# Released under the MIT License. See LICENSE for details.
#
# Auto-generated; do not edit by hand.
"""Asset-package wrapper for ``a-0.babuiltinassets.260728b`` (bauiv1).

Bare minimum assets always bundled with the engine.

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

# ba_meta require api 9
# ba_meta require asset-package a-0.babuiltinassets.260728b

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

__asset_package__ = 'a-0.babuiltinassets.260728b'

from typing import TYPE_CHECKING

from bauiv1._assetref import AssetGroup

from babase import LangStrDir

if TYPE_CHECKING:
    from bauiv1._assetref import (
        MeshVerifiedSpec,
        SoundVerifiedSpec,
        TextureVerifiedSpec,
    )
    from babase import LangStr

    class AudioGroup:
        """
        ::

            Sounds needed during engine bootstrap and early UI (clicks, errors,
            and other always-available effects).

            See source for the full asset list.
        """

        blank: SoundVerifiedSpec
        blip: SoundVerifiedSpec
        cash_register: SoundVerifiedSpec
        click01: SoundVerifiedSpec
        cork_pop: SoundVerifiedSpec
        deek: SoundVerifiedSpec
        ding: SoundVerifiedSpec
        error: SoundVerifiedSpec
        gun_cocking: SoundVerifiedSpec
        powerdown01: SoundVerifiedSpec
        punch01: SoundVerifiedSpec
        score_increase: SoundVerifiedSpec
        sparkle01: SoundVerifiedSpec
        sparkle02: SoundVerifiedSpec
        sparkle03: SoundVerifiedSpec
        swish: SoundVerifiedSpec
        swish2: SoundVerifiedSpec
        swish3: SoundVerifiedSpec
        tap: SoundVerifiedSpec
        ticking_crazy: SoundVerifiedSpec

    class MeshesGroup:
        """
        ::

            Meshes needed during engine bootstrap and early UI.

            See source for the full asset list.
        """

        action_button_bottom: MeshVerifiedSpec
        action_button_left: MeshVerifiedSpec
        action_button_right: MeshVerifiedSpec
        action_button_top: MeshVerifiedSpec
        arrow_back: MeshVerifiedSpec
        arrow_front: MeshVerifiedSpec
        box: MeshVerifiedSpec
        boxing_glove: MeshVerifiedSpec
        button_back_opaque: MeshVerifiedSpec
        button_back_small_opaque: MeshVerifiedSpec
        button_back_small_transparent: MeshVerifiedSpec
        button_back_transparent: MeshVerifiedSpec
        button_large_opaque: MeshVerifiedSpec
        button_large_transparent: MeshVerifiedSpec
        button_larger_opaque: MeshVerifiedSpec
        button_larger_transparent: MeshVerifiedSpec
        button_medium_opaque: MeshVerifiedSpec
        button_medium_transparent: MeshVerifiedSpec
        button_small_opaque: MeshVerifiedSpec
        button_small_transparent: MeshVerifiedSpec
        button_square_opaque: MeshVerifiedSpec
        button_square_transparent: MeshVerifiedSpec
        button_tab_opaque: MeshVerifiedSpec
        button_tab_transparent: MeshVerifiedSpec
        check_transparent: MeshVerifiedSpec
        cross_out: MeshVerifiedSpec
        cylinder: MeshVerifiedSpec
        eye_ball: MeshVerifiedSpec
        eye_ball_iris: MeshVerifiedSpec
        eye_lid: MeshVerifiedSpec
        flag_pole: MeshVerifiedSpec
        flag_stand: MeshVerifiedSpec
        flash: MeshVerifiedSpec
        hair_tuft1: MeshVerifiedSpec
        hair_tuft1b: MeshVerifiedSpec
        hair_tuft2: MeshVerifiedSpec
        hair_tuft3: MeshVerifiedSpec
        hair_tuft4: MeshVerifiedSpec
        image16x1: MeshVerifiedSpec
        image1x1: MeshVerifiedSpec
        image1x1_full_screen: MeshVerifiedSpec
        image1x1_vrfull_screen: MeshVerifiedSpec
        image2x1: MeshVerifiedSpec
        image4x1: MeshVerifiedSpec
        locator: MeshVerifiedSpec
        locator_box: MeshVerifiedSpec
        locator_circle: MeshVerifiedSpec
        locator_circle_outline: MeshVerifiedSpec
        overlay_guide: MeshVerifiedSpec
        scorch: MeshVerifiedSpec
        scroll_bar_thumb_opaque: MeshVerifiedSpec
        scroll_bar_thumb_short_opaque: MeshVerifiedSpec
        scroll_bar_thumb_short_simple: MeshVerifiedSpec
        scroll_bar_thumb_short_transparent: MeshVerifiedSpec
        scroll_bar_thumb_simple: MeshVerifiedSpec
        scroll_bar_thumb_transparent: MeshVerifiedSpec
        scroll_bar_trough_transparent: MeshVerifiedSpec
        shield: MeshVerifiedSpec
        shock_wave: MeshVerifiedSpec
        shrapnel1: MeshVerifiedSpec
        shrapnel_board: MeshVerifiedSpec
        shrapnel_slime: MeshVerifiedSpec
        soft_edge_inside: MeshVerifiedSpec
        soft_edge_outside: MeshVerifiedSpec
        text_box_transparent: MeshVerifiedSpec
        vr_fade: MeshVerifiedSpec
        vr_overlay: MeshVerifiedSpec
        window_hsmall_vmed_opaque: MeshVerifiedSpec
        window_hsmall_vmed_transparent: MeshVerifiedSpec
        window_hsmall_vsmall_opaque: MeshVerifiedSpec
        window_hsmall_vsmall_transparent: MeshVerifiedSpec
        wing: MeshVerifiedSpec

    class StringsAccountGroup:
        """
        ::

            Account and sign-in vocabulary: status, error, and requirement
            messages about the player account.

            See source for the full asset list.
        """

        #: ::
        #:
        #:     Error screen-message shown to a player who attempts to join a
        #:     party or server that requires account authentication while they
        #:     are not signed in to an account.
        #:
        #:     English: "You must sign in to do this."
        must_sign_in: LangStr

        def not_using_account(self, *, service: str | LangStr) -> LangStr:
            """
            ::

                Notice that a platform account is being ignored.

                English: "Note: Ignoring this {service} account. Go to Account >
                Sign In if you want to use it."
            """

        #: ::
        #:
        #:     Error message shown when signing in fails.
        #:
        #:     English: "Error signing in."
        sign_in_error: LangStr

        #: ::
        #:
        #:     Notice that the account is being updated.
        #:
        #:     English: "Updating your account..."
        updating_account: LangStr

    class StringsAssetsGroup:
        """
        ::

            Asset-system progress and error strings: boot-time (construct-mode)
            bring-up, package download/build progress dialogs, and the
            pre-main-menu sign-in gate.

            See source for the full asset list.
        """

        def access_denied_guidance(self, *, detail: str | LangStr) -> LangStr:
            """
            ::

                Wraps a server-supplied asset access-denial explanation with
                guidance for the user; shown on the boot-time asset dialog.

                English: "{detail} Remove these mods/changes and try again."
            """

        #: ::
        #:
        #:     Screen message shown when a resolve finally lands the requested
        #:     asset quality after previously showing lower-quality fallbacks.
        #:     Paired with requested_quality_assets_building.
        #:
        #:     English: "All assets are now requested quality."
        all_assets_requested_quality: LangStr

        #: ::
        #:
        #:     Status line in the boot-time asset dialog while waiting for
        #:     account sign-in so restricted assets can load.
        #:
        #:     English: "Authenticating…"
        authenticating: LangStr

        def building_assets(self, *, count: int) -> LangStr:
            """
            ::

                Progress-dialog line shown while the server builds assets;
                updates live as the remaining count drops. Spans every package
                being built, so it names no package.

                English: (one) "Building assets (# remaining)…" / (other)
                "Building assets (# remaining)…"
            """

        #: ::
        #:
        #:     Progress-dialog line shown once asset builds have started but
        #:     before the total step count is known (some packages have not
        #:     reported yet). Replaced by the counted line once it is.
        #:
        #:     English: "Building assets…"
        building_assets_no_count: LangStr

        #: ::
        #:
        #:     Error on the boot-time asset dialog when this app build is too
        #:     old to load current assets (fallback wording when the server
        #:     didn't supply its own).
        #:
        #:     English: "This app version is too old to load current assets.
        #:     Please update to continue."
        client_too_old: LangStr

        def content_error_guidance(self, *, detail: str | LangStr) -> LangStr:
            """
            ::

                Wraps a server-supplied asset build-failure explanation with
                guidance for the package author; shown on the boot-time asset
                dialog (this state is nearly always seen by the author, since
                dev/test versions only resolve for them).

                English: "{detail} Fix the file in the source workspace and try
                again."
            """

        def downloading_assets(self, *, count: int) -> LangStr:
            """
            ::

                Progress-dialog line shown while asset files download; updates
                live as the remaining count drops.

                English: (one) "Downloading assets (# remaining)…" / (other)
                "Downloading assets (# remaining)…"
            """

        #: ::
        #:
        #:     Generic error on the boot-time asset dialog when asset loading
        #:     fails unexpectedly.
        #:
        #:     English: "An error occurred loading assets; see log for details."
        load_error: LangStr

        #: ::
        #:
        #:     Progress-dialog line shown while server-side asset builds are
        #:     being prepared, before per-step progress is known.
        #:
        #:     English: "Preparing to build assets…"
        preparing_build: LangStr

        #: ::
        #:
        #:     Screen message shown after a resolve that had to serve
        #:     lower-quality textures because the requested quality was still
        #:     being built. Paired with all_assets_requested_quality, which
        #:     announces the recovery.
        #:
        #:     English: "Requested quality assets are still building; showing
        #:     lower quality fallbacks."
        requested_quality_assets_building: LangStr

        #: ::
        #:
        #:     Error on the boot-time asset dialog when a required sign-in was
        #:     not completed (attempted and failed, or timed out); a Retry
        #:     button sits below it.
        #:
        #:     English: "You must sign in to an account with access to these
        #:     assets to continue. Retry to sign in, or remove these
        #:     mods/changes."
        sign_in_failed: LangStr

        def sign_in_needed_browser(self, *, address: str | LangStr) -> LangStr:
            """
            ::

                Message on the boot-time sign-in dialog when required assets
                need a signed-in account and a web browser is available; a Sign
                In button sits below it.

                English: "Sign-in is required to load these assets. Press the
                button below, or visit {address}"
            """

        def sign_in_needed_other_device(
            self, *, address: str | LangStr
        ) -> LangStr:
            """
            ::

                Message on the boot-time sign-in dialog when required assets
                need a signed-in account and this device has no web browser.

                English: "Sign-in is required to load these assets. On another
                device, visit {address}"
            """

        #: ::
        #:
        #:     Status line in the boot-time asset dialog after a browser sign-in
        #:     completes, while the account finishes validating.
        #:
        #:     English: "Signing in…"
        signing_in: LangStr

    class StringsAudioGroup:
        """
        ::

            Audio-related messages: music/custom-soundtrack playback errors.

            See source for the full asset list.
        """

        def music_play_error(self, *, music: str | LangStr) -> LangStr:
            """
            ::

                Error screen-message shown when a custom-soundtrack music file
                fails to play; the placeholder is the quoted filename.

                English: "Error playing music: {music}"
            """

    class StringsInputGroup:
        """
        ::

            Input-device strings: device display names and connect/disconnect
            notices.

            See source for the full asset list.
        """

        def axis(self, *, number: str | LangStr) -> LangStr:
            """
            ::

                Short lowercase label identifying a numbered joystick axis by
                index; used inline in axis-name displays such as the
                controls-configuration UI. The {number} placeholder is the axis
                index.

                English: "axis {number}"
            """

        def button(self, *, number: str | LangStr) -> LangStr:
            """
            ::

                Short lowercase label identifying a numbered controller button
                by index; used inline in button-name displays such as the
                controls-configuration UI. The {number} placeholder is the
                button index.

                English: "button {number}"
            """

        def controller_connected(self, *, controller: str | LangStr) -> LangStr:
            """
            ::

                Transient screen-message shown when a single game controller
                connects, naming the device (several connecting at once use a
                separate counted message).

                English: "{controller} connected."
            """

        #: ::
        #:
        #:     Transient screen-message shown at app startup when exactly one
        #:     game controller is detected (multiple controllers at startup use
        #:     a separate counted message).
        #:
        #:     English: "1 controller detected."
        controller_detected: LangStr

        def controller_disconnected(
            self, *, controller: str | LangStr
        ) -> LangStr:
            """
            ::

                Transient screen-message shown when a single game controller
                disconnects, naming the device (several disconnecting at once
                use a separate counted message).

                English: "{controller} disconnected."
            """

        #: ::
        #:
        #:     Notice that a controller works only in menus.
        #:
        #:     English: "This controller can not be used to play; only to
        #:     navigate menus."
        controller_menus_only: LangStr

        def controller_reconnected(
            self, *, controller: str | LangStr
        ) -> LangStr:
            """
            ::

                Transient screen-message shown when a previously-connected game
                controller (e.g. a BombSquad Remote phone client) reconnects,
                naming the device.

                English: "{controller} reconnected."
            """

        def controllers_connected(self, *, count: int) -> LangStr:
            """
            ::

                Transient screen-message shown when multiple game controllers
                connect at the same time (a single controller connecting shows a
                different message naming that controller).

                English: (one) "# controller connected." / (other) "#
                controllers connected."
            """

        def controllers_detected(self, *, count: int) -> LangStr:
            """
            ::

                Transient screen-message shown at app startup when more than one
                game controller is detected at once (a single controller at
                startup uses a separate message).

                English: (one) "# controller detected." / (other) "# controllers
                detected."
            """

        def controllers_disconnected(self, *, count: int) -> LangStr:
            """
            ::

                Transient screen-message shown when multiple game controllers
                disconnect at the same time (a single controller disconnecting
                shows a different message naming that controller).

                English: (one) "# controller disconnected." / (other) "#
                controllers disconnected."
            """

        #: ::
        #:
        #:     Display name for the keyboard input device; shown in input-device
        #:     lists, controls-configuration UI, and messages naming the device.
        #:
        #:     English: "Keyboard"
        keyboard: LangStr

        #: ::
        #:
        #:     Display name for the touch-screen input device; shown in
        #:     input-device lists, controls-configuration UI, and messages
        #:     naming the device.
        #:
        #:     English: "TouchScreen"
        touch_screen: LangStr

        #: ::
        #:
        #:     Warning screen-message shown when the touchscreen joins the game
        #:     while physical controllers are already active (touch joins are
        #:     often accidental then); tells the player how to back out. 'Menu'
        #:     and 'Leave Game' refer to in-game menu items.
        #:
        #:     English: "You have joined with the touchscreen. If this was a
        #:     mistake, tap Menu -> Leave Game with it to back out."
        touch_screen_join_warning: LangStr

        def unsupported_controller(self, *, name: str | LangStr) -> LangStr:
            """
            ::

                Notice that a controller is not supported.

                English: "Sorry, the {name} controller is not supported."
            """

        #: ::
        #:
        #:     Confirmation screen-message shown in VR mode when the player
        #:     resets the headset's forward orientation via their controller.
        #:
        #:     English: "VR orientation reset."
        vr_orientation_reset: LangStr

        #: ::
        #:
        #:     Explanation of the VR orientation reset on Cardboard.
        #:
        #:     English: "Use this to reset the VR orientation. To play, you'll
        #:     need an external controller."
        vr_orientation_reset_cardboard: LangStr

    class StringsNetGroup:
        """
        ::

            Networking error messages shown to the player.

            See source for the full asset list.
        """

        #: ::
        #:
        #:     Error screen-message shown to a player whose attempt to join a
        #:     party or server was rejected because the host could not validate
        #:     their account.
        #:
        #:     English: "Your account was rejected. Are you signed in?"
        account_rejected: LangStr

        #: ::
        #:
        #:     Generic error screen-message shown to a player whose attempt to
        #:     join a party or server failed due to an authentication or server
        #:     error (with no more-specific cause available).
        #:
        #:     English: "An error has occurred."
        auth_error: LangStr

        #: ::
        #:
        #:     Notice that connecting to a server failed.
        #:
        #:     English: "Connection failed."
        connection_failed: LangStr

        #: ::
        #:
        #:     Error screen-message shown to a player whose attempt to join a
        #:     password-protected party or server was rejected for entering the
        #:     wrong party password.
        #:
        #:     English: "Incorrect password."
        incorrect_password: LangStr

        #: ::
        #:
        #:     Error screen-message shown when the player enters a malformed
        #:     network address trying to connect to a game party.
        #:
        #:     English: "Error: invalid address."
        invalid_address: LangStr

        #: ::
        #:
        #:     Error shown when something cannot be reached, most likely because
        #:     there is no internet connection (dialog messages and
        #:     screen-messages).
        #:
        #:     English: "This is currently unavailable (no internet
        #:     connection?)"
        unavailable_no_connection: LangStr

    class StringsPluginsGroup:
        """
        ::

            Messages about user-installed plugins being detected, removed, or
            failing to load.

            See source for the full asset list.
        """

        def class_load_error(
            self, *, plugin: str | LangStr, error: str | LangStr
        ) -> LangStr:
            """
            ::

                Error message for a plugin class that failed to load.

                English: "Error loading plugin class '{plugin}': {error}"
            """

        #: ::
        #:
        #:     Notice that new plugins were found.
        #:
        #:     English: "New plugin(s) detected. Restart to activate them, or
        #:     configure them in settings."
        detected: LangStr

        def init_error(
            self, *, plugin: str | LangStr, error: str | LangStr
        ) -> LangStr:
            """
            ::

                Error message for a plugin that failed to initialize.

                English: "Error initializing plugin {plugin}: {error}"
            """

        def removed(self, *, count: int) -> LangStr:
            """
            ::

                Notice that previously-present plugins are gone.

                English: (one) "# plugin no longer found." / (other) "# plugins
                no longer found."
            """

    class StringsReplayGroup:
        """
        ::

            Game-replay playback error messages.

            See source for the full asset list.
        """

        #: ::
        #:
        #:     Error screen-message shown when a game replay file can't be read
        #:     (corrupt or truncated).
        #:
        #:     English: "Error reading replay file."
        read_error: LangStr

        #: ::
        #:
        #:     Error screen-message shown when a saved game replay was recorded
        #:     by an incompatible game version and can't be played back.
        #:
        #:     English: "Sorry, this replay was made in a different version of
        #:     the game and can't be used."
        version_error: LangStr

    class StringsScriptsGroup:
        """
        ::

            Messages about scanning user script modules and reporting ones that
            need updating for the current script API.

            See source for the full asset list.
        """

        def module_needs_update(
            self, *, path: str | LangStr, api: str | LangStr
        ) -> LangStr:
            """
            ::

                Notice that one script module is out of date.

                English: "The module at {path} must be updated for API version
                {api}."
            """

        def modules_need_update(
            self, *, path: str | LangStr, count: int, api: str | LangStr
        ) -> LangStr:
            """
            ::

                Notice that several script modules are out of date.

                English: (one) "{path} and # other module must be updated for
                API {api}" / (other) "{path} and # other modules must be updated
                for API {api}"
            """

        #: ::
        #:
        #:     Notice that errors occurred scanning scripts.
        #:
        #:     English: "Error(s) scanning scripts. See log for details."
        scan_error: LangStr

    class StringsSessionGroup:
        """
        ::

            Gameplay-session messages shown by the host: idle-player kick
            notices and similar.

            See source for the full asset list.
        """

        def kick_idle_kicked(self, *, name: str | LangStr) -> LangStr:
            """
            ::

                Screen-message shown on the host when a player is removed from
                the game for being idle too long (the kick-idle-players option).

                English: "Kicking {name} for being idle."
            """

        def kick_idle_warning(
            self, *, seconds: int, name: str | LangStr
        ) -> LangStr:
            """
            ::

                Screen-message warning shown on the host shortly before an idle
                player gets kicked (the kick-idle-players option); followed by
                the kick_idle_warning_settings note.

                English: (one) "{name} will be kicked in # second if still
                idle." / (other) "{name} will be kicked in # seconds if still
                idle."
            """

        #: ::
        #:
        #:     Parenthesized note shown right after the kick_idle_warning
        #:     message, pointing at where the kick-idle-players behavior can be
        #:     disabled. 'Settings' and 'Advanced' refer to the in-game settings
        #:     menu sections.
        #:
        #:     English: "(you can turn this off in Settings -> Advanced)"
        kick_idle_warning_settings: LangStr

    class StringsStoreGroup:
        """
        ::

            In-app-purchase and store transaction messages: purchase failures,
            restores, and availability notices.

            See source for the full asset list.
        """

        #: ::
        #:
        #:     Notice that Google Play purchases are unavailable.
        #:
        #:     English: "Google Play purchases are not available. You may need
        #:     to update your store app."
        google_play_purchases_unavailable: LangStr

        #: ::
        #:
        #:     Notice that Google Play Services is unavailable.
        #:
        #:     English: "Google Play Services is not available. Some app
        #:     functionality may be disabled."
        google_play_services_unavailable: LangStr

        #: ::
        #:
        #:     Notice that this item is already being purchased.
        #:
        #:     English: "A purchase of this item is already in progress."
        purchase_already_in_progress: LangStr

        def purchase_not_valid(self, *, email: str | LangStr) -> LangStr:
            """
            ::

                Error message that a purchase was not valid.

                English: "Purchase not valid. Contact {email} if this is an
                error."
            """

        #: ::
        #:
        #:     Confirmation that past purchases were restored.
        #:
        #:     English: "Purchases restored."
        purchases_restored: LangStr

        #: ::
        #:
        #:     Limited-time offer to remove ads via a token pack.
        #:
        #:     English: "LIMITED TIME OFFER: PURCHASE ANY TOKEN PACK TO REMOVE
        #:     IN-GAME ADS."
        remove_ads_token_offer: LangStr

        #: ::
        #:
        #:     Notice that a transaction is already underway.
        #:
        #:     English: "A transaction is in progress; please try again in a
        #:     moment."
        transaction_in_progress: LangStr

        #: ::
        #:
        #:     Notice that a store item is not available.
        #:
        #:     English: "Sorry, this is not available."
        unavailable: LangStr

        #: ::
        #:
        #:     Notice that something is unavailable for now.
        #:
        #:     English: "This is currently unavailable; please try again later."
        unavailable_temporarily: LangStr

    class StringsTimeGroup:
        """
        ::

            Compact unit suffixes and glue for formatted time values (the
            hours/minutes/seconds pieces babase.timestring assembles).

            See source for the full asset list.
        """

        def suffix_hours(self, *, count: str | LangStr) -> LangStr:
            """
            ::

                Compact hours suffix used in formatted time values.

                English: "{count}h"
            """

        def suffix_minutes(self, *, count: str | LangStr) -> LangStr:
            """
            ::

                Compact minutes suffix used in formatted time values.

                English: "{count}m"
            """

        def suffix_seconds(self, *, count: str | LangStr) -> LangStr:
            """
            ::

                Compact seconds suffix used in formatted time values.

                English: "{count}s"
            """

    class StringsUiGroup:
        """
        ::

            General UI strings: menu-control ownership messages and
            list-navigation hints.

            See source for the full asset list.
        """

        def arrows_to_exit_list(
            self, *, left: str | LangStr, right: str | LangStr
        ) -> LangStr:
            """
            ::

                Lowercase hint shown (with an error sound) when the player hits
                the edge of a UI list; tells them how to move focus out of it.
                The two placeholders are substituted with left/right arrow glyph
                characters.

                English: "press {left} or {right} to exit list"
            """

        #: ::
        #:
        #:     Generic Cancel button label (used by e.g. asset-download progress
        #:     dialogs).
        #:
        #:     English: "Cancel"
        cancel: LangStr

        #: ::
        #:
        #:     Notice that the clipboard is unavailable in this build.
        #:
        #:     English: "Clipboard not supported on this build."
        clipboard_not_supported: LangStr

        #: ::
        #:
        #:     Confirmation that text was copied to the clipboard.
        #:
        #:     English: "Copied to clipboard."
        copied_to_clipboard: LangStr

        #: ::
        #:
        #:     Generic Error title used on error dialogs (e.g. the boot-time
        #:     asset-update dialog when a load fails).
        #:
        #:     English: "Error"
        error: LangStr

        #: ::
        #:
        #:     Name label for the Apple Game Center service.
        #:
        #:     English: "Game Center"
        game_center: LangStr

        #: ::
        #:
        #:     Name label for the Google Play service.
        #:
        #:     English: "Google Play"
        google_play: LangStr

        def has_menu_control(self, *, name: str | LangStr) -> LangStr:
            """
            ::

                Screen-message shown when an input device tries to use a menu
                another device currently controls; names the controlling device.
                A timeout suffix (menu_control_time_out or
                menu_control_will_time_out) is appended after it.

                English: "{name} has menu control."
            """

        def menu_control_time_out(self, *, seconds: int) -> LangStr:
            """
            ::

                Parenthesized suffix appended after the has_menu_control message
                once the controlling device's ownership is close to expiring;
                gives the remaining seconds.

                English: (one) "(times out in # second)" / (other) "(times out
                in # seconds)"
            """

        #: ::
        #:
        #:     Parenthesized suffix appended after the has_menu_control message
        #:     while the controlling device's ownership is not yet close to
        #:     expiring.
        #:
        #:     English: "(will time out if idle)"
        menu_control_will_time_out: LangStr

        #: ::
        #:
        #:     Generic label for a button acknowledging/dismissing a message
        #:     (used by e.g. asset-update error dialogs).
        #:
        #:     English: "OK"
        ok: LangStr

        #: ::
        #:
        #:     Name label for the remote-control companion app.
        #:
        #:     English: "BombSquad Remote"
        remote_app_name: LangStr

        #: ::
        #:
        #:     Generic label for a button that retries a failed operation (used
        #:     by e.g. the boot-time asset-update dialog).
        #:
        #:     English: "Retry"
        retry: LangStr

        #: ::
        #:
        #:     Generic Sign In label used for dialog titles and buttons (e.g.
        #:     the boot-time asset gate's browser sign-in dialog).
        #:
        #:     English: "Sign In"
        sign_in: LangStr

        def spaced_pair(
            self, *, first: str | LangStr, second: str | LangStr
        ) -> LangStr:
            """
            ::

                Pure-formatting template joining two labels with a space;
                substitution-only.

                English: "{first} {second}"
            """

        #: ::
        #:
        #:     Notice that storage access permission is required.
        #:
        #:     English: "This requires storage access"
        storage_permission_needed: LangStr

        #: ::
        #:
        #:     Confirmation label that an operation succeeded.
        #:
        #:     English: "Success!"
        success: LangStr

        #: ::
        #:
        #:     Generic title for progress dialogs applying updates: asset
        #:     downloads/builds at boot, locale switches, pre-game package
        #:     fetches.
        #:
        #:     English: "Updating…"
        updating: LangStr

    class StringsWorkspaceGroup:
        """
        ::

            Messages about syncing and activating account workspaces.

            See source for the full asset list.
        """

        def activated(self, *, thing: str | LangStr) -> LangStr:
            """
            ::

                Confirmation that a workspace was activated.

                English: "{thing} activated."
            """

        def sync_error(self, *, workspace: str | LangStr) -> LangStr:
            """
            ::

                Error message that a workspace failed to sync.

                English: "Error syncing workspace {workspace}. See log for
                details."
            """

        def sync_reuse(self, *, workspace: str | LangStr) -> LangStr:
            """
            ::

                Notice that a previously synced workspace is being reused.

                English: "Unable to sync {workspace}. Reusing the last synced
                version."
            """

    class StringsGroup:
        """
        ::

            New-format engine strings needed early or accessed from the C++
            layer via the builtin-strings API (see ballistica-internal
            strings-asset-migration decision D22).

            See source for the full asset list.
        """

        account: StringsAccountGroup
        assets: StringsAssetsGroup
        audio: StringsAudioGroup
        input: StringsInputGroup
        net: StringsNetGroup
        plugins: StringsPluginsGroup
        replay: StringsReplayGroup
        scripts: StringsScriptsGroup
        session: StringsSessionGroup
        store: StringsStoreGroup
        time: StringsTimeGroup
        ui: StringsUiGroup
        workspace: StringsWorkspaceGroup

    class TexturesGroup:
        """
        ::

            Textures needed during engine bootstrap and early UI, including the
            reflection cube-maps.

            See source for the full asset list.
        """

        action_buttons: TextureVerifiedSpec
        arrow: TextureVerifiedSpec
        back_icon: TextureVerifiedSpec
        black: TextureVerifiedSpec
        bomb_button: TextureVerifiedSpec
        boxing_gloves_color: TextureVerifiedSpec
        button_square: TextureVerifiedSpec
        button_square_wide: TextureVerifiedSpec
        character_icon_mask: TextureVerifiedSpec
        circle: TextureVerifiedSpec
        circle_no_alpha: TextureVerifiedSpec
        circle_outline: TextureVerifiedSpec
        circle_outline_no_alpha: TextureVerifiedSpec
        circle_shadow: TextureVerifiedSpec
        circle_soft: TextureVerifiedSpec
        cursor: TextureVerifiedSpec
        explosion: TextureVerifiedSpec
        eye_color: TextureVerifiedSpec
        eye_color_tint_mask: TextureVerifiedSpec
        flag_pole_color: TextureVerifiedSpec
        font_big: TextureVerifiedSpec
        font_extras: TextureVerifiedSpec
        font_extras2: TextureVerifiedSpec
        font_extras3: TextureVerifiedSpec
        font_extras4: TextureVerifiedSpec
        font_extras5: TextureVerifiedSpec
        font_small0: TextureVerifiedSpec
        font_small1: TextureVerifiedSpec
        font_small2: TextureVerifiedSpec
        font_small3: TextureVerifiedSpec
        font_small4: TextureVerifiedSpec
        font_small5: TextureVerifiedSpec
        font_small6: TextureVerifiedSpec
        font_small7: TextureVerifiedSpec
        fuse: TextureVerifiedSpec
        glow: TextureVerifiedSpec
        light: TextureVerifiedSpec
        light_sharp: TextureVerifiedSpec
        light_soft: TextureVerifiedSpec
        menu_button: TextureVerifiedSpec
        nub: TextureVerifiedSpec
        ouya_abutton: TextureVerifiedSpec
        page_left_right: TextureVerifiedSpec
        rgb_stripes: TextureVerifiedSpec
        scorch: TextureVerifiedSpec
        scorch_big: TextureVerifiedSpec
        scroll_widget: TextureVerifiedSpec
        scroll_widget_glow: TextureVerifiedSpec
        shadow: TextureVerifiedSpec
        shadow_sharp: TextureVerifiedSpec
        shadow_soft: TextureVerifiedSpec
        shield: TextureVerifiedSpec
        shrapnel1_color: TextureVerifiedSpec
        smoke: TextureVerifiedSpec
        soft_rect: TextureVerifiedSpec
        soft_rect2: TextureVerifiedSpec
        soft_rect_vertical: TextureVerifiedSpec
        sparks: TextureVerifiedSpec
        spinner: TextureVerifiedSpec
        spinner0: TextureVerifiedSpec
        spinner1: TextureVerifiedSpec
        spinner10: TextureVerifiedSpec
        spinner11: TextureVerifiedSpec
        spinner2: TextureVerifiedSpec
        spinner3: TextureVerifiedSpec
        spinner4: TextureVerifiedSpec
        spinner5: TextureVerifiedSpec
        spinner6: TextureVerifiedSpec
        spinner7: TextureVerifiedSpec
        spinner8: TextureVerifiedSpec
        spinner9: TextureVerifiedSpec
        start_button: TextureVerifiedSpec
        text_clear_button: TextureVerifiedSpec
        touch_arrows: TextureVerifiedSpec
        touch_arrows_actions: TextureVerifiedSpec
        ui_atlas: TextureVerifiedSpec
        ui_atlas2: TextureVerifiedSpec
        users_button: TextureVerifiedSpec
        white: TextureVerifiedSpec
        window_hsmall_vmed: TextureVerifiedSpec
        window_hsmall_vsmall: TextureVerifiedSpec
        wings: TextureVerifiedSpec

    #: 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 ``strings`` group - 87 strings (``account``, ``assets``, ``audio``,
    #: ``input``, ``net``, and 82 more). Full list in source.
    strings: StringsGroup

    #: 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',
    },
    'strings': {
        'account': {
            'must_sign_in': (),
            'not_using_account': ('service',),
            'sign_in_error': (),
            'updating_account': (),
        },
        'assets': {
            'access_denied_guidance': ('detail',),
            'all_assets_requested_quality': (),
            'authenticating': (),
            'building_assets': ('count',),
            'building_assets_no_count': (),
            'client_too_old': (),
            'content_error_guidance': ('detail',),
            'downloading_assets': ('count',),
            'load_error': (),
            'preparing_build': (),
            'requested_quality_assets_building': (),
            'sign_in_failed': (),
            'sign_in_needed_browser': ('address',),
            'sign_in_needed_other_device': ('address',),
            'signing_in': (),
        },
        'audio': {'music_play_error': ('music',)},
        'input': {
            'axis': ('number',),
            'button': ('number',),
            'controller_connected': ('controller',),
            'controller_detected': (),
            'controller_disconnected': ('controller',),
            'controller_menus_only': (),
            'controller_reconnected': ('controller',),
            'controllers_connected': ('count',),
            'controllers_detected': ('count',),
            'controllers_disconnected': ('count',),
            'keyboard': (),
            'touch_screen': (),
            'touch_screen_join_warning': (),
            'unsupported_controller': ('name',),
            'vr_orientation_reset': (),
            'vr_orientation_reset_cardboard': (),
        },
        'net': {
            'account_rejected': (),
            'auth_error': (),
            'connection_failed': (),
            'incorrect_password': (),
            'invalid_address': (),
            'unavailable_no_connection': (),
        },
        'plugins': {
            'class_load_error': ('plugin', 'error'),
            'detected': (),
            'init_error': ('plugin', 'error'),
            'removed': ('count',),
        },
        'replay': {'read_error': (), 'version_error': ()},
        'scripts': {
            'module_needs_update': ('path', 'api'),
            'modules_need_update': ('path', 'count', 'api'),
            'scan_error': (),
        },
        'session': {
            'kick_idle_kicked': ('name',),
            'kick_idle_warning': ('seconds', 'name'),
            'kick_idle_warning_settings': (),
        },
        'store': {
            'google_play_purchases_unavailable': (),
            'google_play_services_unavailable': (),
            'purchase_already_in_progress': (),
            'purchase_not_valid': ('email',),
            'purchases_restored': (),
            'remove_ads_token_offer': (),
            'transaction_in_progress': (),
            'unavailable': (),
            'unavailable_temporarily': (),
        },
        'time': {
            'suffix_hours': ('count',),
            'suffix_minutes': ('count',),
            'suffix_seconds': ('count',),
        },
        'ui': {
            'arrows_to_exit_list': ('left', 'right'),
            'cancel': (),
            'clipboard_not_supported': (),
            'copied_to_clipboard': (),
            'error': (),
            'game_center': (),
            'google_play': (),
            'has_menu_control': ('name',),
            'menu_control_time_out': ('seconds',),
            'menu_control_will_time_out': (),
            'ok': (),
            'remote_app_name': (),
            'retry': (),
            'sign_in': (),
            'spaced_pair': ('first', 'second'),
            'storage_permission_needed': (),
            'success': (),
            'updating': (),
        },
        'workspace': {
            'activated': ('thing',),
            'sync_error': ('workspace',),
            'sync_reuse': ('workspace',),
        },
    },
    '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 = AssetGroup(__asset_package__, _TREE['audio'], 'audio')
    meshes = AssetGroup(__asset_package__, _TREE['meshes'], 'meshes')
    strings = LangStrDir(__asset_package__, _TREE['strings'], 'strings')
    textures = AssetGroup(__asset_package__, _TREE['textures'], 'textures')
