# Released under the MIT License. See LICENSE for details. # """Functionality related to cloud based assets.""" from __future__ import annotations from typing import TYPE_CHECKING from enum import Enum from efro import entity if TYPE_CHECKING: pass class AssetPackageFlavor(Enum): """Flavors for asset package outputs for different platforms/etc.""" # DXT3/DXT5 textures DESKTOP = 'desktop' # ASTC textures MOBILE = 'mobile' class AssetType(Enum): """Types for individual assets within a package.""" TEXTURE = 'texture' CUBE_TEXTURE = 'cube_texture' SOUND = 'sound' DATA = 'data' MESH = 'mesh' COLLISION_MESH = 'collision_mesh' class AssetPackageFlavorManifestValue(entity.CompoundValue): """A manifest of asset info for a specific flavor of an asset package.""" assetfiles = entity.DictField('assetfiles', str, entity.StringValue()) class AssetPackageFlavorManifest(entity.EntityMixin, AssetPackageFlavorManifestValue): """A self contained AssetPackageFlavorManifestValue.""" class AssetPackageBuildState(entity.Entity): """Contains info about an in-progress asset cloud build.""" # Asset names still being built. in_progress_builds = entity.ListField('b', entity.StringValue()) # The initial number of assets needing to be built. initial_build_count = entity.Field('c', entity.IntValue()) # Build error string. If this is present, it should be presented # to the user and they should required to explicitly restart the build # in some way if desired. error = entity.Field('e', entity.OptionalStringValue())