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Classes | |
AssetBase a base class for assets - all assets should inherit from it |
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GenericAssetPouch the base class for asset pouches |
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SimpleAssetPouch an asset pouch designed to be instantiated for objects that are saved and loaded by simple pickle |
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AssetProperty the base class for an editable property on an asset |
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SimpleProperty an assetproperty where you just have a simple value stored |
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PropertyDeepCopyDefault an assetproperty where the default value needs a deep copy |
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AssetFlag the class for an editable flag on an asset |
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AssetInteger the class for an editable number that can take a range of values |
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AssetFloat the class for an editable number that can take a range of values |
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AssetString the class for an editable string on an asset |
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AssetEnum the class for an editable number that can take a range of values |
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AssetVec2d the class for an editable 2d vector |
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AssetColor the class for an editable color |
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AssetObject a reflected object |
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AssetList a reflected list of reflected somethings |
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AssetDictionary a reflected dictionary of reflected somethings |
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AssetRef the only valid way to reference an asset - put one of these as a descriptor on your class for a reference to an asset, switch assets by assigning this to the assetid, access the asset through this descriptor exclusively - if you don't, your object will serialize incorrectly The descriptor will store the assetid in an attribute on the instance, using the key you assign the AssetRef descriptor to on the class |
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AssetTypeError Exception for when a classtype that has no Disgorgeer is requested |
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