<reponame>FXTD-ODYSSEY/vscode-mayapy
from flux.ae.Template import Template
from flux.ae.Custom import Custom
from PySide2.QtCore import Slot
from flux.ui.core import pix

class AEtypeTemplate(Template):
    def buildUI(self, nodeName):
        pass


class MyCustom(Custom):
    def addShellDynamics(self):
        pass
    
    
    def alignChanged(self, *args):
        pass
    
    
    def alignClicked(self, index):
        pass
    
    
    def backBevelEnabledChanged(self):
        pass
    
    
    def bevelStyleChanged(self):
        pass
    
    
    def buildUI(self, nodeName):
        pass
    
    
    def connectToMash(self, name):
        pass
    
    
    def contextChanged(self):
        pass
    
    
    def createAndConnectToMash(self):
        pass
    
    
    def createCurveClicked(self):
        pass
    
    
    def createCustomWidgets(self):
        pass
    
    
    def createFalloffCurve(self, attr):
        pass
    
    
    def createLocalPivotBtn(self, axis):
        pass
    
    
    def deformableTypeChanged(self):
        pass
    
    
    def disableAllBevels(self):
        pass
    
    
    def editFalloffCurve(self, attr):
        pass
    
    
    def enableBevelClicked(self):
        pass
    
    
    def enableBevelStyle(self):
        pass
    
    
    def enableDisableBevels(self):
        pass
    
    
    def extrudeEnableChanged(self):
        pass
    
    
    def fontChanged(self, index='None'):
        pass
    
    
    def fontStyleChanged(self, index='None'):
        pass
    
    
    def generatorChanged(self):
        pass
    
    
    def getAcceptableNodesForMASH(self):
        pass
    
    
    def getAnimationNode(self):
        pass
    
    
    def getExtrudeNode(self):
        """
        # Utilities
        """
    
        pass
    
    
    def getMashConnection(self):
        pass
    
    
    def getRemeshNode(self):
        pass
    
    
    def getShader(self, index):
        pass
    
    
    def initFontDictionary(self):
        pass
    
    
    def isBevelEnabled(self):
        pass
    
    
    def loadStyleList(self):
        pass
    
    
    def manipReplacementClicked(self):
        pass
    
    
    def materialJoinClicked(self):
        pass
    
    
    def materialSplitClicked(self):
        pass
    
    
    def nodeChanged(self):
        pass
    
    
    def pivotLocationClicked(self, axis):
        pass
    
    
    def pivotLocationMenuClicked(self, cmd):
        pass
    
    
    def setupNavigationControls(self, navigations):
        pass
    
    
    def setupWritingSystems(self):
        pass
    
    
    def shellAnimationClicked(self):
        pass
    
    
    def showLocalPivotMenu(self, axis, rpChecked, spChecked):
        pass
    
    
    def strRes(self, name):
        pass
    
    
    def stringResourceFunction(self, name):
        pass
    
    
    def switchBackBevel(self):
        pass
    
    
    def switchFrontBevel(self):
        pass
    
    
    def textChanged(self):
        pass
    
    
    def updateAnimateEnabled(self):
        pass
    
    
    def updateBevelVisibility(self):
        pass
    
    
    def updateDecimalPlaces(self):
        pass
    
    
    def updateFont(self):
        pass
    
    
    def updateFontStyle(self):
        pass
    
    
    def updateFontWritingSystem(self):
        pass
    
    
    def updateMASHShortcuts(self):
        pass
    
    
    def updateMaterialSplitBtn(self):
        pass
    
    
    def updateTextValues(self):
        pass
    
    
    def updateWritingSystem(self):
        pass
    
    
    def writingSystemChanged(self, index='None'):
        pass
    
    
    staticMetaObject = None



def getShaderFromObject(mesh):
    """
    #get the shader attribute attached to an object
    #this and the next function are VERY similar, but they go about their task in different ways - which only work in different situations.
    """

    pass


def ByteToHex(byteStr):
    """
    Convert a byte string to it's hex string representation e.g. for output.
    """

    pass


def str_res(name):
    pass


def getVectorShadingGroups(mesh, extrudeNode):
    """
    #given the group nodes, get the associated materials
    """

    pass


def joinTypeMaterials(meshShape, typeNode, shaderType):
    pass


def unwrapInstance(*args, **kwargs):
    pass


def getShaderFromArray(GrpMessageConections):
    """
    #given a list of nodes, find the shading engine, and it's material
    """

    pass


def UniToEscaped(str):
    pass


def wrapInstance(*args, **kwargs):
    pass


def EscapedToUni(str):
    pass


def splitTypeMaterials(extrudeNode, meshShape, typeNode, shaderType):
    """
    #assign materials to the type tool
    """

    pass


def getCurrentCtxName():
    pass


def HexToUni(hexStr):
    pass


def HexToByte(hexStr):
    """
    Convert a string hex byte values into a byte string. The Hex Byte values may
    or may not be space separated.
    """

    pass


def getShadingGroupsFromObject(mesh):
    """
    #get the shaders attached to an object
    """

    pass




from flux.ae.Template import Template
from flux.ae.Custom import Custom
from PySide2.QtCore import Slot
from flux.ui.core import pix

class AEtypeTemplate(Template):
    def buildUI(self, nodeName):
        pass


class MyCustom(Custom):
    def addShellDynamics(self):
        pass
    
    
    def alignChanged(self, *args):
        pass
    
    
    def alignClicked(self, index):
        pass
    
    
    def backBevelEnabledChanged(self):
        pass
    
    
    def bevelStyleChanged(self):
        pass
    
    
    def buildUI(self, nodeName):
        pass
    
    
    def connectToMash(self, name):
        pass
    
    
    def contextChanged(self):
        pass
    
    
    def createAndConnectToMash(self):
        pass
    
    
    def createCurveClicked(self):
        pass
    
    
    def createCustomWidgets(self):
        pass
    
    
    def createFalloffCurve(self, attr):
        pass
    
    
    def createLocalPivotBtn(self, axis):
        pass
    
    
    def deformableTypeChanged(self):
        pass
    
    
    def disableAllBevels(self):
        pass
    
    
    def editFalloffCurve(self, attr):
        pass
    
    
    def enableBevelClicked(self):
        pass
    
    
    def enableBevelStyle(self):
        pass
    
    
    def enableDisableBevels(self):
        pass
    
    
    def extrudeEnableChanged(self):
        pass
    
    
    def fontChanged(self, index='None'):
        pass
    
    
    def fontStyleChanged(self, index='None'):
        pass
    
    
    def generatorChanged(self):
        pass
    
    
    def getAcceptableNodesForMASH(self):
        pass
    
    
    def getAnimationNode(self):
        pass
    
    
    def getExtrudeNode(self):
        """
        # Utilities
        """
    
        pass
    
    
    def getMashConnection(self):
        pass
    
    
    def getRemeshNode(self):
        pass
    
    
    def getShader(self, index):
        pass
    
    
    def initFontDictionary(self):
        pass
    
    
    def isBevelEnabled(self):
        pass
    
    
    def loadStyleList(self):
        pass
    
    
    def manipReplacementClicked(self):
        pass
    
    
    def materialJoinClicked(self):
        pass
    
    
    def materialSplitClicked(self):
        pass
    
    
    def nodeChanged(self):
        pass
    
    
    def pivotLocationClicked(self, axis):
        pass
    
    
    def pivotLocationMenuClicked(self, cmd):
        pass
    
    
    def setupNavigationControls(self, navigations):
        pass
    
    
    def setupWritingSystems(self):
        pass
    
    
    def shellAnimationClicked(self):
        pass
    
    
    def showLocalPivotMenu(self, axis, rpChecked, spChecked):
        pass
    
    
    def strRes(self, name):
        pass
    
    
    def stringResourceFunction(self, name):
        pass
    
    
    def switchBackBevel(self):
        pass
    
    
    def switchFrontBevel(self):
        pass
    
    
    def textChanged(self):
        pass
    
    
    def updateAnimateEnabled(self):
        pass
    
    
    def updateBevelVisibility(self):
        pass
    
    
    def updateDecimalPlaces(self):
        pass
    
    
    def updateFont(self):
        pass
    
    
    def updateFontStyle(self):
        pass
    
    
    def updateFontWritingSystem(self):
        pass
    
    
    def updateMASHShortcuts(self):
        pass
    
    
    def updateMaterialSplitBtn(self):
        pass
    
    
    def updateTextValues(self):
        pass
    
    
    def updateWritingSystem(self):
        pass
    
    
    def writingSystemChanged(self, index='None'):
        pass
    
    
    staticMetaObject = None



def getShaderFromObject(mesh):
    """
    #get the shader attribute attached to an object
    #this and the next function are VERY similar, but they go about their task in different ways - which only work in different situations.
    """

    pass


def ByteToHex(byteStr):
    """
    Convert a byte string to it's hex string representation e.g. for output.
    """

    pass


def str_res(name):
    pass


def getVectorShadingGroups(mesh, extrudeNode):
    """
    #given the group nodes, get the associated materials
    """

    pass


def joinTypeMaterials(meshShape, typeNode, shaderType):
    pass


def unwrapInstance(*args, **kwargs):
    pass


def getShaderFromArray(GrpMessageConections):
    """
    #given a list of nodes, find the shading engine, and it's material
    """

    pass


def UniToEscaped(str):
    pass


def wrapInstance(*args, **kwargs):
    pass


def EscapedToUni(str):
    pass


def splitTypeMaterials(extrudeNode, meshShape, typeNode, shaderType):
    """
    #assign materials to the type tool
    """

    pass


def getCurrentCtxName():
    pass


def HexToUni(hexStr):
    pass


def HexToByte(hexStr):
    """
    Convert a string hex byte values into a byte string. The Hex Byte values may
    or may not be space separated.
    """

    pass


def getShadingGroupsFromObject(mesh):
    """
    #get the shaders attached to an object
    """

    pass
# Utilities #get the shader attribute attached to an object     #this and the next function are VERY similar, but they go about their task in different ways - which only work in different situations. Convert a byte string to it's hex string representation e.g. for output. #given the group nodes, get the associated materials #given a list of nodes, find the shading engine, and it's material #assign materials to the type tool Convert a string hex byte values into a byte string. The Hex Byte values may     or may not be space separated. #get the shaders attached to an object