Module light_2d

Consts

MODE_ADD = 0'i64
MODE_SUB = 1'i64
MODE_MIX = 2'i64
MODE_MASK = 3'i64
SHADOW_FILTER_NONE = 0'i64
SHADOW_FILTER_PCF3 = 1'i64
SHADOW_FILTER_PCF5 = 2'i64
SHADOW_FILTER_PCF7 = 3'i64
SHADOW_FILTER_PCF9 = 4'i64
SHADOW_FILTER_PCF13 = 5'i64

Procs

proc enabled(self: Light2D): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc enabled=(self: Light2D; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc editorOnly(self: Light2D): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc editorOnly=(self: Light2D; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc texture(self: Light2D): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc texture=(self: Light2D; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc offset(self: Light2D): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc offset=(self: Light2D; val: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc textureScale(self: Light2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc textureScale=(self: Light2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc color(self: Light2D): Color {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc color=(self: Light2D; val: Color) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc energy(self: Light2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc energy=(self: Light2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc mode(self: Light2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc mode=(self: Light2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeHeight(self: Light2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeHeight=(self: Light2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeZMin(self: Light2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeZMin=(self: Light2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeZMax(self: Light2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeZMax=(self: Light2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeLayerMin(self: Light2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeLayerMin=(self: Light2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeLayerMax(self: Light2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeLayerMax=(self: Light2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeItemCullMask(self: Light2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rangeItemCullMask=(self: Light2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowEnabled(self: Light2D): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowEnabled=(self: Light2D; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowColor(self: Light2D): Color {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowColor=(self: Light2D; val: Color) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowBufferSize(self: Light2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowBufferSize=(self: Light2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowGradientLength(self: Light2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowGradientLength=(self: Light2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowFilter(self: Light2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowFilter=(self: Light2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowFilterSmooth(self: Light2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowFilterSmooth=(self: Light2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowItemCullMask(self: Light2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc shadowItemCullMask=(self: Light2D; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}