Module tile_set

Procs

proc createTile*(self: TileSet; id: int64) {.
gcsafe, locks: 0
.}
proc tileSetName*(self: TileSet; id: int64; name: string) {.
gcsafe, locks: 0
.}
proc tileGetName*(self: TileSet; id: int64): string {.
gcsafe, locks: 0
.}
proc tileSetTexture*(self: TileSet; id: int64; texture: Texture) {.
gcsafe, locks: 0
.}
proc tileGetTexture*(self: TileSet; id: int64): Texture {.
gcsafe, locks: 0
.}
proc tileSetNormalMap*(self: TileSet; id: int64; normalMap: Texture) {.
gcsafe, locks: 0
.}
proc tileGetNormalMap*(self: TileSet; id: int64): Texture {.
gcsafe, locks: 0
.}
proc tileSetMaterial*(self: TileSet; id: int64; material: ShaderMaterial) {.
gcsafe, locks: 0
.}
proc tileGetMaterial*(self: TileSet; id: int64): ShaderMaterial {.
gcsafe, locks: 0
.}
proc tileSetTextureOffset*(self: TileSet; id: int64; textureOffset: Vector2) {.
gcsafe, locks: 0
.}
proc tileGetTextureOffset*(self: TileSet; id: int64): Vector2 {.
gcsafe, locks: 0
.}
proc tileSetRegion*(self: TileSet; id: int64; region: Rect2) {.
gcsafe, locks: 0
.}
proc tileGetRegion*(self: TileSet; id: int64): Rect2 {.
gcsafe, locks: 0
.}
proc tileSetShape*(self: TileSet; id: int64; shapeId: int64; shape: Shape2D) {.
gcsafe, locks: 0
.}
proc tileGetShape*(self: TileSet; id: int64; shapeId: int64): Shape2D {.
gcsafe, locks: 0
.}
proc tileSetShapeTransform*(self: TileSet; id: int64; shapeId: int64;
                           shapeTransform: Transform2D) {.
gcsafe, locks: 0
.}
proc tileGetShapeTransform*(self: TileSet; id: int64; shapeId: int64): Transform2D {.
gcsafe, locks: 0
.}
proc tileSetShapeOneWay*(self: TileSet; id: int64; shapeId: int64; oneWay: bool) {.
gcsafe, locks: 0
.}
proc tileGetShapeOneWay*(self: TileSet; id: int64; shapeId: int64): bool {.
gcsafe, locks: 0
.}
proc tileAddShape*(self: TileSet; id: int64; shape: Shape2D;
                  shapeTransform: Transform2D; oneWay: bool = false) {.
gcsafe, locks: 0
.}
proc tileGetShapeCount*(self: TileSet; id: int64): int64 {.
gcsafe, locks: 0
.}
proc tileSetShapes*(self: TileSet; id: int64; shapes: Array) {.
gcsafe, locks: 0
.}
proc tileGetShapes*(self: TileSet; id: int64): Array {.
gcsafe, locks: 0
.}
proc tileSetNavigationPolygon*(self: TileSet; id: int64;
                              navigationPolygon: NavigationPolygon) {.
gcsafe, locks: 0
.}
proc tileGetNavigationPolygon*(self: TileSet; id: int64): NavigationPolygon {.
gcsafe, locks: 0
.}
proc tileSetNavigationPolygonOffset*(self: TileSet; id: int64;
                                    navigationPolygonOffset: Vector2) {.
gcsafe, locks: 0
.}
proc tileGetNavigationPolygonOffset*(self: TileSet; id: int64): Vector2 {.
gcsafe, locks: 0
.}
proc tileSetLightOccluder*(self: TileSet; id: int64; lightOccluder: OccluderPolygon2D) {.
gcsafe, locks: 0
.}
proc tileGetLightOccluder*(self: TileSet; id: int64): OccluderPolygon2D {.
gcsafe, locks: 0
.}
proc tileSetOccluderOffset*(self: TileSet; id: int64; occluderOffset: Vector2) {.
gcsafe, locks: 0
.}
proc tileGetOccluderOffset*(self: TileSet; id: int64): Vector2 {.
gcsafe, locks: 0
.}
proc removeTile*(self: TileSet; id: int64) {.
gcsafe, locks: 0
.}
proc clear*(self: TileSet) {.
gcsafe, locks: 0
.}
proc getLastUnusedTileId*(self: TileSet): int64 {.
gcsafe, locks: 0
.}
proc findTileByName*(self: TileSet; name: string): int64 {.
gcsafe, locks: 0
.}
proc getTilesIds*(self: TileSet): Array {.
gcsafe, locks: 0
.}