proc polygon*(self: Polygon2D): PoolVector2Array {.gcsafe, locks: 0
.}
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proc `polygon =`*(self: Polygon2D; val: PoolVector2Array) {.gcsafe, locks: 0
.}
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proc uv*(self: Polygon2D): PoolVector2Array {.gcsafe, locks: 0
.}
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proc `uv =`*(self: Polygon2D; val: PoolVector2Array) {.gcsafe, locks: 0
.}
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proc color*(self: Polygon2D): Color {.gcsafe, locks: 0
.}
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proc `color =`*(self: Polygon2D; val: Color) {.gcsafe, locks: 0
.}
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proc vertexColors*(self: Polygon2D): PoolColorArray {.gcsafe, locks: 0
.}
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proc `vertexColors =`*(self: Polygon2D; val: PoolColorArray) {.gcsafe, locks: 0
.}
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proc offset*(self: Polygon2D): Vector2 {.gcsafe, locks: 0
.}
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proc `offset =`*(self: Polygon2D; val: Vector2) {.gcsafe, locks: 0
.}
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proc antialiased*(self: Polygon2D): bool {.gcsafe, locks: 0
.}
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proc `antialiased =`*(self: Polygon2D; val: bool) {.gcsafe, locks: 0
.}
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proc texture*(self: Polygon2D): Texture {.gcsafe, locks: 0
.}
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proc `texture =`*(self: Polygon2D; val: Texture) {.gcsafe, locks: 0
.}
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proc textureOffset*(self: Polygon2D): Vector2 {.gcsafe, locks: 0
.}
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proc `textureOffset =`*(self: Polygon2D; val: Vector2) {.gcsafe, locks: 0
.}
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proc textureScale*(self: Polygon2D): Vector2 {.gcsafe, locks: 0
.}
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proc `textureScale =`*(self: Polygon2D; val: Vector2) {.gcsafe, locks: 0
.}
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proc textureRotation*(self: Polygon2D): float64 {.gcsafe, locks: 0
.}
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proc `textureRotation =`*(self: Polygon2D; val: float64) {.gcsafe, locks: 0
.}
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proc invertEnable*(self: Polygon2D): bool {.gcsafe, locks: 0
.}
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proc `invertEnable =`*(self: Polygon2D; val: bool) {.gcsafe, locks: 0
.}
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proc invertBorder*(self: Polygon2D): float64 {.gcsafe, locks: 0
.}
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proc `invertBorder =`*(self: Polygon2D; val: float64) {.gcsafe, locks: 0
.}
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proc setTextureRotation*(self: Polygon2D; textureRotation: float64) {.gcsafe, locks: 0
.}
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proc getTextureRotation*(self: Polygon2D): float64 {.gcsafe, locks: 0
.}
-