proc texture*(self: Sprite): Texture {.gcsafe, locks: 0
.} 
- 
 
proc `texture =`*(self: Sprite; val: Texture) {.gcsafe, locks: 0
.} 
- 
 
proc normalMap*(self: Sprite): Texture {.gcsafe, locks: 0
.} 
- 
 
proc `normalMap =`*(self: Sprite; val: Texture) {.gcsafe, locks: 0
.} 
- 
 
proc centered*(self: Sprite): bool {.gcsafe, locks: 0
.} 
- 
 
proc `centered =`*(self: Sprite; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc offset*(self: Sprite): Vector2 {.gcsafe, locks: 0
.} 
- 
 
proc `offset =`*(self: Sprite; val: Vector2) {.gcsafe, locks: 0
.} 
- 
 
proc flipH*(self: Sprite): bool {.gcsafe, locks: 0
.} 
- 
 
proc `flipH =`*(self: Sprite; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc flipV*(self: Sprite): bool {.gcsafe, locks: 0
.} 
- 
 
proc `flipV =`*(self: Sprite; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc vframes*(self: Sprite): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `vframes =`*(self: Sprite; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc hframes*(self: Sprite): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `hframes =`*(self: Sprite; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc frame*(self: Sprite): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `frame =`*(self: Sprite; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc regionEnabled*(self: Sprite): bool {.gcsafe, locks: 0
.} 
- 
 
proc `regionEnabled =`*(self: Sprite; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc regionRect*(self: Sprite): Rect2 {.gcsafe, locks: 0
.} 
- 
 
proc `regionRect =`*(self: Sprite; val: Rect2) {.gcsafe, locks: 0
.} 
- 
 
proc regionFilterClip*(self: Sprite): bool {.gcsafe, locks: 0
.} 
- 
 
proc `regionFilterClip =`*(self: Sprite; val: bool) {.gcsafe, locks: 0
.} 
-