proc enabled*(self: Light2D): bool {.gcsafe, locks: 0
.}
-
proc `enabled =`*(self: Light2D; val: bool) {.gcsafe, locks: 0
.}
-
proc editorOnly*(self: Light2D): bool {.gcsafe, locks: 0
.}
-
proc `editorOnly =`*(self: Light2D; val: bool) {.gcsafe, locks: 0
.}
-
proc texture*(self: Light2D): Texture {.gcsafe, locks: 0
.}
-
proc `texture =`*(self: Light2D; val: Texture) {.gcsafe, locks: 0
.}
-
proc offset*(self: Light2D): Vector2 {.gcsafe, locks: 0
.}
-
proc `offset =`*(self: Light2D; val: Vector2) {.gcsafe, locks: 0
.}
-
proc scale*(self: Light2D): float64 {.gcsafe, locks: 0
.}
-
proc `scale =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.}
-
proc color*(self: Light2D): Color {.gcsafe, locks: 0
.}
-
proc `color =`*(self: Light2D; val: Color) {.gcsafe, locks: 0
.}
-
proc energy*(self: Light2D): float64 {.gcsafe, locks: 0
.}
-
proc `energy =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.}
-
proc mode*(self: Light2D): int64 {.gcsafe, locks: 0
.}
-
proc `mode =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.}
-
proc rangeHeight*(self: Light2D): float64 {.gcsafe, locks: 0
.}
-
proc `rangeHeight =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.}
-
proc rangeZMin*(self: Light2D): int64 {.gcsafe, locks: 0
.}
-
proc `rangeZMin =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.}
-
proc rangeZMax*(self: Light2D): int64 {.gcsafe, locks: 0
.}
-
proc `rangeZMax =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.}
-
proc rangeLayerMin*(self: Light2D): int64 {.gcsafe, locks: 0
.}
-
proc `rangeLayerMin =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.}
-
proc rangeLayerMax*(self: Light2D): int64 {.gcsafe, locks: 0
.}
-
proc `rangeLayerMax =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.}
-
proc rangeItemCullMask*(self: Light2D): int64 {.gcsafe, locks: 0
.}
-
proc `rangeItemCullMask =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.}
-
proc shadowEnabled*(self: Light2D): bool {.gcsafe, locks: 0
.}
-
proc `shadowEnabled =`*(self: Light2D; val: bool) {.gcsafe, locks: 0
.}
-
proc shadowColor*(self: Light2D): Color {.gcsafe, locks: 0
.}
-
proc `shadowColor =`*(self: Light2D; val: Color) {.gcsafe, locks: 0
.}
-
proc shadowBufferSize*(self: Light2D): int64 {.gcsafe, locks: 0
.}
-
proc `shadowBufferSize =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.}
-
proc shadowGradientLength*(self: Light2D): float64 {.gcsafe, locks: 0
.}
-
proc `shadowGradientLength =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.}
-
proc shadowFilter*(self: Light2D): float64 {.gcsafe, locks: 0
.}
-
proc `shadowFilter =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.}
-
proc shadowFilterSmooth*(self: Light2D): float64 {.gcsafe, locks: 0
.}
-
proc `shadowFilterSmooth =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.}
-
proc shadowItemCullMask*(self: Light2D): int64 {.gcsafe, locks: 0
.}
-
proc `shadowItemCullMask =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.}
-