# 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