5': 't', 'font_small6': 't', 'font_small7': 't', 'fuse': 't', 'glow': 't', 'light': 't', 'light_sharp': 't', 'light_soft': 't', 'menu_button': 't', 'nub': 't', 'ouya_abutton': 't', 'page_left_right': 't', 'rgb_stripes': 't', 'scorch': 't', 'scorch_big': 't', 'scroll_widget': 't', 'scroll_widget_glow': 't', 'shadow': 't', 'shadow_sharp': 't', 'shadow_soft': 't', 'shield': 't', 'shrapnel1_color': 't', 'smoke': 't', 'soft_rect': 't', 'soft_rect2': 't', 'soft_rect_vertical': 't', 'sparks': 't', 'spinner': 't', 'spinner0': 't', 'spinner1': 't', 'spinner10': 't', 'spinner11': 't', 'spinner2': 't', 'spinner3': 't', 'spinner4': 't', 'spinner5': 't', 'spinner6': 't', 'spinner7': 't', 'spinner8': 't', 'spinner9': 't', 'start_button': 't', 'text_clear_button': 't', 'touch_arrows': 't', 'touch_arrows_actions': 't', 'ui_atlas': 't', 'ui_atlas2': 't', 'users_button': 't', 'white': 't', 'window_hsmall_vmed': 't', 'window_hsmall_vsmall': 't', 'wings': 't', }, } if not TYPE_CHECKING: audio = AssetRefDir(__asset_package__, _TREE['audio'], 'audio') meshes = AssetRefDir(__asset_package__, _TREE['meshes'], 'meshes') textures = AssetRefDir(__asset_package__, _TREE['textures'], 'textures') # Docs-generation hack; import some stuff that we likely only forward-declared # in our actual source code so that docs tools can find it. from typing import (Coroutine, Any, Literal, Callable, Generator, Awaitable, Sequence, Self) import asyncio from concurrent.futures import Future from pathlib import Path from enum import Enum