Module light_2d

Consts

MODE_ADD* = 0'i64
MODE_SUB* = 1'i64
MODE_MIX* = 2'i64
MODE_MASK* = 3'i64

Procs

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
.}