Imports
+-
+godot, godottypes, godotinternal, camera
+
diff --git a/master/arrays.html b/master/arrays.html index f5af393..0c4e4e3 100644 --- a/master/arrays.html +++ b/master/arrays.html @@ -1330,7 +1330,7 @@ function main() {
proc getAvailablePointId*(self: AStar): int64 {.gcsafe, locks: 0.}
proc addPoint*(self: AStar; id: int64; pos: Vector3; weightScale: float64 = 1.0) {.gcsafe, locks: 0.}
proc getPointPos*(self: AStar; id: int64): Vector3 {.gcsafe, locks: 0.}
proc getPointWeightScale*(self: AStar; id: int64): float64 {.gcsafe, locks: 0.}
proc removePoint*(self: AStar; id: int64) {.gcsafe, locks: 0.}
proc hasPoint*(self: AStar; id: int64): bool {.gcsafe, locks: 0.}
proc connectPoints*(self: AStar; id: int64; toId: int64; bidirectional: bool = true) {.gcsafe, locks: 0.}
proc disconnectPoints*(self: AStar; id: int64; toId: int64) {.gcsafe, locks: 0.}
proc arePointsConnected*(self: AStar; id: int64; toId: int64): bool {.gcsafe, locks: 0.}
proc clear*(self: AStar) {.gcsafe, locks: 0.}
proc getClosestPoint*(self: AStar; toPos: Vector3): int64 {.gcsafe, locks: 0.}
proc getClosestPosInSegment*(self: AStar; toPos: Vector3): Vector3 {.gcsafe, locks: 0.}
proc getPointPath*(self: AStar; fromId: int64; toId: int64): PoolVector3Array {.gcsafe, locks: 0.}
proc getIdPath*(self: AStar; fromId: int64; toId: int64): PoolIntArray {.gcsafe, locks: 0.}
method estimateCost*(self: AStar; fromId: int64; toId: int64) {.gcsafe, locks: 0, base.}
method computeCost*(self: AStar; fromId: int64; toId: int64) {.gcsafe, locks: 0, base.}
proc dialogText*(self: AcceptDialog): string {.gcsafe, locks: 0.}
proc `dialogText =`*(self: AcceptDialog; val: string) {.gcsafe, locks: 0.}
proc dialogHideOnOk*(self: AcceptDialog): bool {.gcsafe, locks: 0.}
proc `dialogHideOnOk =`*(self: AcceptDialog; val: bool) {.gcsafe, locks: 0.}
proc getOk*(self: AcceptDialog): Object {.gcsafe, locks: 0.}
proc getLabel*(self: AcceptDialog): Object {.gcsafe, locks: 0.}
proc addButton*(self: AcceptDialog; text: string; right: bool = false; action: string = ""): Button {.gcsafe, locks: 0.}
proc addCancel*(self: AcceptDialog; name: string): Button {.gcsafe, locks: 0.}
proc registerTextEnter*(self: AcceptDialog; lineEdit: Object): LineEdit {.gcsafe, locks: 0.}
method ok*(self: AcceptDialog) {.gcsafe, locks: 0, base.}
method builtinTextEntered*(self: AcceptDialog; arg0: string) {.gcsafe, locks: 0, base.}
method customAction*(self: AcceptDialog; arg0: string) {.gcsafe, locks: 0, base.}
proc frames*(self: AnimatedSprite): SpriteFrames {.gcsafe, locks: 0.}
proc `frames =`*(self: AnimatedSprite; val: SpriteFrames) {.gcsafe, locks: 0.}
proc animation*(self: AnimatedSprite): string {.gcsafe, locks: 0.}
proc `animation =`*(self: AnimatedSprite; val: string) {.gcsafe, locks: 0.}
proc frame*(self: AnimatedSprite): int64 {.gcsafe, locks: 0.}
proc `frame =`*(self: AnimatedSprite; val: int64) {.gcsafe, locks: 0.}
proc playing*(self: AnimatedSprite): bool {.gcsafe, locks: 0.}
proc `playing =`*(self: AnimatedSprite; val: bool) {.gcsafe, locks: 0.}
proc centered*(self: AnimatedSprite): bool {.gcsafe, locks: 0.}
proc `centered =`*(self: AnimatedSprite; val: bool) {.gcsafe, locks: 0.}
proc offset*(self: AnimatedSprite): Vector2 {.gcsafe, locks: 0.}
proc `offset =`*(self: AnimatedSprite; val: Vector2) {.gcsafe, locks: 0.}
proc flipH*(self: AnimatedSprite): bool {.gcsafe, locks: 0.}
proc `flipH =`*(self: AnimatedSprite; val: bool) {.gcsafe, locks: 0.}
proc flipV*(self: AnimatedSprite): bool {.gcsafe, locks: 0.}
proc `flipV =`*(self: AnimatedSprite; val: bool) {.gcsafe, locks: 0.}
proc play*(self: AnimatedSprite; anim: string = "") {.gcsafe, locks: 0.}
proc stop*(self: AnimatedSprite) {.gcsafe, locks: 0.}
proc isPlayingImpl*(self: AnimatedSprite): bool {.gcsafe, locks: 0.}
method resChanged*(self: AnimatedSprite) {.gcsafe, locks: 0, base.}
proc frames*(self: AnimatedSprite3D): SpriteFrames {.gcsafe, locks: 0.}
proc `frames =`*(self: AnimatedSprite3D; val: SpriteFrames) {.gcsafe, locks: 0.}
proc animation*(self: AnimatedSprite3D): string {.gcsafe, locks: 0.}
proc `animation =`*(self: AnimatedSprite3D; val: string) {.gcsafe, locks: 0.}
proc frame*(self: AnimatedSprite3D): int64 {.gcsafe, locks: 0.}
proc `frame =`*(self: AnimatedSprite3D; val: int64) {.gcsafe, locks: 0.}
proc playing*(self: AnimatedSprite3D): bool {.gcsafe, locks: 0.}
proc `playing =`*(self: AnimatedSprite3D; val: bool) {.gcsafe, locks: 0.}
proc play*(self: AnimatedSprite3D; anim: string = "") {.gcsafe, locks: 0.}
proc stop*(self: AnimatedSprite3D) {.gcsafe, locks: 0.}
proc isPlayingImpl*(self: AnimatedSprite3D): bool {.gcsafe, locks: 0.}
method resChanged*(self: AnimatedSprite3D) {.gcsafe, locks: 0, base.}
TYPE_VALUE* = 0'i64
TYPE_TRANSFORM* = 1'i64
TYPE_METHOD* = 2'i64
INTERPOLATION_NEAREST* = 0'i64
INTERPOLATION_LINEAR* = 1'i64
INTERPOLATION_CUBIC* = 2'i64
UPDATE_CONTINUOUS* = 0'i64
UPDATE_DISCRETE* = 1'i64
UPDATE_TRIGGER* = 2'i64
proc removeTrack*(self: Animation; idx: int64) {.gcsafe, locks: 0.}
proc getTrackCount*(self: Animation): int64 {.gcsafe, locks: 0.}
proc trackGetType*(self: Animation; idx: int64): int64 {.gcsafe, locks: 0.}
proc trackGetPath*(self: Animation; idx: int64): NodePath {.gcsafe, locks: 0.}
proc trackSetPath*(self: Animation; idx: int64; path: NodePath) {.gcsafe, locks: 0.}
proc findTrack*(self: Animation; path: NodePath): int64 {.gcsafe, locks: 0.}
proc trackMoveUp*(self: Animation; idx: int64) {.gcsafe, locks: 0.}
proc trackMoveDown*(self: Animation; idx: int64) {.gcsafe, locks: 0.}
proc trackSetImported*(self: Animation; idx: int64; imported: bool) {.gcsafe, locks: 0.}
proc trackIsImported*(self: Animation; idx: int64): bool {.gcsafe, locks: 0.}
proc transformTrackInsertKey*(self: Animation; idx: int64; time: float64; loc: Vector3; rot: Quat; scale: Vector3): int64 {.gcsafe, locks: 0.}
proc trackInsertKey*(self: Animation; idx: int64; time: float64; key: Variant; transition: float64 = 1.0) {.gcsafe, locks: 0.}
proc trackRemoveKey*(self: Animation; idx: int64; keyIdx: int64) {.gcsafe, locks: 0.}
proc trackRemoveKeyAtPos*(self: Animation; idx: int64; pos: float64) {.gcsafe, locks: 0.}
proc trackSetKeyValue*(self: Animation; idx: int64; key: int64; value: Variant) {.gcsafe, locks: 0.}
proc trackSetKeyTransition*(self: Animation; idx: int64; keyIdx: int64; transition: float64) {.gcsafe, locks: 0.}
proc trackGetKeyTransition*(self: Animation; idx: int64; keyIdx: int64): float64 {.gcsafe, locks: 0.}
proc trackGetKeyCount*(self: Animation; idx: int64): int64 {.gcsafe, locks: 0.}
proc trackGetKeyValue*(self: Animation; idx: int64; keyIdx: int64) {.gcsafe, locks: 0.}
proc trackGetKeyTime*(self: Animation; idx: int64; keyIdx: int64): float64 {.gcsafe, locks: 0.}
proc trackFindKey*(self: Animation; idx: int64; time: float64; exact: bool = false): int64 {.gcsafe, locks: 0.}
proc trackSetInterpolationType*(self: Animation; idx: int64; interpolation: int64) {.gcsafe, locks: 0.}
proc trackGetInterpolationType*(self: Animation; idx: int64): int64 {.gcsafe, locks: 0.}
proc trackSetInterpolationLoopWrap*(self: Animation; idx: int64; interpolation: bool) {.gcsafe, locks: 0.}
proc trackGetInterpolationLoopWrap*(self: Animation; idx: int64): bool {.gcsafe, locks: 0.}
proc transformTrackInterpolate*(self: Animation; idx: int64; timeSec: float64): Array {.gcsafe, locks: 0.}
proc valueTrackSetUpdateMode*(self: Animation; idx: int64; mode: int64) {.gcsafe, locks: 0.}
proc valueTrackGetUpdateMode*(self: Animation; idx: int64): int64 {.gcsafe, locks: 0.}
proc valueTrackGetKeyIndices*(self: Animation; idx: int64; timeSec: float64; delta: float64): PoolIntArray {.gcsafe, locks: 0.}
proc methodTrackGetKeyIndices*(self: Animation; idx: int64; timeSec: float64; delta: float64): PoolIntArray {.gcsafe, locks: 0.}
proc methodTrackGetName*(self: Animation; idx: int64; keyIdx: int64): string {.gcsafe, locks: 0.}
proc methodTrackGetParams*(self: Animation; idx: int64; keyIdx: int64): Array {.gcsafe, locks: 0.}
proc setLength*(self: Animation; timeSec: float64) {.gcsafe, locks: 0.}
proc getLength*(self: Animation): float64 {.gcsafe, locks: 0.}
proc setLoop*(self: Animation; enabled: bool) {.gcsafe, locks: 0.}
proc hasLoop*(self: Animation): bool {.gcsafe, locks: 0.}
proc setStep*(self: Animation; sizeSec: float64) {.gcsafe, locks: 0.}
proc getStep*(self: Animation): float64 {.gcsafe, locks: 0.}
proc clear*(self: Animation) {.gcsafe, locks: 0.}
ANIMATION_PROCESS_FIXED* = 0'i64
ANIMATION_PROCESS_IDLE* = 1'i64
proc playbackProcessMode*(self: AnimationPlayer): int64 {.gcsafe, locks: 0.}
proc `playbackProcessMode =`*(self: AnimationPlayer; val: int64) {.gcsafe, locks: 0.}
proc playbackDefaultBlendTime*(self: AnimationPlayer): float64 {.gcsafe, locks: 0.}
proc `playbackDefaultBlendTime =`*(self: AnimationPlayer; val: float64) {.gcsafe, locks: 0.}
proc rootNode*(self: AnimationPlayer): NodePath {.gcsafe, locks: 0.}
proc `rootNode =`*(self: AnimationPlayer; val: NodePath) {.gcsafe, locks: 0.}
proc addAnimation*(self: AnimationPlayer; name: string; animation: Animation): int64 {.gcsafe, locks: 0.}
proc removeAnimation*(self: AnimationPlayer; name: string) {.gcsafe, locks: 0.}
proc renameAnimation*(self: AnimationPlayer; name: string; newname: string) {.gcsafe, locks: 0.}
proc hasAnimation*(self: AnimationPlayer; name: string): bool {.gcsafe, locks: 0.}
proc getAnimation*(self: AnimationPlayer; name: string): Animation {.gcsafe, locks: 0.}
proc getAnimationList*(self: AnimationPlayer): PoolStringArray {.gcsafe, locks: 0.}
proc animationSetNext*(self: AnimationPlayer; animFrom: string; animTo: string) {.gcsafe, locks: 0.}
proc animationGetNext*(self: AnimationPlayer; animFrom: string): string {.gcsafe, locks: 0.}
proc setBlendTime*(self: AnimationPlayer; animFrom: string; animTo: string; sec: float64) {.gcsafe, locks: 0.}
proc getBlendTime*(self: AnimationPlayer; animFrom: string; animTo: string): float64 {.gcsafe, locks: 0.}
proc play*(self: AnimationPlayer; name: string = ""; customBlend: float64 = - 1.0; customSpeed: float64 = 1.0; fromEnd: bool = false) {.gcsafe, locks: 0.}
proc playBackwards*(self: AnimationPlayer; name: string = ""; customBlend: float64 = - 1.0) {.gcsafe, locks: 0.}
proc stop*(self: AnimationPlayer; reset: bool = true) {.gcsafe, locks: 0.}
proc stopAll*(self: AnimationPlayer) {.gcsafe, locks: 0.}
proc isPlaying*(self: AnimationPlayer): bool {.gcsafe, locks: 0.}
proc setCurrentAnimation*(self: AnimationPlayer; anim: string) {.gcsafe, locks: 0.}
proc getCurrentAnimation*(self: AnimationPlayer): string {.gcsafe, locks: 0.}
proc queue*(self: AnimationPlayer; name: string) {.gcsafe, locks: 0.}
proc clearQueue*(self: AnimationPlayer) {.gcsafe, locks: 0.}
proc setActive*(self: AnimationPlayer; active: bool) {.gcsafe, locks: 0.}
proc isActive*(self: AnimationPlayer): bool {.gcsafe, locks: 0.}
proc setSpeedScale*(self: AnimationPlayer; speed: float64) {.gcsafe, locks: 0.}
proc getSpeedScale*(self: AnimationPlayer): float64 {.gcsafe, locks: 0.}
proc setAutoplay*(self: AnimationPlayer; name: string) {.gcsafe, locks: 0.}
proc getAutoplay*(self: AnimationPlayer): string {.gcsafe, locks: 0.}
proc seek*(self: AnimationPlayer; posSec: float64; update: bool = false) {.gcsafe, locks: 0.}
proc getPos*(self: AnimationPlayer): float64 {.gcsafe, locks: 0.}
proc findAnimation*(self: AnimationPlayer; animation: Animation): string {.gcsafe, locks: 0.}
proc clearCaches*(self: AnimationPlayer) {.gcsafe, locks: 0.}
proc getCurrentAnimationPos*(self: AnimationPlayer): float64 {.gcsafe, locks: 0.}
proc getCurrentAnimationLength*(self: AnimationPlayer): float64 {.gcsafe, locks: 0.}
proc advance*(self: AnimationPlayer; delta: float64) {.gcsafe, locks: 0.}
method nodeRemoved*(self: AnimationPlayer; arg0: Object) {.gcsafe, locks: 0, base.}
method animationChanged*(self: AnimationPlayer) {.gcsafe, locks: 0, base.}
NODE_OUTPUT* = 0'i64
NODE_ANIMATION* = 1'i64
NODE_ONESHOT* = 2'i64
NODE_MIX* = 3'i64
NODE_BLEND2* = 4'i64
NODE_BLEND3* = 5'i64
NODE_BLEND4* = 6'i64
NODE_TIMESCALE* = 7'i64
NODE_TIMESEEK* = 8'i64
NODE_TRANSITION* = 9'i64
proc playbackProcessMode*(self: AnimationTreePlayer): int64 {.gcsafe, locks: 0.}
proc `playbackProcessMode =`*(self: AnimationTreePlayer; val: int64) {.gcsafe, locks: 0.}
proc addNode*(self: AnimationTreePlayer; typee: int64; id: string) {.gcsafe, locks: 0.}
proc nodeExists*(self: AnimationTreePlayer; node: string): bool {.gcsafe, locks: 0.}
proc nodeRename*(self: AnimationTreePlayer; node: string; newName: string): int64 {.gcsafe, locks: 0.}
proc nodeGetType*(self: AnimationTreePlayer; id: string): int64 {.gcsafe, locks: 0.}
proc nodeGetInputCount*(self: AnimationTreePlayer; id: string): int64 {.gcsafe, locks: 0.}
proc nodeGetInputSource*(self: AnimationTreePlayer; id: string; idx: int64): string {.gcsafe, locks: 0.}
proc animationNodeSetAnimation*(self: AnimationTreePlayer; id: string; animation: Animation) {.gcsafe, locks: 0.}
proc animationNodeGetAnimation*(self: AnimationTreePlayer; id: string): Animation {.gcsafe, locks: 0.}
proc animationNodeSetMasterAnimation*(self: AnimationTreePlayer; id: string; source: string) {.gcsafe, locks: 0.}
proc animationNodeGetMasterAnimation*(self: AnimationTreePlayer; id: string): string {.gcsafe, locks: 0.}
proc animationNodeSetFilterPath*(self: AnimationTreePlayer; id: string; path: NodePath; enable: bool) {.gcsafe, locks: 0.}
proc oneshotNodeSetFadeinTime*(self: AnimationTreePlayer; id: string; timeSec: float64) {.gcsafe, locks: 0.}
proc oneshotNodeGetFadeinTime*(self: AnimationTreePlayer; id: string): float64 {.gcsafe, locks: 0.}
proc oneshotNodeSetFadeoutTime*(self: AnimationTreePlayer; id: string; timeSec: float64) {.gcsafe, locks: 0.}
proc oneshotNodeGetFadeoutTime*(self: AnimationTreePlayer; id: string): float64 {.gcsafe, locks: 0.}
proc oneshotNodeSetAutorestart*(self: AnimationTreePlayer; id: string; enable: bool) {.gcsafe, locks: 0.}
proc oneshotNodeSetAutorestartDelay*(self: AnimationTreePlayer; id: string; delaySec: float64) {.gcsafe, locks: 0.}
proc oneshotNodeSetAutorestartRandomDelay*(self: AnimationTreePlayer; id: string; randSec: float64) {.gcsafe, locks: 0.}
proc oneshotNodeHasAutorestart*(self: AnimationTreePlayer; id: string): bool {.gcsafe, locks: 0.}
proc oneshotNodeGetAutorestartDelay*(self: AnimationTreePlayer; id: string): float64 {.gcsafe, locks: 0.}
proc oneshotNodeGetAutorestartRandomDelay*(self: AnimationTreePlayer; id: string): float64 {.gcsafe, locks: 0.}
proc oneshotNodeStart*(self: AnimationTreePlayer; id: string) {.gcsafe, locks: 0.}
proc oneshotNodeStop*(self: AnimationTreePlayer; id: string) {.gcsafe, locks: 0.}
proc oneshotNodeIsActive*(self: AnimationTreePlayer; id: string): bool {.gcsafe, locks: 0.}
proc oneshotNodeSetFilterPath*(self: AnimationTreePlayer; id: string; path: NodePath; enable: bool) {.gcsafe, locks: 0.}
proc mixNodeSetAmount*(self: AnimationTreePlayer; id: string; ratio: float64) {.gcsafe, locks: 0.}
proc mixNodeGetAmount*(self: AnimationTreePlayer; id: string): float64 {.gcsafe, locks: 0.}
proc blend2NodeSetAmount*(self: AnimationTreePlayer; id: string; blend: float64) {.gcsafe, locks: 0.}
proc blend2NodeGetAmount*(self: AnimationTreePlayer; id: string): float64 {.gcsafe, locks: 0.}
proc blend2NodeSetFilterPath*(self: AnimationTreePlayer; id: string; path: NodePath; enable: bool) {.gcsafe, locks: 0.}
proc blend3NodeSetAmount*(self: AnimationTreePlayer; id: string; blend: float64) {.gcsafe, locks: 0.}
proc blend3NodeGetAmount*(self: AnimationTreePlayer; id: string): float64 {.gcsafe, locks: 0.}
proc blend4NodeSetAmount*(self: AnimationTreePlayer; id: string; blend: Vector2) {.gcsafe, locks: 0.}
proc blend4NodeGetAmount*(self: AnimationTreePlayer; id: string): Vector2 {.gcsafe, locks: 0.}
proc timescaleNodeSetScale*(self: AnimationTreePlayer; id: string; scale: float64) {.gcsafe, locks: 0.}
proc timescaleNodeGetScale*(self: AnimationTreePlayer; id: string): float64 {.gcsafe, locks: 0.}
proc timeseekNodeSeek*(self: AnimationTreePlayer; id: string; posSec: float64) {.gcsafe, locks: 0.}
proc transitionNodeSetInputCount*(self: AnimationTreePlayer; id: string; count: int64) {.gcsafe, locks: 0.}
proc transitionNodeGetInputCount*(self: AnimationTreePlayer; id: string): int64 {.gcsafe, locks: 0.}
proc transitionNodeDeleteInput*(self: AnimationTreePlayer; id: string; inputIdx: int64) {.gcsafe, locks: 0.}
proc transitionNodeSetInputAutoAdvance*(self: AnimationTreePlayer; id: string; @@ -1706,121 +1914,209 @@ function main() { locks: 0.}
proc transitionNodeHasInputAutoAdvance*(self: AnimationTreePlayer; id: string; inputIdx: int64): bool {.gcsafe, locks: 0.}
proc transitionNodeSetXfadeTime*(self: AnimationTreePlayer; id: string; timeSec: float64) {.gcsafe, locks: 0.}
proc transitionNodeGetXfadeTime*(self: AnimationTreePlayer; id: string): float64 {.gcsafe, locks: 0.}
proc transitionNodeSetCurrent*(self: AnimationTreePlayer; id: string; inputIdx: int64) {.gcsafe, locks: 0.}
proc transitionNodeGetCurrent*(self: AnimationTreePlayer; id: string): int64 {.gcsafe, locks: 0.}
proc nodeSetPos*(self: AnimationTreePlayer; id: string; screenPos: Vector2) {.gcsafe, locks: 0.}
proc nodeGetPos*(self: AnimationTreePlayer; id: string): Vector2 {.gcsafe, locks: 0.}
proc removeNode*(self: AnimationTreePlayer; id: string) {.gcsafe, locks: 0.}
proc connectNodes*(self: AnimationTreePlayer; id: string; dstId: string; dstInputIdx: int64): int64 {.gcsafe, locks: 0.}
proc areNodesConnected*(self: AnimationTreePlayer; id: string; dstId: string; dstInputIdx: int64): bool {.gcsafe, locks: 0.}
proc disconnectNodes*(self: AnimationTreePlayer; id: string; dstInputIdx: int64) {.gcsafe, locks: 0.}
proc setActive*(self: AnimationTreePlayer; enabled: bool) {.gcsafe, locks: 0.}
proc isActive*(self: AnimationTreePlayer): bool {.gcsafe, locks: 0.}
proc setBasePath*(self: AnimationTreePlayer; path: NodePath) {.gcsafe, locks: 0.}
proc getBasePath*(self: AnimationTreePlayer): NodePath {.gcsafe, locks: 0.}
proc setMasterPlayer*(self: AnimationTreePlayer; nodepath: NodePath) {.gcsafe, locks: 0.}
proc getMasterPlayer*(self: AnimationTreePlayer): NodePath {.gcsafe, locks: 0.}
proc getNodeList*(self: AnimationTreePlayer): PoolStringArray {.gcsafe, locks: 0.}
proc advance*(self: AnimationTreePlayer; delta: float64) {.gcsafe, locks: 0.}
proc reset*(self: AnimationTreePlayer) {.gcsafe, locks: 0.}
proc recomputeCaches*(self: AnimationTreePlayer) {.gcsafe, locks: 0.}
proc spaceOverride*(self: Area): int64 {.gcsafe, locks: 0.}
proc `spaceOverride =`*(self: Area; val: int64) {.gcsafe, locks: 0.}
proc gravityPoint*(self: Area): bool {.gcsafe, locks: 0.}
proc `gravityPoint =`*(self: Area; val: bool) {.gcsafe, locks: 0.}
proc gravityDistanceScale*(self: Area): float64 {.gcsafe, locks: 0.}
proc `gravityDistanceScale =`*(self: Area; val: float64) {.gcsafe, locks: 0.}
proc gravityVec*(self: Area): Vector3 {.gcsafe, locks: 0.}
proc `gravityVec =`*(self: Area; val: Vector3) {.gcsafe, locks: 0.}
proc gravity*(self: Area): float64 {.gcsafe, locks: 0.}
proc `gravity =`*(self: Area; val: float64) {.gcsafe, locks: 0.}
proc linearDamp*(self: Area): float64 {.gcsafe, locks: 0.}
proc `linearDamp =`*(self: Area; val: float64) {.gcsafe, locks: 0.}
proc angularDamp*(self: Area): float64 {.gcsafe, locks: 0.}
proc `angularDamp =`*(self: Area; val: float64) {.gcsafe, locks: 0.}
proc priority*(self: Area): int64 {.gcsafe, locks: 0.}
proc `priority =`*(self: Area; val: int64) {.gcsafe, locks: 0.}
proc monitoring*(self: Area): bool {.gcsafe, locks: 0.}
proc `monitoring =`*(self: Area; val: bool) {.gcsafe, locks: 0.}
proc monitorable*(self: Area): bool {.gcsafe, locks: 0.}
proc `monitorable =`*(self: Area; val: bool) {.gcsafe, locks: 0.}
proc collisionLayer*(self: Area): int64 {.gcsafe, locks: 0.}
proc `collisionLayer =`*(self: Area; val: int64) {.gcsafe, locks: 0.}
proc collisionMask*(self: Area): int64 {.gcsafe, locks: 0.}
proc `collisionMask =`*(self: Area; val: int64) {.gcsafe, locks: 0.}
proc audioBusOverride*(self: Area): bool {.gcsafe, locks: 0.}
proc `audioBusOverride =`*(self: Area; val: bool) {.gcsafe, locks: 0.}
proc audioBusName*(self: Area): string {.gcsafe, locks: 0.}
proc `audioBusName =`*(self: Area; val: string) {.gcsafe, locks: 0.}
proc reverbBusEnable*(self: Area): bool {.gcsafe, locks: 0.}
proc `reverbBusEnable =`*(self: Area; val: bool) {.gcsafe, locks: 0.}
proc reverbBusName*(self: Area): string {.gcsafe, locks: 0.}
proc `reverbBusName =`*(self: Area; val: string) {.gcsafe, locks: 0.}
proc reverbBusAmount*(self: Area): float64 {.gcsafe, locks: 0.}
proc `reverbBusAmount =`*(self: Area; val: float64) {.gcsafe, locks: 0.}
proc reverbBusUniformity*(self: Area): float64 {.gcsafe, locks: 0.}
proc `reverbBusUniformity =`*(self: Area; val: float64) {.gcsafe, locks: 0.}
proc setCollisionMaskBit*(self: Area; bit: int64; value: bool) {.gcsafe, locks: 0.}
proc getCollisionMaskBit*(self: Area; bit: int64): bool {.gcsafe, locks: 0.}
proc setCollisionLayerBit*(self: Area; bit: int64; value: bool) {.gcsafe, locks: 0.}
proc getCollisionLayerBit*(self: Area; bit: int64): bool {.gcsafe, locks: 0.}
proc getOverlappingBodies*(self: Area): Array {.gcsafe, locks: 0.}
proc getOverlappingAreas*(self: Area): Array {.gcsafe, locks: 0.}
proc overlapsBody*(self: Area; body: Object): bool {.gcsafe, locks: 0.}
proc overlapsArea*(self: Area; area: Object): bool {.gcsafe, locks: 0.}
method bodyEnterTree*(self: Area; id: int64) {.gcsafe, locks: 0, base.}
method bodyExitTree*(self: Area; id: int64) {.gcsafe, locks: 0, base.}
method areaEnterTree*(self: Area; id: int64) {.gcsafe, locks: 0, base.}
method areaExitTree*(self: Area; id: int64) {.gcsafe, locks: 0, base.}
method bodyInout*(self: Area; arg0: int64; arg1: RID; arg2: int64; arg3: int64; arg4: int64) {.gcsafe, locks: 0, base.}
method areaInout*(self: Area; arg0: int64; arg1: RID; arg2: int64; arg3: int64; arg4: int64) {.gcsafe, locks: 0, base.}
proc spaceOverride*(self: Area2D): int64 {.gcsafe, locks: 0.}
proc `spaceOverride =`*(self: Area2D; val: int64) {.gcsafe, locks: 0.}
proc gravityPoint*(self: Area2D): bool {.gcsafe, locks: 0.}
proc `gravityPoint =`*(self: Area2D; val: bool) {.gcsafe, locks: 0.}
proc gravityDistanceScale*(self: Area2D): float64 {.gcsafe, locks: 0.}
proc `gravityDistanceScale =`*(self: Area2D; val: float64) {.gcsafe, locks: 0.}
proc gravityVec*(self: Area2D): Vector2 {.gcsafe, locks: 0.}
proc `gravityVec =`*(self: Area2D; val: Vector2) {.gcsafe, locks: 0.}
proc gravity*(self: Area2D): float64 {.gcsafe, locks: 0.}
proc `gravity =`*(self: Area2D; val: float64) {.gcsafe, locks: 0.}
proc linearDamp*(self: Area2D): float64 {.gcsafe, locks: 0.}
proc `linearDamp =`*(self: Area2D; val: float64) {.gcsafe, locks: 0.}
proc angularDamp*(self: Area2D): float64 {.gcsafe, locks: 0.}
proc `angularDamp =`*(self: Area2D; val: float64) {.gcsafe, locks: 0.}
proc priority*(self: Area2D): int64 {.gcsafe, locks: 0.}
proc `priority =`*(self: Area2D; val: int64) {.gcsafe, locks: 0.}
proc monitoring*(self: Area2D): bool {.gcsafe, locks: 0.}
proc `monitoring =`*(self: Area2D; val: bool) {.gcsafe, locks: 0.}
proc monitorable*(self: Area2D): bool {.gcsafe, locks: 0.}
proc `monitorable =`*(self: Area2D; val: bool) {.gcsafe, locks: 0.}
proc collisionLayer*(self: Area2D): int64 {.gcsafe, locks: 0.}
proc `collisionLayer =`*(self: Area2D; val: int64) {.gcsafe, locks: 0.}
proc collisionMask*(self: Area2D): int64 {.gcsafe, locks: 0.}
proc `collisionMask =`*(self: Area2D; val: int64) {.gcsafe, locks: 0.}
proc audioBusOverride*(self: Area2D): bool {.gcsafe, locks: 0.}
proc `audioBusOverride =`*(self: Area2D; val: bool) {.gcsafe, locks: 0.}
proc audioBusName*(self: Area2D): string {.gcsafe, locks: 0.}
proc `audioBusName =`*(self: Area2D; val: string) {.gcsafe, locks: 0.}
proc setCollisionMaskBit*(self: Area2D; bit: int64; value: bool) {.gcsafe, locks: 0.}
proc getCollisionMaskBit*(self: Area2D; bit: int64): bool {.gcsafe, locks: 0.}
proc setCollisionLayerBit*(self: Area2D; bit: int64; value: bool) {.gcsafe, locks: 0.}
proc getCollisionLayerBit*(self: Area2D; bit: int64): bool {.gcsafe, locks: 0.}
proc getOverlappingBodies*(self: Area2D): Array {.gcsafe, locks: 0.}
proc getOverlappingAreas*(self: Area2D): Array {.gcsafe, locks: 0.}
proc overlapsBody*(self: Area2D; body: Object): bool {.gcsafe, locks: 0.}
proc overlapsArea*(self: Area2D; area: Object): bool {.gcsafe, locks: 0.}
method bodyEnterTree*(self: Area2D; id: int64) {.gcsafe, locks: 0, base.}
method bodyExitTree*(self: Area2D; id: int64) {.gcsafe, locks: 0, base.}
method areaEnterTree*(self: Area2D; id: int64) {.gcsafe, locks: 0, base.}
method areaExitTree*(self: Area2D; id: int64) {.gcsafe, locks: 0, base.}
method bodyInout*(self: Area2D; arg0: int64; arg1: RID; arg2: int64; arg3: int64; arg4: int64) {.gcsafe, locks: 0, base.}
method areaInout*(self: Area2D; arg0: int64; arg1: RID; arg2: int64; arg3: int64; arg4: int64) {.gcsafe, locks: 0, base.}
NO_INDEX_ARRAY* = - 1'i64
ARRAY_WEIGHTS_SIZE* = 4'i64
ARRAY_VERTEX* = 0'i64
ARRAY_NORMAL* = 1'i64
ARRAY_TANGENT* = 2'i64
ARRAY_COLOR* = 3'i64
ARRAY_TEX_UV* = 4'i64
ARRAY_TEX_UV2* = 5'i64
ARRAY_BONES* = 6'i64
ARRAY_WEIGHTS* = 7'i64
ARRAY_INDEX* = 8'i64
ARRAY_FORMAT_VERTEX* = 1'i64
ARRAY_FORMAT_NORMAL* = 2'i64
ARRAY_FORMAT_TANGENT* = 4'i64
ARRAY_FORMAT_COLOR* = 8'i64
ARRAY_FORMAT_TEX_UV* = 16'i64
ARRAY_FORMAT_TEX_UV2* = 32'i64
ARRAY_FORMAT_BONES* = 64'i64
ARRAY_FORMAT_WEIGHTS* = 128'i64
ARRAY_FORMAT_INDEX* = 256'i64
proc addBlendShape*(self: ArrayMesh; name: string) {.gcsafe, locks: 0.}
proc getBlendShapeCount*(self: ArrayMesh): int64 {.gcsafe, locks: 0.}
proc getBlendShapeName*(self: ArrayMesh; index: int64): string {.gcsafe, locks: 0.}
proc clearBlendShapes*(self: ArrayMesh) {.gcsafe, locks: 0.}
proc setBlendShapeMode*(self: ArrayMesh; mode: int64) {.gcsafe, locks: 0.}
proc getBlendShapeMode*(self: ArrayMesh): int64 {.gcsafe, locks: 0.}
proc addSurfaceFromArrays*(self: ArrayMesh; primitive: int64; arrays: Array; @@ -1466,79 +1570,139 @@ function main() { gcsafe, locks: 0.}
proc getSurfaceCount*(self: ArrayMesh): int64 {.gcsafe, locks: 0.}
proc surfaceRemove*(self: ArrayMesh; surfIdx: int64) {.gcsafe, locks: 0.}
proc surfaceGetArrayLen*(self: ArrayMesh; surfIdx: int64): int64 {.gcsafe, locks: 0.}
proc surfaceGetArrayIndexLen*(self: ArrayMesh; surfIdx: int64): int64 {.gcsafe, locks: 0.}
proc surfaceGetFormat*(self: ArrayMesh; surfIdx: int64): int64 {.gcsafe, locks: 0.}
proc surfaceGetPrimitiveType*(self: ArrayMesh; surfIdx: int64): int64 {.gcsafe, locks: 0.}
proc surfaceSetMaterial*(self: ArrayMesh; surfIdx: int64; material: Material) {.gcsafe, locks: 0.}
proc surfaceGetMaterial*(self: ArrayMesh; surfIdx: int64): Material {.gcsafe, locks: 0.}
proc surfaceSetName*(self: ArrayMesh; surfIdx: int64; name: string) {.gcsafe, locks: 0.}
proc surfaceGetName*(self: ArrayMesh; surfIdx: int64): string {.gcsafe, locks: 0.}
proc centerGeometry*(self: ArrayMesh) {.gcsafe, locks: 0.}
proc regenNormalmaps*(self: ArrayMesh) {.gcsafe, locks: 0.}
proc setCustomAabb*(self: ArrayMesh; aabb: Rect3) {.gcsafe, locks: 0.}
proc getCustomAabb*(self: ArrayMesh): Rect3 {.gcsafe, locks: 0.}
proc controllerId*(self: ARVRController): int64 {.gcsafe, locks: 0.}
proc `controllerId =`*(self: ARVRController; val: int64) {.gcsafe, locks: 0.}
proc getControllerName*(self: ARVRController): string {.gcsafe, locks: 0.}
proc getJoystickId*(self: ARVRController): int64 {.gcsafe, locks: 0.}
proc isButtonPressed*(self: ARVRController; button: int64): int64 {.gcsafe, locks: 0.}
proc getJoystickAxis*(self: ARVRController; axis: int64): float64 {.gcsafe, locks: 0.}
proc getIsActive*(self: ARVRController): bool {.gcsafe, locks: 0.}
proc primary*(self: ARVRInterface): bool {.gcsafe, locks: 0.}
proc `primary =`*(self: ARVRInterface; val: bool) {.gcsafe, locks: 0.}
proc getName*(self: ARVRInterface): string {.gcsafe, locks: 0.}
proc isInstalled*(self: ARVRInterface): bool {.gcsafe, locks: 0.}
proc hmdIsPresent*(self: ARVRInterface): bool {.gcsafe, locks: 0.}
proc supportsHmd*(self: ARVRInterface): bool {.gcsafe, locks: 0.}
proc isInitialized*(self: ARVRInterface): bool {.gcsafe, locks: 0.}
proc initialize*(self: ARVRInterface): bool {.gcsafe, locks: 0.}
proc uninitialize*(self: ARVRInterface) {.gcsafe, locks: 0.}
proc getRecommendedRenderTargetsize*(self: ARVRInterface): Vector2 {.gcsafe, locks: 0.}
proc getType*(self: ARVRPositionalTracker): int64 {.gcsafe, locks: 0.}
proc getName*(self: ARVRPositionalTracker): string {.gcsafe, locks: 0.}
proc getJoyId*(self: ARVRPositionalTracker): int64 {.gcsafe, locks: 0.}
proc getTracksOrientation*(self: ARVRPositionalTracker): bool {.gcsafe, locks: 0.}
proc getOrientation*(self: ARVRPositionalTracker): Basis {.gcsafe, locks: 0.}
proc getTracksPosition*(self: ARVRPositionalTracker): bool {.gcsafe, locks: 0.}
proc getPosition*(self: ARVRPositionalTracker): Vector3 {.gcsafe, locks: 0.}
proc getTransform*(self: ARVRPositionalTracker; adjustByReferenceFrame: bool): Transform {.+ gcsafe, locks: 0.}
method isInstalled*(self: ARVRScriptInterface): bool {.gcsafe, locks: 0, base.}
method hmdIsPresent*(self: ARVRScriptInterface): bool {.gcsafe, locks: 0, base.}
method supportsHmd*(self: ARVRScriptInterface): bool {.gcsafe, locks: 0, base.}
method isInitialized*(self: ARVRScriptInterface): bool {.gcsafe, locks: 0, base.}
method initialize*(self: ARVRScriptInterface): bool {.gcsafe, locks: 0, base.}
method uninitialize*(self: ARVRScriptInterface) {.gcsafe, locks: 0, base.}
method isStereo*(self: ARVRScriptInterface): bool {.gcsafe, locks: 0, base.}
method getRecommendedRenderTargetsize*(self: ARVRScriptInterface): Vector2 {.gcsafe, + locks: 0, base.}
method getTransformForEye*(self: ARVRScriptInterface; eye: int64; + camTransform: Transform): Transform {.gcsafe, locks: 0, base.}
method getProjectionForEye*(self: ARVRScriptInterface) {.gcsafe, locks: 0, base.}
method commitForEye*(self: ARVRScriptInterface; eye: int64; renderTarget: RID) {.+ gcsafe, locks: 0, base.}
method process*(self: ARVRScriptInterface) {.gcsafe, locks: 0, base.}
TRACKER_CONTROLLER* = 1'i64
TRACKER_BASESTATION* = 2'i64
TRACKER_ANCHOR* = 4'i64
TRACKER_UNKNOWN* = 128'i64
TRACKER_ANY_KNOWN* = 127'i64
TRACKER_ANY* = 255'i64
proc worldScale*(): float64 {.gcsafe, locks: 0.}
proc `worldScale =`*(val: float64) {.gcsafe, locks: 0.}
proc getReferenceFrame*(): Transform {.gcsafe, locks: 0.}
proc requestReferenceFrame*(ignoreTilt: bool; keepHeight: bool) {.gcsafe, locks: 0.}
proc getInterfaceCount*(): int64 {.gcsafe, locks: 0.}
proc getInterface*(idx: int64): ARVRInterface {.gcsafe, locks: 0.}
proc findInterface*(name: string): ARVRInterface {.gcsafe, locks: 0.}
proc getTrackerCount*(): int64 {.gcsafe, locks: 0.}
proc getTracker*(idx: int64): ARVRPositionalTracker {.gcsafe, locks: 0.}
proc setPrimaryInterface*(arg0: Object) {.gcsafe, locks: 0.}
proc addInterface*(arg0: Object) {.gcsafe, locks: 0.}
proc removeInterface*(arg0: Object) {.gcsafe, locks: 0.}
proc atlas*(self: AtlasTexture): Texture {.gcsafe, locks: 0.}
proc `atlas =`*(self: AtlasTexture; val: Texture) {.gcsafe, locks: 0.}
proc region*(self: AtlasTexture): Rect2 {.gcsafe, locks: 0.}
proc `region =`*(self: AtlasTexture; val: Rect2) {.gcsafe, locks: 0.}
proc margin*(self: AtlasTexture): Rect2 {.gcsafe, locks: 0.}
proc `margin =`*(self: AtlasTexture; val: Rect2) {.gcsafe, locks: 0.}
proc volumeDb*(self: AudioEffectAmplify): float64 {.gcsafe, locks: 0.}
proc `volumeDb =`*(self: AudioEffectAmplify; val: float64) {.gcsafe, locks: 0.}
proc voiceCount*(self: AudioEffectChorus): int64 {.gcsafe, locks: 0.}
proc `voiceCount =`*(self: AudioEffectChorus; val: int64) {.gcsafe, locks: 0.}
proc dry*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `dry =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc wet*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `wet =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice1delayMs*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice1delayMs =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice1rateHz*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice1rateHz =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice1depthMs*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice1depthMs =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice1levelDb*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice1levelDb =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice1cutoffHz*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice1cutoffHz =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice1pan*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice1pan =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice2delayMs*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice2delayMs =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice2rateHz*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice2rateHz =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice2depthMs*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice2depthMs =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice2levelDb*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice2levelDb =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice2cutoffHz*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice2cutoffHz =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice2pan*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice2pan =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice3delayMs*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice3delayMs =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice3rateHz*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice3rateHz =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice3depthMs*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice3depthMs =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice3levelDb*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice3levelDb =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice3cutoffHz*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice3cutoffHz =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice3pan*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice3pan =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice4delayMs*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice4delayMs =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice4rateHz*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice4rateHz =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice4depthMs*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice4depthMs =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice4levelDb*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice4levelDb =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice4cutoffHz*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice4cutoffHz =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc voice4pan*(self: AudioEffectChorus): float64 {.gcsafe, locks: 0.}
proc `voice4pan =`*(self: AudioEffectChorus; val: float64) {.gcsafe, locks: 0.}
proc threshold*(self: AudioEffectCompressor): float64 {.gcsafe, locks: 0.}
proc `threshold =`*(self: AudioEffectCompressor; val: float64) {.gcsafe, locks: 0.}
proc ratio*(self: AudioEffectCompressor): float64 {.gcsafe, locks: 0.}
proc `ratio =`*(self: AudioEffectCompressor; val: float64) {.gcsafe, locks: 0.}
proc gain*(self: AudioEffectCompressor): float64 {.gcsafe, locks: 0.}
proc `gain =`*(self: AudioEffectCompressor; val: float64) {.gcsafe, locks: 0.}
proc attackUs*(self: AudioEffectCompressor): float64 {.gcsafe, locks: 0.}
proc `attackUs =`*(self: AudioEffectCompressor; val: float64) {.gcsafe, locks: 0.}
proc releaseMs*(self: AudioEffectCompressor): float64 {.gcsafe, locks: 0.}
proc `releaseMs =`*(self: AudioEffectCompressor; val: float64) {.gcsafe, locks: 0.}
proc mix*(self: AudioEffectCompressor): float64 {.gcsafe, locks: 0.}
proc `mix =`*(self: AudioEffectCompressor; val: float64) {.gcsafe, locks: 0.}
proc sidechain*(self: AudioEffectCompressor): float64 {.gcsafe, locks: 0.}
proc `sidechain =`*(self: AudioEffectCompressor; val: float64) {.gcsafe, locks: 0.}
proc dry*(self: AudioEffectDelay): float64 {.gcsafe, locks: 0.}
proc `dry =`*(self: AudioEffectDelay; val: float64) {.gcsafe, locks: 0.}
proc tap1active*(self: AudioEffectDelay): bool {.gcsafe, locks: 0.}
proc `tap1active =`*(self: AudioEffectDelay; val: bool) {.gcsafe, locks: 0.}
proc tap1delayMs*(self: AudioEffectDelay): float64 {.gcsafe, locks: 0.}
proc `tap1delayMs =`*(self: AudioEffectDelay; val: float64) {.gcsafe, locks: 0.}
proc tap1levelDb*(self: AudioEffectDelay): float64 {.gcsafe, locks: 0.}
proc `tap1levelDb =`*(self: AudioEffectDelay; val: float64) {.gcsafe, locks: 0.}
proc tap1pan*(self: AudioEffectDelay): float64 {.gcsafe, locks: 0.}
proc `tap1pan =`*(self: AudioEffectDelay; val: float64) {.gcsafe, locks: 0.}
proc tap2active*(self: AudioEffectDelay): bool {.gcsafe, locks: 0.}
proc `tap2active =`*(self: AudioEffectDelay; val: bool) {.gcsafe, locks: 0.}
proc tap2delayMs*(self: AudioEffectDelay): float64 {.gcsafe, locks: 0.}
proc `tap2delayMs =`*(self: AudioEffectDelay; val: float64) {.gcsafe, locks: 0.}
proc tap2levelDb*(self: AudioEffectDelay): float64 {.gcsafe, locks: 0.}
proc `tap2levelDb =`*(self: AudioEffectDelay; val: float64) {.gcsafe, locks: 0.}
proc tap2pan*(self: AudioEffectDelay): float64 {.gcsafe, locks: 0.}
proc `tap2pan =`*(self: AudioEffectDelay; val: float64) {.gcsafe, locks: 0.}
proc feedbackactive*(self: AudioEffectDelay): bool {.gcsafe, locks: 0.}
proc `feedbackactive =`*(self: AudioEffectDelay; val: bool) {.gcsafe, locks: 0.}
proc feedbackdelayMs*(self: AudioEffectDelay): float64 {.gcsafe, locks: 0.}
proc `feedbackdelayMs =`*(self: AudioEffectDelay; val: float64) {.gcsafe, locks: 0.}
proc feedbacklevelDb*(self: AudioEffectDelay): float64 {.gcsafe, locks: 0.}
proc `feedbacklevelDb =`*(self: AudioEffectDelay; val: float64) {.gcsafe, locks: 0.}
proc feedbacklowpass*(self: AudioEffectDelay): float64 {.gcsafe, locks: 0.}
proc `feedbacklowpass =`*(self: AudioEffectDelay; val: float64) {.gcsafe, locks: 0.}
proc mode*(self: AudioEffectDistortion): int64 {.gcsafe, locks: 0.}
proc `mode =`*(self: AudioEffectDistortion; val: int64) {.gcsafe, locks: 0.}
proc preGain*(self: AudioEffectDistortion): float64 {.gcsafe, locks: 0.}
proc `preGain =`*(self: AudioEffectDistortion; val: float64) {.gcsafe, locks: 0.}
proc keepHfHz*(self: AudioEffectDistortion): float64 {.gcsafe, locks: 0.}
proc `keepHfHz =`*(self: AudioEffectDistortion; val: float64) {.gcsafe, locks: 0.}
proc drive*(self: AudioEffectDistortion): float64 {.gcsafe, locks: 0.}
proc `drive =`*(self: AudioEffectDistortion; val: float64) {.gcsafe, locks: 0.}
proc postGain*(self: AudioEffectDistortion): float64 {.gcsafe, locks: 0.}
proc `postGain =`*(self: AudioEffectDistortion; val: float64) {.gcsafe, locks: 0.}
proc getBandGainDb*(self: AudioEffectEQ; bandIdx: int64): float64 {.gcsafe, locks: 0.}
proc getBandCount*(self: AudioEffectEQ): int64 {.gcsafe, locks: 0.}
proc cutoffHz*(self: AudioEffectFilter): float64 {.gcsafe, locks: 0.}
proc `cutoffHz =`*(self: AudioEffectFilter; val: float64) {.gcsafe, locks: 0.}
proc resonance*(self: AudioEffectFilter): float64 {.gcsafe, locks: 0.}
proc `resonance =`*(self: AudioEffectFilter; val: float64) {.gcsafe, locks: 0.}
proc gain*(self: AudioEffectFilter): float64 {.gcsafe, locks: 0.}
proc `gain =`*(self: AudioEffectFilter; val: float64) {.gcsafe, locks: 0.}
proc dB*(self: AudioEffectFilter): int64 {.gcsafe, locks: 0.}
proc `dB =`*(self: AudioEffectFilter; val: int64) {.gcsafe, locks: 0.}
proc ceilingDb*(self: AudioEffectLimiter): float64 {.gcsafe, locks: 0.}
proc `ceilingDb =`*(self: AudioEffectLimiter; val: float64) {.gcsafe, locks: 0.}
proc thresholdDb*(self: AudioEffectLimiter): float64 {.gcsafe, locks: 0.}
proc `thresholdDb =`*(self: AudioEffectLimiter; val: float64) {.gcsafe, locks: 0.}
proc softClipDb*(self: AudioEffectLimiter): float64 {.gcsafe, locks: 0.}
proc `softClipDb =`*(self: AudioEffectLimiter; val: float64) {.gcsafe, locks: 0.}
proc softClipRatio*(self: AudioEffectLimiter): float64 {.gcsafe, locks: 0.}
proc `softClipRatio =`*(self: AudioEffectLimiter; val: float64) {.gcsafe, locks: 0.}
proc pan*(self: AudioEffectPanner): float64 {.gcsafe, locks: 0.}
proc `pan =`*(self: AudioEffectPanner; val: float64) {.gcsafe, locks: 0.}
proc rangeMinHz*(self: AudioEffectPhaser): float64 {.gcsafe, locks: 0.}
proc `rangeMinHz =`*(self: AudioEffectPhaser; val: float64) {.gcsafe, locks: 0.}
proc rangeMaxHz*(self: AudioEffectPhaser): float64 {.gcsafe, locks: 0.}
proc `rangeMaxHz =`*(self: AudioEffectPhaser; val: float64) {.gcsafe, locks: 0.}
proc rateHz*(self: AudioEffectPhaser): float64 {.gcsafe, locks: 0.}
proc `rateHz =`*(self: AudioEffectPhaser; val: float64) {.gcsafe, locks: 0.}
proc feedback*(self: AudioEffectPhaser): float64 {.gcsafe, locks: 0.}
proc `feedback =`*(self: AudioEffectPhaser; val: float64) {.gcsafe, locks: 0.}
proc depth*(self: AudioEffectPhaser): float64 {.gcsafe, locks: 0.}
proc `depth =`*(self: AudioEffectPhaser; val: float64) {.gcsafe, locks: 0.}
proc pitchScale*(self: AudioEffectPitchShift): float64 {.gcsafe, locks: 0.}
proc `pitchScale =`*(self: AudioEffectPitchShift; val: float64) {.gcsafe, locks: 0.}
proc predelayMsec*(self: AudioEffectReverb): float64 {.gcsafe, locks: 0.}
proc `predelayMsec =`*(self: AudioEffectReverb; val: float64) {.gcsafe, locks: 0.}
proc predelayFeedback*(self: AudioEffectReverb): float64 {.gcsafe, locks: 0.}
proc `predelayFeedback =`*(self: AudioEffectReverb; val: float64) {.gcsafe, locks: 0.}
proc roomSize*(self: AudioEffectReverb): float64 {.gcsafe, locks: 0.}
proc `roomSize =`*(self: AudioEffectReverb; val: float64) {.gcsafe, locks: 0.}
proc damping*(self: AudioEffectReverb): float64 {.gcsafe, locks: 0.}
proc `damping =`*(self: AudioEffectReverb; val: float64) {.gcsafe, locks: 0.}
proc spread*(self: AudioEffectReverb): float64 {.gcsafe, locks: 0.}
proc `spread =`*(self: AudioEffectReverb; val: float64) {.gcsafe, locks: 0.}
proc hipass*(self: AudioEffectReverb): float64 {.gcsafe, locks: 0.}
proc `hipass =`*(self: AudioEffectReverb; val: float64) {.gcsafe, locks: 0.}
proc dry*(self: AudioEffectReverb): float64 {.gcsafe, locks: 0.}
proc `dry =`*(self: AudioEffectReverb; val: float64) {.gcsafe, locks: 0.}
proc wet*(self: AudioEffectReverb): float64 {.gcsafe, locks: 0.}
proc `wet =`*(self: AudioEffectReverb; val: float64) {.gcsafe, locks: 0.}
proc setPredelayFeedback*(self: AudioEffectReverb; feedback: float64) {.gcsafe, locks: 0.}
proc getPredelayFeedback*(self: AudioEffectReverb): float64 {.gcsafe, locks: 0.}
proc panPullout*(self: AudioEffectStereoEnhance): float64 {.gcsafe, locks: 0.}
proc `panPullout =`*(self: AudioEffectStereoEnhance; val: float64) {.gcsafe, locks: 0.}
proc timePulloutMs*(self: AudioEffectStereoEnhance): float64 {.gcsafe, locks: 0.}
proc `timePulloutMs =`*(self: AudioEffectStereoEnhance; val: float64) {.gcsafe, locks: 0.}
proc surround*(self: AudioEffectStereoEnhance): float64 {.gcsafe, locks: 0.}
proc `surround =`*(self: AudioEffectStereoEnhance; val: float64) {.gcsafe, locks: 0.}
proc setBusCount*(amount: int64) {.gcsafe, locks: 0.}
proc getBusCount*(): int64 {.gcsafe, locks: 0.}
proc removeBus*(index: int64) {.gcsafe, locks: 0.}
proc addBus*(atPos: int64 = - 1'i64) {.gcsafe, locks: 0.}
proc moveBus*(index: int64; toIndex: int64) {.gcsafe, locks: 0.}
proc setBusName*(busIdx: int64; name: string) {.gcsafe, locks: 0.}
proc getBusName*(busIdx: int64): string {.gcsafe, locks: 0.}
proc getBusIndex*(busName: string): int64 {.gcsafe, locks: 0.}
proc setBusVolumeDb*(busIdx: int64; volumeDb: float64) {.gcsafe, locks: 0.}
proc getBusVolumeDb*(busIdx: int64): float64 {.gcsafe, locks: 0.}
proc setBusSend*(busIdx: int64; send: string) {.gcsafe, locks: 0.}
proc getBusSend*(busIdx: int64): string {.gcsafe, locks: 0.}
proc setBusSolo*(busIdx: int64; enable: bool) {.gcsafe, locks: 0.}
proc isBusSolo*(busIdx: int64): bool {.gcsafe, locks: 0.}
proc setBusMute*(busIdx: int64; enable: bool) {.gcsafe, locks: 0.}
proc isBusMute*(busIdx: int64): bool {.gcsafe, locks: 0.}
proc setBusBypassEffects*(busIdx: int64; enable: bool) {.gcsafe, locks: 0.}
proc isBusBypassingEffects*(busIdx: int64): bool {.gcsafe, locks: 0.}
proc addBusEffect*(busIdx: int64; effect: AudioEffect; atPos: int64 = - 1'i64) {.gcsafe, locks: 0.}
proc removeBusEffect*(busIdx: int64; effectIdx: int64) {.gcsafe, locks: 0.}
proc getBusEffectCount*(busIdx: int64): int64 {.gcsafe, locks: 0.}
proc getBusEffect*(busIdx: int64; effectIdx: int64): AudioEffect {.gcsafe, locks: 0.}
proc swapBusEffects*(busIdx: int64; effectIdx: int64; byEffectIdx: int64) {.gcsafe, locks: 0.}
proc setBusEffectEnabled*(busIdx: int64; effectIdx: int64; enabled: bool) {.gcsafe, locks: 0.}
proc isBusEffectEnabled*(busIdx: int64; effectIdx: int64): bool {.gcsafe, locks: 0.}
proc getBusPeakVolumeLeftDb*(busIdx: int64; channel: int64): float64 {.gcsafe, locks: 0.}
proc getBusPeakVolumeRightDb*(busIdx: int64; channel: int64): float64 {.gcsafe, locks: 0.}
proc lock*() {.gcsafe, locks: 0.}
proc unlock*() {.gcsafe, locks: 0.}
proc getSpeakerMode*(): int64 {.gcsafe, locks: 0.}
proc getMixRate*(): float64 {.gcsafe, locks: 0.}
proc setBusLayout*(busLayout: AudioBusLayout) {.gcsafe, locks: 0.}
proc generateBusLayout*(): AudioBusLayout {.gcsafe, locks: 0.}
proc data*(self: AudioStreamOGGVorbis): PoolByteArray {.gcsafe, locks: 0.}
proc `data =`*(self: AudioStreamOGGVorbis; val: PoolByteArray) {.gcsafe, locks: 0.}
proc loop*(self: AudioStreamOGGVorbis): bool {.gcsafe, locks: 0.}
proc `loop =`*(self: AudioStreamOGGVorbis; val: bool) {.gcsafe, locks: 0.}
proc stream*(self: AudioStreamPlayer): AudioStream {.gcsafe, locks: 0.}
proc `stream =`*(self: AudioStreamPlayer; val: AudioStream) {.gcsafe, locks: 0.}
proc volumeDb*(self: AudioStreamPlayer): float64 {.gcsafe, locks: 0.}
proc `volumeDb =`*(self: AudioStreamPlayer; val: float64) {.gcsafe, locks: 0.}
proc playing*(self: AudioStreamPlayer): bool {.gcsafe, locks: 0.}
proc `playing =`*(self: AudioStreamPlayer; val: bool) {.gcsafe, locks: 0.}
proc autoplay*(self: AudioStreamPlayer): bool {.gcsafe, locks: 0.}
proc `autoplay =`*(self: AudioStreamPlayer; val: bool) {.gcsafe, locks: 0.}
proc mixTarget*(self: AudioStreamPlayer): int64 {.gcsafe, locks: 0.}
proc `mixTarget =`*(self: AudioStreamPlayer; val: int64) {.gcsafe, locks: 0.}
proc bus*(self: AudioStreamPlayer): string {.gcsafe, locks: 0.}
proc `bus =`*(self: AudioStreamPlayer; val: string) {.gcsafe, locks: 0.}
proc play*(self: AudioStreamPlayer; fromPos: float64 = 0.0) {.gcsafe, locks: 0.}
proc seek*(self: AudioStreamPlayer; toPos: float64) {.gcsafe, locks: 0.}
proc stop*(self: AudioStreamPlayer) {.gcsafe, locks: 0.}
proc isPlaying*(self: AudioStreamPlayer): bool {.gcsafe, locks: 0.}
proc getPos*(self: AudioStreamPlayer): float64 {.gcsafe, locks: 0.}
method busLayoutChanged*(self: AudioStreamPlayer) {.gcsafe, locks: 0, base.}
proc stream*(self: AudioStreamPlayer2D): AudioStream {.gcsafe, locks: 0.}
proc `stream =`*(self: AudioStreamPlayer2D; val: AudioStream) {.gcsafe, locks: 0.}
proc volumeDb*(self: AudioStreamPlayer2D): float64 {.gcsafe, locks: 0.}
proc `volumeDb =`*(self: AudioStreamPlayer2D; val: float64) {.gcsafe, locks: 0.}
proc playing*(self: AudioStreamPlayer2D): bool {.gcsafe, locks: 0.}
proc `playing =`*(self: AudioStreamPlayer2D; val: bool) {.gcsafe, locks: 0.}
proc autoplay*(self: AudioStreamPlayer2D): bool {.gcsafe, locks: 0.}
proc `autoplay =`*(self: AudioStreamPlayer2D; val: bool) {.gcsafe, locks: 0.}
proc maxDistance*(self: AudioStreamPlayer2D): float64 {.gcsafe, locks: 0.}
proc `maxDistance =`*(self: AudioStreamPlayer2D; val: float64) {.gcsafe, locks: 0.}
proc attenuation*(self: AudioStreamPlayer2D): float64 {.gcsafe, locks: 0.}
proc `attenuation =`*(self: AudioStreamPlayer2D; val: float64) {.gcsafe, locks: 0.}
proc bus*(self: AudioStreamPlayer2D): string {.gcsafe, locks: 0.}
proc `bus =`*(self: AudioStreamPlayer2D; val: string) {.gcsafe, locks: 0.}
proc areaMask*(self: AudioStreamPlayer2D): int64 {.gcsafe, locks: 0.}
proc `areaMask =`*(self: AudioStreamPlayer2D; val: int64) {.gcsafe, locks: 0.}
proc play*(self: AudioStreamPlayer2D; fromPos: float64 = 0.0) {.gcsafe, locks: 0.}
proc seek*(self: AudioStreamPlayer2D; toPos: float64) {.gcsafe, locks: 0.}
proc stop*(self: AudioStreamPlayer2D) {.gcsafe, locks: 0.}
proc isPlaying*(self: AudioStreamPlayer2D): bool {.gcsafe, locks: 0.}
proc getPos*(self: AudioStreamPlayer2D): float64 {.gcsafe, locks: 0.}
method busLayoutChanged*(self: AudioStreamPlayer2D) {.gcsafe, locks: 0, base.}
ATTENUATION_INVERSE_DISTANCE* = 0'i64
ATTENUATION_INVERSE_SQUARE_DISTANCE* = 1'i64
ATTENUATION_LOGARITHMIC* = 2'i64
OUT_OF_RANGE_MIX* = 0'i64
OUT_OF_RANGE_PAUSE* = 1'i64
DOPPLER_TRACKING_DISABLED* = 0'i64
DOPPLER_TRACKING_IDLE_STEP* = 1'i64
DOPPLER_TRACKING_FIXED_STEP* = 2'i64
proc stream*(self: AudioStreamPlayer3D): AudioStream {.gcsafe, locks: 0.}
proc `stream =`*(self: AudioStreamPlayer3D; val: AudioStream) {.gcsafe, locks: 0.}
proc attenuationModel*(self: AudioStreamPlayer3D): int64 {.gcsafe, locks: 0.}
proc `attenuationModel =`*(self: AudioStreamPlayer3D; val: int64) {.gcsafe, locks: 0.}
proc unitDb*(self: AudioStreamPlayer3D): float64 {.gcsafe, locks: 0.}
proc `unitDb =`*(self: AudioStreamPlayer3D; val: float64) {.gcsafe, locks: 0.}
proc unitSize*(self: AudioStreamPlayer3D): float64 {.gcsafe, locks: 0.}
proc `unitSize =`*(self: AudioStreamPlayer3D; val: float64) {.gcsafe, locks: 0.}
proc maxDb*(self: AudioStreamPlayer3D): float64 {.gcsafe, locks: 0.}
proc `maxDb =`*(self: AudioStreamPlayer3D; val: float64) {.gcsafe, locks: 0.}
proc playing*(self: AudioStreamPlayer3D): bool {.gcsafe, locks: 0.}
proc `playing =`*(self: AudioStreamPlayer3D; val: bool) {.gcsafe, locks: 0.}
proc autoplay*(self: AudioStreamPlayer3D): bool {.gcsafe, locks: 0.}
proc `autoplay =`*(self: AudioStreamPlayer3D; val: bool) {.gcsafe, locks: 0.}
proc maxDistance*(self: AudioStreamPlayer3D): float64 {.gcsafe, locks: 0.}
proc `maxDistance =`*(self: AudioStreamPlayer3D; val: float64) {.gcsafe, locks: 0.}
proc outOfRangeMode*(self: AudioStreamPlayer3D): int64 {.gcsafe, locks: 0.}
proc `outOfRangeMode =`*(self: AudioStreamPlayer3D; val: int64) {.gcsafe, locks: 0.}
proc bus*(self: AudioStreamPlayer3D): string {.gcsafe, locks: 0.}
proc `bus =`*(self: AudioStreamPlayer3D; val: string) {.gcsafe, locks: 0.}
proc areaMask*(self: AudioStreamPlayer3D): int64 {.gcsafe, locks: 0.}
proc `areaMask =`*(self: AudioStreamPlayer3D; val: int64) {.gcsafe, locks: 0.}
proc emissionAngleEnabled*(self: AudioStreamPlayer3D): bool {.gcsafe, locks: 0.}
proc `emissionAngleEnabled =`*(self: AudioStreamPlayer3D; val: bool) {.gcsafe, locks: 0.}
proc emissionAngleDegrees*(self: AudioStreamPlayer3D): float64 {.gcsafe, locks: 0.}
proc `emissionAngleDegrees =`*(self: AudioStreamPlayer3D; val: float64) {.gcsafe, locks: 0.}
proc emissionAngleFilterAttenuationDb*(self: AudioStreamPlayer3D): float64 {.gcsafe, locks: 0.}
proc `emissionAngleFilterAttenuationDb =`*(self: AudioStreamPlayer3D; val: float64) {.gcsafe, locks: 0.}
proc attenuationFilterCutoffHz*(self: AudioStreamPlayer3D): float64 {.gcsafe, locks: 0.}
proc `attenuationFilterCutoffHz =`*(self: AudioStreamPlayer3D; val: float64) {.gcsafe, locks: 0.}
proc attenuationFilterDb*(self: AudioStreamPlayer3D): float64 {.gcsafe, locks: 0.}
proc `attenuationFilterDb =`*(self: AudioStreamPlayer3D; val: float64) {.gcsafe, locks: 0.}
proc dopplerTracking*(self: AudioStreamPlayer3D): int64 {.gcsafe, locks: 0.}
proc `dopplerTracking =`*(self: AudioStreamPlayer3D; val: int64) {.gcsafe, locks: 0.}
proc play*(self: AudioStreamPlayer3D; fromPos: float64 = 0.0) {.gcsafe, locks: 0.}
proc seek*(self: AudioStreamPlayer3D; toPos: float64) {.gcsafe, locks: 0.}
proc stop*(self: AudioStreamPlayer3D) {.gcsafe, locks: 0.}
proc isPlaying*(self: AudioStreamPlayer3D): bool {.gcsafe, locks: 0.}
proc getPos*(self: AudioStreamPlayer3D): float64 {.gcsafe, locks: 0.}
method busLayoutChanged*(self: AudioStreamPlayer3D) {.gcsafe, locks: 0, base.}
proc audioStream*(self: AudioStreamRandomPitch): AudioStream {.gcsafe, locks: 0.}
proc `audioStream =`*(self: AudioStreamRandomPitch; val: AudioStream) {.gcsafe, locks: 0.}
proc randomPitch*(self: AudioStreamRandomPitch): float64 {.gcsafe, locks: 0.}
proc `randomPitch =`*(self: AudioStreamRandomPitch; val: float64) {.gcsafe, locks: 0.}
proc format*(self: AudioStreamSample): int64 {.gcsafe, locks: 0.}
proc `format =`*(self: AudioStreamSample; val: int64) {.gcsafe, locks: 0.}
proc loopMode*(self: AudioStreamSample): int64 {.gcsafe, locks: 0.}
proc `loopMode =`*(self: AudioStreamSample; val: int64) {.gcsafe, locks: 0.}
proc loopBegin*(self: AudioStreamSample): int64 {.gcsafe, locks: 0.}
proc `loopBegin =`*(self: AudioStreamSample; val: int64) {.gcsafe, locks: 0.}
proc loopEnd*(self: AudioStreamSample): int64 {.gcsafe, locks: 0.}
proc `loopEnd =`*(self: AudioStreamSample; val: int64) {.gcsafe, locks: 0.}
proc mixRate*(self: AudioStreamSample): int64 {.gcsafe, locks: 0.}
proc `mixRate =`*(self: AudioStreamSample; val: int64) {.gcsafe, locks: 0.}
proc stereo*(self: AudioStreamSample): bool {.gcsafe, locks: 0.}
proc `stereo =`*(self: AudioStreamSample; val: bool) {.gcsafe, locks: 0.}
proc data*(self: AudioStreamSample): PoolByteArray {.gcsafe, locks: 0.}
proc `data =`*(self: AudioStreamSample; val: PoolByteArray) {.gcsafe, locks: 0.}
COPY_MODE_DISABLED* = 0'i64
COPY_MODE_RECT* = 1'i64
COPY_MODE_VIEWPORT* = 2'i64
proc copyMode*(self: BackBufferCopy): int64 {.gcsafe, locks: 0.}
proc `copyMode =`*(self: BackBufferCopy; val: int64) {.gcsafe, locks: 0.}
proc rect*(self: BackBufferCopy): Rect2 {.gcsafe, locks: 0.}
proc `rect =`*(self: BackBufferCopy; val: Rect2) {.gcsafe, locks: 0.}
DRAW_NORMAL* = 0'i64
DRAW_PRESSED* = 1'i64
DRAW_HOVER* = 2'i64
DRAW_DISABLED* = 3'i64
ACTION_MODE_BUTTON_PRESS* = 0'i64
ACTION_MODE_BUTTON_RELEASE* = 1'i64
proc disabled*(self: BaseButton): bool {.gcsafe, locks: 0.}
proc `disabled =`*(self: BaseButton; val: bool) {.gcsafe, locks: 0.}
proc toggleMode*(self: BaseButton): bool {.gcsafe, locks: 0.}
proc `toggleMode =`*(self: BaseButton; val: bool) {.gcsafe, locks: 0.}
proc isPressed*(self: BaseButton): bool {.gcsafe, locks: 0.}
proc `isPressed =`*(self: BaseButton; val: bool) {.gcsafe, locks: 0.}
proc actionMode*(self: BaseButton): int64 {.gcsafe, locks: 0.}
proc `actionMode =`*(self: BaseButton; val: int64) {.gcsafe, locks: 0.}
proc enabledFocusMode*(self: BaseButton): int64 {.gcsafe, locks: 0.}
proc `enabledFocusMode =`*(self: BaseButton; val: int64) {.gcsafe, locks: 0.}
proc shortcut*(self: BaseButton): ShortCut {.gcsafe, locks: 0.}
proc `shortcut =`*(self: BaseButton; val: ShortCut) {.gcsafe, locks: 0.}
proc group*(self: BaseButton): ButtonGroup {.gcsafe, locks: 0.}
proc `group =`*(self: BaseButton; val: ButtonGroup) {.gcsafe, locks: 0.}
proc isHovered*(self: BaseButton): bool {.gcsafe, locks: 0.}
proc getDrawMode*(self: BaseButton): int64 {.gcsafe, locks: 0.}
method pressed*(self: BaseButton) {.gcsafe, locks: 0, base.}
method toggled*(self: BaseButton; pressed: bool) {.gcsafe, locks: 0, base.}
method guiInput*(self: BaseButton; event: InputEvent) {.gcsafe, locks: 0.}
method unhandledInput*(self: BaseButton; event: InputEvent) {.gcsafe, locks: 0.}
proc data*(self: BitMap): Dictionary {.gcsafe, locks: 0.}
proc `data =`*(self: BitMap; val: Dictionary) {.gcsafe, locks: 0.}
proc create*(self: BitMap; size: Vector2) {.gcsafe, locks: 0.}
proc createFromImageAlpha*(self: BitMap; image: Image) {.gcsafe, locks: 0.}
proc setBit*(self: BitMap; pos: Vector2; bit: bool) {.gcsafe, locks: 0.}
proc getBit*(self: BitMap; pos: Vector2): bool {.gcsafe, locks: 0.}
proc setBitRect*(self: BitMap; pRect: Rect2; bit: bool) {.gcsafe, locks: 0.}
proc getTrueBitCount*(self: BitMap): int64 {.gcsafe, locks: 0.}
proc getSize*(self: BitMap): Vector2 {.gcsafe, locks: 0.}
proc textures*(self: BitmapFont): Array {.gcsafe, locks: 0.}
proc `textures =`*(self: BitmapFont; val: Array) {.gcsafe, locks: 0.}
proc chars*(self: BitmapFont): PoolIntArray {.gcsafe, locks: 0.}
proc `chars =`*(self: BitmapFont; val: PoolIntArray) {.gcsafe, locks: 0.}
proc kernings*(self: BitmapFont): PoolIntArray {.gcsafe, locks: 0.}
proc `kernings =`*(self: BitmapFont; val: PoolIntArray) {.gcsafe, locks: 0.}
proc height*(self: BitmapFont): float64 {.gcsafe, locks: 0.}
proc `height =`*(self: BitmapFont; val: float64) {.gcsafe, locks: 0.}
proc ascent*(self: BitmapFont): float64 {.gcsafe, locks: 0.}
proc `ascent =`*(self: BitmapFont; val: float64) {.gcsafe, locks: 0.}
proc distanceField*(self: BitmapFont): bool {.gcsafe, locks: 0.}
proc `distanceField =`*(self: BitmapFont; val: bool) {.gcsafe, locks: 0.}
proc fallback*(self: BitmapFont): BitmapFont {.gcsafe, locks: 0.}
proc `fallback =`*(self: BitmapFont; val: BitmapFont) {.gcsafe, locks: 0.}
proc createFromFnt*(self: BitmapFont; path: string): int64 {.gcsafe, locks: 0.}
proc addKerningPair*(self: BitmapFont; charA: int64; charB: int64; kerning: int64) {.gcsafe, locks: 0.}
proc getKerningPair*(self: BitmapFont; charA: int64; charB: int64): int64 {.gcsafe, locks: 0.}
proc addTexture*(self: BitmapFont; texture: Texture) {.gcsafe, locks: 0.}
proc addChar*(self: BitmapFont; character: int64; texture: int64; rect: Rect2; align: Vector2 = vec2(0.0, 0.0); advance: float64 = - 1.0) {.gcsafe, locks: 0.}
proc getTextureCount*(self: BitmapFont): int64 {.gcsafe, locks: 0.}
proc getTexture*(self: BitmapFont; idx: int64): Texture {.gcsafe, locks: 0.}
proc getCharSize*(self: BitmapFont; char: int64; next: int64 = 0'i64): Vector2 {.gcsafe, locks: 0.}
proc clear*(self: BitmapFont) {.gcsafe, locks: 0.}
proc setBoneName*(self: BoneAttachment; boneName: string) {.gcsafe, locks: 0.}
proc getBoneName*(self: BoneAttachment): string {.gcsafe, locks: 0.}
ALIGN_BEGIN* = 0'i64
ALIGN_CENTER* = 1'i64
ALIGN_END* = 2'i64
proc alignment*(self: BoxContainer): int64 {.gcsafe, locks: 0.}
proc `alignment =`*(self: BoxContainer; val: int64) {.gcsafe, locks: 0.}
proc addSpacer*(self: BoxContainer; begin: bool) {.gcsafe, locks: 0.}
proc extents*(self: BoxShape): Vector3 {.gcsafe, locks: 0.}
proc `extents =`*(self: BoxShape; val: Vector3) {.gcsafe, locks: 0.}
ALIGN_LEFT* = 0'i64
ALIGN_CENTER* = 1'i64
ALIGN_RIGHT* = 2'i64
proc text*(self: Button): string {.gcsafe, locks: 0.}
proc `text =`*(self: Button; val: string) {.gcsafe, locks: 0.}
proc icon*(self: Button): Texture {.gcsafe, locks: 0.}
proc `icon =`*(self: Button; val: Texture) {.gcsafe, locks: 0.}
proc flat*(self: Button): bool {.gcsafe, locks: 0.}
proc `flat =`*(self: Button; val: bool) {.gcsafe, locks: 0.}
proc clipText*(self: Button): bool {.gcsafe, locks: 0.}
proc `clipText =`*(self: Button; val: bool) {.gcsafe, locks: 0.}
proc align*(self: Button): int64 {.gcsafe, locks: 0.}
proc `align =`*(self: Button; val: int64) {.gcsafe, locks: 0.}
proc getPressedButton*(self: ButtonGroup): BaseButton {.gcsafe, locks: 0.}
PROJECTION_PERSPECTIVE* = 0'i64
PROJECTION_ORTHOGONAL* = 1'i64
KEEP_WIDTH* = 0'i64
KEEP_HEIGHT* = 1'i64
DOPPLER_TRACKING_DISABLED* = 0'i64
DOPPLER_TRACKING_IDLE_STEP* = 1'i64
DOPPLER_TRACKING_FIXED_STEP* = 2'i64
proc projectRayNormal*(self: Camera; screenPoint: Vector2): Vector3 {.gcsafe, locks: 0.}
proc projectLocalRayNormal*(self: Camera; screenPoint: Vector2): Vector3 {.gcsafe, locks: 0.}
proc projectRayOrigin*(self: Camera; screenPoint: Vector2): Vector3 {.gcsafe, locks: 0.}
proc unprojectPosition*(self: Camera; worldPoint: Vector3): Vector2 {.gcsafe, locks: 0.}
proc isPositionBehind*(self: Camera; worldPoint: Vector3): bool {.gcsafe, locks: 0.}
proc projectPosition*(self: Camera; screenPoint: Vector2): Vector3 {.gcsafe, locks: 0.}
proc setPerspective*(self: Camera; fov: float64; zNear: float64; zFar: float64) {.gcsafe, locks: 0.}
proc setOrthogonal*(self: Camera; size: float64; zNear: float64; zFar: float64) {.gcsafe, locks: 0.}
proc makeCurrent*(self: Camera) {.gcsafe, locks: 0.}
proc clearCurrent*(self: Camera) {.gcsafe, locks: 0.}
proc isCurrent*(self: Camera): bool {.gcsafe, locks: 0.}
proc getCameraTransform*(self: Camera): Transform {.gcsafe, locks: 0.}
proc getFov*(self: Camera): float64 {.gcsafe, locks: 0.}
proc getSize*(self: Camera): float64 {.gcsafe, locks: 0.}
proc getZfar*(self: Camera): float64 {.gcsafe, locks: 0.}
proc getZnear*(self: Camera): float64 {.gcsafe, locks: 0.}
proc getProjection*(self: Camera): int64 {.gcsafe, locks: 0.}
proc setHOffset*(self: Camera; ofs: float64) {.gcsafe, locks: 0.}
proc getHOffset*(self: Camera): float64 {.gcsafe, locks: 0.}
proc setVOffset*(self: Camera; ofs: float64) {.gcsafe, locks: 0.}
proc getVOffset*(self: Camera): float64 {.gcsafe, locks: 0.}
proc setCullMask*(self: Camera; mask: int64) {.gcsafe, locks: 0.}
proc getCullMask*(self: Camera): int64 {.gcsafe, locks: 0.}
proc setEnvironment*(self: Camera; env: Environment) {.gcsafe, locks: 0.}
proc getEnvironment*(self: Camera): Environment {.gcsafe, locks: 0.}
proc setKeepAspectMode*(self: Camera; mode: int64) {.gcsafe, locks: 0.}
proc getKeepAspectMode*(self: Camera): int64 {.gcsafe, locks: 0.}
proc setDopplerTracking*(self: Camera; mode: int64) {.gcsafe, locks: 0.}
proc getDopplerTracking*(self: Camera): int64 {.gcsafe, locks: 0.}
ANCHOR_MODE_DRAG_CENTER* = 1'i64
ANCHOR_MODE_FIXED_TOP_LEFT* = 0'i64
proc offset*(self: Camera2D): Vector2 {.gcsafe, locks: 0.}
proc `offset =`*(self: Camera2D; val: Vector2) {.gcsafe, locks: 0.}
proc anchorMode*(self: Camera2D): int64 {.gcsafe, locks: 0.}
proc `anchorMode =`*(self: Camera2D; val: int64) {.gcsafe, locks: 0.}
proc rotating*(self: Camera2D): bool {.gcsafe, locks: 0.}
proc `rotating =`*(self: Camera2D; val: bool) {.gcsafe, locks: 0.}
proc current*(self: Camera2D): bool {.gcsafe, locks: 0.}
proc `current =`*(self: Camera2D; val: bool) {.gcsafe, locks: 0.}
proc zoom*(self: Camera2D): Vector2 {.gcsafe, locks: 0.}
proc `zoom =`*(self: Camera2D; val: Vector2) {.gcsafe, locks: 0.}
proc limitLeft*(self: Camera2D): int64 {.gcsafe, locks: 0.}
proc `limitLeft =`*(self: Camera2D; val: int64) {.gcsafe, locks: 0.}
proc limitTop*(self: Camera2D): int64 {.gcsafe, locks: 0.}
proc `limitTop =`*(self: Camera2D; val: int64) {.gcsafe, locks: 0.}
proc limitRight*(self: Camera2D): int64 {.gcsafe, locks: 0.}
proc `limitRight =`*(self: Camera2D; val: int64) {.gcsafe, locks: 0.}
proc limitBottom*(self: Camera2D): int64 {.gcsafe, locks: 0.}
proc `limitBottom =`*(self: Camera2D; val: int64) {.gcsafe, locks: 0.}
proc limitSmoothed*(self: Camera2D): bool {.gcsafe, locks: 0.}
proc `limitSmoothed =`*(self: Camera2D; val: bool) {.gcsafe, locks: 0.}
proc dragMarginHEnabled*(self: Camera2D): bool {.gcsafe, locks: 0.}
proc `dragMarginHEnabled =`*(self: Camera2D; val: bool) {.gcsafe, locks: 0.}
proc dragMarginVEnabled*(self: Camera2D): bool {.gcsafe, locks: 0.}
proc `dragMarginVEnabled =`*(self: Camera2D; val: bool) {.gcsafe, locks: 0.}
proc smoothingEnabled*(self: Camera2D): bool {.gcsafe, locks: 0.}
proc `smoothingEnabled =`*(self: Camera2D; val: bool) {.gcsafe, locks: 0.}
proc smoothingSpeed*(self: Camera2D): float64 {.gcsafe, locks: 0.}
proc `smoothingSpeed =`*(self: Camera2D; val: float64) {.gcsafe, locks: 0.}
proc dragMarginLeft*(self: Camera2D): float64 {.gcsafe, locks: 0.}
proc `dragMarginLeft =`*(self: Camera2D; val: float64) {.gcsafe, locks: 0.}
proc dragMarginTop*(self: Camera2D): float64 {.gcsafe, locks: 0.}
proc `dragMarginTop =`*(self: Camera2D; val: float64) {.gcsafe, locks: 0.}
proc dragMarginRight*(self: Camera2D): float64 {.gcsafe, locks: 0.}
proc `dragMarginRight =`*(self: Camera2D; val: float64) {.gcsafe, locks: 0.}
proc dragMarginBottom*(self: Camera2D): float64 {.gcsafe, locks: 0.}
proc `dragMarginBottom =`*(self: Camera2D; val: float64) {.gcsafe, locks: 0.}
proc editorDrawScreen*(self: Camera2D): bool {.gcsafe, locks: 0.}
proc `editorDrawScreen =`*(self: Camera2D; val: bool) {.gcsafe, locks: 0.}
proc editorDrawLimits*(self: Camera2D): bool {.gcsafe, locks: 0.}
proc `editorDrawLimits =`*(self: Camera2D; val: bool) {.gcsafe, locks: 0.}
proc editorDrawDragMargin*(self: Camera2D): bool {.gcsafe, locks: 0.}
proc `editorDrawDragMargin =`*(self: Camera2D; val: bool) {.gcsafe, locks: 0.}
proc makeCurrentImpl*(self: Camera2D) {.gcsafe, locks: 0.}
proc clearCurrent*(self: Camera2D) {.gcsafe, locks: 0.}
proc setVOffset*(self: Camera2D; ofs: float64) {.gcsafe, locks: 0.}
proc getVOffset*(self: Camera2D): float64 {.gcsafe, locks: 0.}
proc setHOffset*(self: Camera2D; ofs: float64) {.gcsafe, locks: 0.}
proc getHOffset*(self: Camera2D): float64 {.gcsafe, locks: 0.}
proc getCameraPos*(self: Camera2D): Vector2 {.gcsafe, locks: 0.}
proc getCameraScreenCenter*(self: Camera2D): Vector2 {.gcsafe, locks: 0.}
proc setCustomViewport*(self: Camera2D; viewport: Viewport) {.gcsafe, locks: 0.}
proc getCustomViewport*(self: Camera2D): Viewport {.gcsafe, locks: 0.}
proc forceUpdateScroll*(self: Camera2D) {.gcsafe, locks: 0.}
proc resetSmoothing*(self: Camera2D) {.gcsafe, locks: 0.}
proc align*(self: Camera2D) {.gcsafe, locks: 0.}
method makeCurrent*(self: Camera2D; arg0: Object) {.gcsafe, locks: 0, base.}
method updateScroll*(self: Camera2D) {.gcsafe, locks: 0, base.}
method setOldSmoothing*(self: Camera2D; followSmoothing: float64) {.gcsafe, locks: 0, base.}
BLEND_MODE_MIX* = 0'i64
BLEND_MODE_ADD* = 1'i64
BLEND_MODE_SUB* = 2'i64
BLEND_MODE_MUL* = 3'i64
BLEND_MODE_PREMULT_ALPHA* = 4'i64
NOTIFICATION_DRAW* = 30'i64
NOTIFICATION_VISIBILITY_CHANGED* = 31'i64
NOTIFICATION_ENTER_CANVAS* = 32'i64
NOTIFICATION_EXIT_CANVAS* = 33'i64
NOTIFICATION_TRANSFORM_CHANGED* = 29'i64
proc visible*(self: CanvasItem): bool {.gcsafe, locks: 0.}
proc `visible =`*(self: CanvasItem; val: bool) {.gcsafe, locks: 0.}
proc modulate*(self: CanvasItem): Color {.gcsafe, locks: 0.}
proc `modulate =`*(self: CanvasItem; val: Color) {.gcsafe, locks: 0.}
proc selfModulate*(self: CanvasItem): Color {.gcsafe, locks: 0.}
proc `selfModulate =`*(self: CanvasItem; val: Color) {.gcsafe, locks: 0.}
proc showBehindParent*(self: CanvasItem): bool {.gcsafe, locks: 0.}
proc `showBehindParent =`*(self: CanvasItem; val: bool) {.gcsafe, locks: 0.}
proc showOnTop*(self: CanvasItem): bool {.gcsafe, locks: 0.}
proc `showOnTop =`*(self: CanvasItem; val: bool) {.gcsafe, locks: 0.}
proc lightMask*(self: CanvasItem): int64 {.gcsafe, locks: 0.}
proc `lightMask =`*(self: CanvasItem; val: int64) {.gcsafe, locks: 0.}
proc material*(self: CanvasItem): Material {.gcsafe, locks: 0.}
proc `material =`*(self: CanvasItem; val: Material) {.gcsafe, locks: 0.}
proc useParentMaterial*(self: CanvasItem): bool {.gcsafe, locks: 0.}
proc `useParentMaterial =`*(self: CanvasItem; val: bool) {.gcsafe, locks: 0.}
proc editSetState*(self: CanvasItem; state: Variant) {.gcsafe, locks: 0.}
proc editGetState*(self: CanvasItem): Variant {.gcsafe, locks: 0.}
proc editSetRect*(self: CanvasItem; rect: Rect2) {.gcsafe, locks: 0.}
proc editRotate*(self: CanvasItem; degrees: float64) {.gcsafe, locks: 0.}
proc getItemRect*(self: CanvasItem): Rect2 {.gcsafe, locks: 0.}
proc getItemAndChildrenRect*(self: CanvasItem): Rect2 {.gcsafe, locks: 0.}
proc getCanvasItem*(self: CanvasItem): RID {.gcsafe, locks: 0.}
proc isVisibleInTree*(self: CanvasItem): bool {.gcsafe, locks: 0.}
proc show*(self: CanvasItem) {.gcsafe, locks: 0.}
proc hide*(self: CanvasItem) {.gcsafe, locks: 0.}
proc update*(self: CanvasItem) {.gcsafe, locks: 0.}
proc setAsToplevel*(self: CanvasItem; enable: bool) {.gcsafe, locks: 0.}
proc isSetAsToplevel*(self: CanvasItem): bool {.gcsafe, locks: 0.}
proc drawLine*(self: CanvasItem; fromm: Vector2; to: Vector2; color: Color; width: float64 = 1.0; antialiased: bool = false) {.gcsafe, locks: 0.}
proc drawPolyline*(self: CanvasItem; points: PoolVector2Array; color: Color; width: float64 = 1.0; antialiased: bool = false) {.gcsafe, locks: 0.}
proc drawPolylineColors*(self: CanvasItem; points: PoolVector2Array; @@ -1632,18 +1796,30 @@ function main() { antialiased: bool = false) {.gcsafe, locks: 0.}
proc drawRect*(self: CanvasItem; rect: Rect2; color: Color; filled: bool = true) {.gcsafe, locks: 0.}
proc drawCircle*(self: CanvasItem; pos: Vector2; radius: float64; color: Color) {.gcsafe, locks: 0.}
proc drawTexture*(self: CanvasItem; texture: Texture; pos: Vector2; @@ -1651,6 +1827,10 @@ function main() { normalMap: Texture = nil) {.gcsafe, locks: 0.}
proc drawTextureRect*(self: CanvasItem; texture: Texture; rect: Rect2; tile: bool; @@ -1659,6 +1839,10 @@ function main() { locks: 0.}
proc drawTextureRectRegion*(self: CanvasItem; texture: Texture; rect: Rect2; @@ -1668,11 +1852,19 @@ function main() { clipUv: bool = true) {.gcsafe, locks: 0.}
proc drawStyleBox*(self: CanvasItem; styleBox: StyleBox; rect: Rect2) {.gcsafe, locks: 0.}
proc drawPrimitive*(self: CanvasItem; points: PoolVector2Array; @@ -1681,6 +1873,10 @@ function main() { normalMap: Texture = nil) {.gcsafe, locks: 0.}
proc drawPolygon*(self: CanvasItem; points: PoolVector2Array; colors: PoolColorArray; @@ -1688,6 +1884,10 @@ function main() { normalMap: Texture = nil) {.gcsafe, locks: 0.}
proc drawColoredPolygon*(self: CanvasItem; points: PoolVector2Array; color: Color; @@ -1695,6 +1895,10 @@ function main() { normalMap: Texture = nil) {.gcsafe, locks: 0.}
proc drawString*(self: CanvasItem; font: Font; pos: Vector2; text: string; @@ -1702,6 +1906,10 @@ function main() { gcsafe, locks: 0.}
proc drawChar*(self: CanvasItem; font: Font; pos: Vector2; char: string; next: string; @@ -1709,99 +1917,175 @@ function main() { locks: 0.}
proc drawSetTransform*(self: CanvasItem; pos: Vector2; rot: float64; scale: Vector2) {.gcsafe, locks: 0.}
proc drawSetTransformMatrix*(self: CanvasItem; xform: Transform2D) {.gcsafe, locks: 0.}
proc getTransform*(self: CanvasItem): Transform2D {.gcsafe, locks: 0.}
proc getGlobalTransform*(self: CanvasItem): Transform2D {.gcsafe, locks: 0.}
proc getGlobalTransformWithCanvas*(self: CanvasItem): Transform2D {.gcsafe, locks: 0.}
proc getViewportTransform*(self: CanvasItem): Transform2D {.gcsafe, locks: 0.}
proc getViewportRect*(self: CanvasItem): Rect2 {.gcsafe, locks: 0.}
proc getCanvasTransform*(self: CanvasItem): Transform2D {.gcsafe, locks: 0.}
proc getLocalMousePos*(self: CanvasItem): Vector2 {.gcsafe, locks: 0.}
proc getGlobalMousePosition*(self: CanvasItem): Vector2 {.gcsafe, locks: 0.}
proc getCanvas*(self: CanvasItem): RID {.gcsafe, locks: 0.}
proc getWorld2d*(self: CanvasItem): World2D {.gcsafe, locks: 0.}
proc setNotifyLocalTransform*(self: CanvasItem; enable: bool) {.gcsafe, locks: 0.}
proc isLocalTransformNotificationEnabled*(self: CanvasItem): bool {.gcsafe, locks: 0.}
proc setNotifyTransform*(self: CanvasItem; enable: bool) {.gcsafe, locks: 0.}
proc isTransformNotificationEnabled*(self: CanvasItem): bool {.gcsafe, locks: 0.}
proc makeCanvasPosLocal*(self: CanvasItem; screenPoint: Vector2): Vector2 {.gcsafe, locks: 0.}
proc makeInputLocal*(self: CanvasItem; event: InputEvent): InputEvent {.gcsafe, locks: 0.}
method draw*(self: CanvasItem) {.gcsafe, locks: 0, base.}
method toplevelRaiseSelf*(self: CanvasItem) {.gcsafe, locks: 0, base.}
method updateCallback*(self: CanvasItem) {.gcsafe, locks: 0, base.}
BLEND_MODE_MIX* = 0'i64
BLEND_MODE_ADD* = 1'i64
BLEND_MODE_SUB* = 2'i64
BLEND_MODE_MUL* = 3'i64
BLEND_MODE_PREMULT_ALPHA* = 4'i64
LIGHT_MODE_NORMAL* = 0'i64
LIGHT_MODE_UNSHADED* = 1'i64
LIGHT_MODE_LIGHT_ONLY* = 2'i64
proc blendMode*(self: CanvasItemMaterial): int64 {.gcsafe, locks: 0.}
proc `blendMode =`*(self: CanvasItemMaterial; val: int64) {.gcsafe, locks: 0.}
proc lightMode*(self: CanvasItemMaterial): int64 {.gcsafe, locks: 0.}
proc `lightMode =`*(self: CanvasItemMaterial; val: int64) {.gcsafe, locks: 0.}
proc layer*(self: CanvasLayer): int64 {.gcsafe, locks: 0.}
proc `layer =`*(self: CanvasLayer; val: int64) {.gcsafe, locks: 0.}
proc offset*(self: CanvasLayer): Vector2 {.gcsafe, locks: 0.}
proc `offset =`*(self: CanvasLayer; val: Vector2) {.gcsafe, locks: 0.}
proc rotation*(self: CanvasLayer): float64 {.gcsafe, locks: 0.}
proc `rotation =`*(self: CanvasLayer; val: float64) {.gcsafe, locks: 0.}
proc scale*(self: CanvasLayer): Vector2 {.gcsafe, locks: 0.}
proc `scale =`*(self: CanvasLayer; val: Vector2) {.gcsafe, locks: 0.}
proc setTransform*(self: CanvasLayer; transform: Transform2D) {.gcsafe, locks: 0.}
proc getTransform*(self: CanvasLayer): Transform2D {.gcsafe, locks: 0.}
proc setRotation*(self: CanvasLayer; radians: float64) {.gcsafe, locks: 0.}
proc getRotation*(self: CanvasLayer): float64 {.gcsafe, locks: 0.}
proc setCustomViewport*(self: CanvasLayer; viewport: Viewport) {.gcsafe, locks: 0.}
proc getCustomViewport*(self: CanvasLayer): Viewport {.gcsafe, locks: 0.}
proc getWorld2d*(self: CanvasLayer): World2D {.gcsafe, locks: 0.}
method setRotationd*(self: CanvasLayer; degrees: float64) {.gcsafe, locks: 0, base.}
method getRotationd*(self: CanvasLayer): float64 {.gcsafe, locks: 0, base.}
proc color*(self: CanvasModulate): Color {.gcsafe, locks: 0.}
proc `color =`*(self: CanvasModulate; val: Color) {.gcsafe, locks: 0.}
proc radius*(self: CapsuleMesh): float64 {.gcsafe, locks: 0.}
proc `radius =`*(self: CapsuleMesh; val: float64) {.gcsafe, locks: 0.}
proc midHeight*(self: CapsuleMesh): float64 {.gcsafe, locks: 0.}
proc `midHeight =`*(self: CapsuleMesh; val: float64) {.gcsafe, locks: 0.}
proc radialSegments*(self: CapsuleMesh): int64 {.gcsafe, locks: 0.}
proc `radialSegments =`*(self: CapsuleMesh; val: int64) {.gcsafe, locks: 0.}
proc rings*(self: CapsuleMesh): int64 {.gcsafe, locks: 0.}
proc `rings =`*(self: CapsuleMesh; val: int64) {.gcsafe, locks: 0.}
proc radius*(self: CapsuleShape): float64 {.gcsafe, locks: 0.}
proc `radius =`*(self: CapsuleShape; val: float64) {.gcsafe, locks: 0.}
proc height*(self: CapsuleShape): float64 {.gcsafe, locks: 0.}
proc `height =`*(self: CapsuleShape; val: float64) {.gcsafe, locks: 0.}
proc radius*(self: CapsuleShape2D): float64 {.gcsafe, locks: 0.}
proc `radius =`*(self: CapsuleShape2D; val: float64) {.gcsafe, locks: 0.}
proc height*(self: CapsuleShape2D): float64 {.gcsafe, locks: 0.}
proc `height =`*(self: CapsuleShape2D; val: float64) {.gcsafe, locks: 0.}
proc useTopLeft*(self: CenterContainer): bool {.gcsafe, locks: 0.}
proc `useTopLeft =`*(self: CenterContainer; val: bool) {.gcsafe, locks: 0.}
proc radius*(self: CircleShape2D): float64 {.gcsafe, locks: 0.}
proc `radius =`*(self: CircleShape2D; val: float64) {.gcsafe, locks: 0.}
proc getClassList*(): PoolStringArray {.gcsafe, locks: 0.}
proc getInheritersFromClass*(class: string): PoolStringArray {.gcsafe, locks: 0.}
proc getParentClass*(class: string): string {.gcsafe, locks: 0.}
proc classExists*(class: string): bool {.gcsafe, locks: 0.}
proc isParentClass*(class: string; inherits: string): bool {.gcsafe, locks: 0.}
proc canInstance*(class: string): bool {.gcsafe, locks: 0.}
proc instance*(class: string): Variant {.gcsafe, locks: 0.}
proc classHasSignal*(class: string; signal: string): bool {.gcsafe, locks: 0.}
proc classGetSignal*(class: string; signal: string): Dictionary {.gcsafe, locks: 0.}
proc classGetSignalList*(class: string; noInheritance: bool = false): Array {.gcsafe, locks: 0.}
proc classGetPropertyList*(class: string; noInheritance: bool = false): Array {.gcsafe, locks: 0.}
proc classGetProperty*(objectt: Object; property: string): Variant {.gcsafe, locks: 0.}
proc classSetProperty*(objectt: Object; property: string; value: Variant): Error {.gcsafe, locks: 0.}
proc classHasMethod*(class: string; methodd: string; noInheritance: bool = false): bool {.gcsafe, locks: 0.}
proc classGetMethodList*(class: string; noInheritance: bool = false): Array {.gcsafe, locks: 0.}
proc classGetIntegerConstantList*(class: string; noInheritance: bool = false): PoolStringArray {.gcsafe, locks: 0.}
proc classHasIntegerConstant*(class: string; name: string): bool {.gcsafe, locks: 0.}
proc classGetIntegerConstant*(class: string; name: string): int64 {.gcsafe, locks: 0.}
proc classGetCategory*(class: string): string {.gcsafe, locks: 0.}
proc isClassEnabled*(class: string): bool {.gcsafe, locks: 0.}
proc inputRayPickable*(self: CollisionObject): bool {.gcsafe, locks: 0.}
proc `inputRayPickable =`*(self: CollisionObject; val: bool) {.gcsafe, locks: 0.}
proc inputCaptureOnDrag*(self: CollisionObject): bool {.gcsafe, locks: 0.}
proc `inputCaptureOnDrag =`*(self: CollisionObject; val: bool) {.gcsafe, locks: 0.}
proc getRid*(self: CollisionObject): RID {.gcsafe, locks: 0.}
proc createShapeOwner*(self: CollisionObject; owner: Object): int64 {.gcsafe, locks: 0.}
proc removeShapeOwner*(self: CollisionObject; ownerId: int64) {.gcsafe, locks: 0.}
proc getShapeOwners*(self: CollisionObject): Array {.gcsafe, locks: 0.}
proc shapeOwnerSetTransform*(self: CollisionObject; ownerId: int64; transform: Transform) {.gcsafe, locks: 0.}
proc shapeOwnerGetTransform*(self: CollisionObject; ownerId: int64): Transform {.gcsafe, locks: 0.}
proc shapeOwnerGetOwner*(self: CollisionObject; ownerId: int64): Object {.gcsafe, locks: 0.}
proc shapeOwnerSetDisabled*(self: CollisionObject; ownerId: int64; disabled: bool) {.gcsafe, locks: 0.}
proc isShapeOwnerDisabled*(self: CollisionObject; ownerId: int64): bool {.gcsafe, locks: 0.}
proc shapeOwnerAddShape*(self: CollisionObject; ownerId: int64; shape: Shape) {.gcsafe, locks: 0.}
proc shapeOwnerGetShapeCount*(self: CollisionObject; ownerId: int64): int64 {.gcsafe, locks: 0.}
proc shapeOwnerGetShape*(self: CollisionObject; ownerId: int64; shapeId: int64): Object {.gcsafe, locks: 0.}
proc shapeOwnerGetShapeIndex*(self: CollisionObject; ownerId: int64; shapeId: int64): int64 {.gcsafe, locks: 0.}
proc shapeOwnerRemoveShape*(self: CollisionObject; ownerId: int64; shapeId: int64) {.gcsafe, locks: 0.}
proc shapeOwnerClearShapes*(self: CollisionObject; ownerId: int64) {.gcsafe, locks: 0.}
proc shapeFindOwner*(self: CollisionObject; shapeIndex: int64): int64 {.gcsafe, locks: 0.}
proc inputPickable*(self: CollisionObject2D): bool {.gcsafe, locks: 0.}
proc `inputPickable =`*(self: CollisionObject2D; val: bool) {.gcsafe, locks: 0.}
proc getRid*(self: CollisionObject2D): RID {.gcsafe, locks: 0.}
proc createShapeOwner*(self: CollisionObject2D; owner: Object): int64 {.gcsafe, locks: 0.}
proc removeShapeOwner*(self: CollisionObject2D; ownerId: int64) {.gcsafe, locks: 0.}
proc getShapeOwners*(self: CollisionObject2D): Array {.gcsafe, locks: 0.}
proc shapeOwnerSetTransform*(self: CollisionObject2D; ownerId: int64; transform: Transform2D) {.gcsafe, locks: 0.}
proc shapeOwnerGetTransform*(self: CollisionObject2D; ownerId: int64): Transform2D {.gcsafe, locks: 0.}
proc shapeOwnerGetOwner*(self: CollisionObject2D; ownerId: int64): Object {.gcsafe, locks: 0.}
proc shapeOwnerSetDisabled*(self: CollisionObject2D; ownerId: int64; disabled: bool) {.gcsafe, locks: 0.}
proc isShapeOwnerDisabled*(self: CollisionObject2D; ownerId: int64): bool {.gcsafe, locks: 0.}
proc shapeOwnerSetOneWayCollision*(self: CollisionObject2D; ownerId: int64; enable: bool) {.gcsafe, locks: 0.}
proc isShapeOwnerOneWayCollisionEnabled*(self: CollisionObject2D; ownerId: int64): bool {.gcsafe, locks: 0.}
proc shapeOwnerAddShape*(self: CollisionObject2D; ownerId: int64; shape: Shape2D) {.gcsafe, locks: 0.}
proc shapeOwnerGetShapeCount*(self: CollisionObject2D; ownerId: int64): int64 {.gcsafe, locks: 0.}
proc shapeOwnerGetShape*(self: CollisionObject2D; ownerId: int64; shapeId: int64): Object {.gcsafe, locks: 0.}
proc shapeOwnerGetShapeIndex*(self: CollisionObject2D; ownerId: int64; shapeId: int64): int64 {.gcsafe, locks: 0.}
proc shapeOwnerRemoveShape*(self: CollisionObject2D; ownerId: int64; shapeId: int64) {.gcsafe, locks: 0.}
proc shapeOwnerClearShapes*(self: CollisionObject2D; ownerId: int64) {.gcsafe, locks: 0.}
proc shapeFindOwner*(self: CollisionObject2D; shapeIndex: int64): int64 {.gcsafe, locks: 0.}
proc depth*(self: CollisionPolygon): float64 {.gcsafe, locks: 0.}
proc `depth =`*(self: CollisionPolygon; val: float64) {.gcsafe, locks: 0.}
proc disabled*(self: CollisionPolygon): bool {.gcsafe, locks: 0.}
proc `disabled =`*(self: CollisionPolygon; val: bool) {.gcsafe, locks: 0.}
proc polygon*(self: CollisionPolygon): PoolVector2Array {.gcsafe, locks: 0.}
proc `polygon =`*(self: CollisionPolygon; val: PoolVector2Array) {.gcsafe, locks: 0.}
proc buildMode*(self: CollisionPolygon2D): int64 {.gcsafe, locks: 0.}
proc `buildMode =`*(self: CollisionPolygon2D; val: int64) {.gcsafe, locks: 0.}
proc polygon*(self: CollisionPolygon2D): PoolVector2Array {.gcsafe, locks: 0.}
proc `polygon =`*(self: CollisionPolygon2D; val: PoolVector2Array) {.gcsafe, locks: 0.}
proc disabled*(self: CollisionPolygon2D): bool {.gcsafe, locks: 0.}
proc `disabled =`*(self: CollisionPolygon2D; val: bool) {.gcsafe, locks: 0.}
proc oneWayCollision*(self: CollisionPolygon2D): bool {.gcsafe, locks: 0.}
proc `oneWayCollision =`*(self: CollisionPolygon2D; val: bool) {.gcsafe, locks: 0.}
proc shape*(self: CollisionShape): Shape {.gcsafe, locks: 0.}
proc `shape =`*(self: CollisionShape; val: Shape) {.gcsafe, locks: 0.}
proc disabled*(self: CollisionShape): bool {.gcsafe, locks: 0.}
proc `disabled =`*(self: CollisionShape; val: bool) {.gcsafe, locks: 0.}
proc resourceChanged*(self: CollisionShape; resource: Resource) {.gcsafe, locks: 0.}
proc makeConvexFromBrothers*(self: CollisionShape) {.gcsafe, locks: 0.}
proc shape*(self: CollisionShape2D): Shape2D {.gcsafe, locks: 0.}
proc `shape =`*(self: CollisionShape2D; val: Shape2D) {.gcsafe, locks: 0.}
proc disabled*(self: CollisionShape2D): bool {.gcsafe, locks: 0.}
proc `disabled =`*(self: CollisionShape2D; val: bool) {.gcsafe, locks: 0.}
proc oneWayCollision*(self: CollisionShape2D): bool {.gcsafe, locks: 0.}
proc `oneWayCollision =`*(self: CollisionShape2D; val: bool) {.gcsafe, locks: 0.}
method shapeChanged*(self: CollisionShape2D) {.gcsafe, locks: 0, base.}
proc setPickColor*(self: ColorPicker; color: Color) {.gcsafe, locks: 0.}
proc getPickColor*(self: ColorPicker): Color {.gcsafe, locks: 0.}
proc setRawMode*(self: ColorPicker; mode: bool) {.gcsafe, locks: 0.}
proc isRawMode*(self: ColorPicker): bool {.gcsafe, locks: 0.}
proc setEditAlpha*(self: ColorPicker; show: bool) {.gcsafe, locks: 0.}
proc isEditingAlpha*(self: ColorPicker): bool {.gcsafe, locks: 0.}
proc addPreset*(self: ColorPicker; color: Color) {.gcsafe, locks: 0.}
method valueChanged*(self: ColorPicker; arg0: float64) {.gcsafe, locks: 0, base.}
method htmlEntered*(self: ColorPicker; arg0: string) {.gcsafe, locks: 0, base.}
method textTypeToggled*(self: ColorPicker) {.gcsafe, locks: 0, base.}
method addPresetPressed*(self: ColorPicker) {.gcsafe, locks: 0, base.}
method screenPickPressed*(self: ColorPicker) {.gcsafe, locks: 0, base.}
method sampleDraw*(self: ColorPicker) {.gcsafe, locks: 0, base.}
method hsvDraw*(self: ColorPicker; arg0: int64; arg1: Object) {.gcsafe, locks: 0, base.}
method uvInput*(self: ColorPicker; arg0: Object) {.gcsafe, locks: 0, base.}
method wInput*(self: ColorPicker; arg0: Object) {.gcsafe, locks: 0, base.}
method presetInput*(self: ColorPicker; arg0: Object) {.gcsafe, locks: 0, base.}
method screenInput*(self: ColorPicker; arg0: Object) {.gcsafe, locks: 0, base.}
proc color*(self: ColorPickerButton): Color {.gcsafe, locks: 0.}
proc `color =`*(self: ColorPickerButton; val: Color) {.gcsafe, locks: 0.}
proc editAlpha*(self: ColorPickerButton): bool {.gcsafe, locks: 0.}
proc `editAlpha =`*(self: ColorPickerButton; val: bool) {.gcsafe, locks: 0.}
proc getPicker*(self: ColorPickerButton): ColorPicker {.gcsafe, locks: 0.}
method colorChanged*(self: ColorPickerButton; arg0: Color) {.gcsafe, locks: 0, base.}
proc color*(self: ColorRect): Color {.gcsafe, locks: 0.}
proc `color =`*(self: ColorRect; val: Color) {.gcsafe, locks: 0.}
proc setFaces*(self: ConcavePolygonShape; faces: PoolVector3Array) {.gcsafe, locks: 0.}
proc getFaces*(self: ConcavePolygonShape): PoolVector3Array {.gcsafe, locks: 0.}
proc segments*(self: ConcavePolygonShape2D): PoolVector2Array {.gcsafe, locks: 0.}
proc `segments =`*(self: ConcavePolygonShape2D; val: PoolVector2Array) {.gcsafe, locks: 0.}
PARAM_SWING_SPAN* = 0'i64
PARAM_TWIST_SPAN* = 1'i64
PARAM_BIAS* = 2'i64
PARAM_SOFTNESS* = 3'i64
PARAM_RELAXATION* = 4'i64
PARAM_MAX* = 5'i64
proc swingSpan*(self: ConeTwistJoint): float64 {.gcsafe, locks: 0.}
proc `swingSpan =`*(self: ConeTwistJoint; val: float64) {.gcsafe, locks: 0.}
proc twistSpan*(self: ConeTwistJoint): float64 {.gcsafe, locks: 0.}
proc `twistSpan =`*(self: ConeTwistJoint; val: float64) {.gcsafe, locks: 0.}
proc bias*(self: ConeTwistJoint): float64 {.gcsafe, locks: 0.}
proc `bias =`*(self: ConeTwistJoint; val: float64) {.gcsafe, locks: 0.}
proc softness*(self: ConeTwistJoint): float64 {.gcsafe, locks: 0.}
proc `softness =`*(self: ConeTwistJoint; val: float64) {.gcsafe, locks: 0.}
proc relaxation*(self: ConeTwistJoint): float64 {.gcsafe, locks: 0.}
proc `relaxation =`*(self: ConeTwistJoint; val: float64) {.gcsafe, locks: 0.}
proc getValue*(self: ConfigFile; section: string; key: string; default: Variant = newVariant()): Variant {.gcsafe, locks: 0.}
proc hasSection*(self: ConfigFile; section: string): bool {.gcsafe, locks: 0.}
proc hasSectionKey*(self: ConfigFile; section: string; key: string): bool {.gcsafe, locks: 0.}
proc getSections*(self: ConfigFile): PoolStringArray {.gcsafe, locks: 0.}
proc getSectionKeys*(self: ConfigFile; section: string): PoolStringArray {.gcsafe, locks: 0.}
proc eraseSection*(self: ConfigFile; section: string) {.gcsafe, locks: 0.}
proc load*(self: ConfigFile; path: string): Error {.gcsafe, locks: 0.}
proc save*(self: ConfigFile; path: string): Error {.gcsafe, locks: 0.}
proc getCancel*(self: ConfirmationDialog): Button {.gcsafe, locks: 0.}
NOTIFICATION_SORT_CHILDREN* = 50'i64
proc queueSort*(self: Container) {.gcsafe, locks: 0.}
proc fitChildInRect*(self: Container; child: Control; rect: Rect2) {.gcsafe, locks: 0.}
method sortChildren*(self: Container) {.gcsafe, locks: 0, base.}
method childMinsizeChanged*(self: Container) {.gcsafe, locks: 0, base.}
ANCHOR_BEGIN* = 0'i64
ANCHOR_END* = 1'i64
ANCHOR_CENTER* = 2'i64
FOCUS_NONE* = 0'i64
FOCUS_CLICK* = 1'i64
FOCUS_ALL* = 2'i64
NOTIFICATION_RESIZED* = 40'i64
NOTIFICATION_MOUSE_ENTER* = 41'i64
NOTIFICATION_MOUSE_EXIT* = 42'i64
NOTIFICATION_FOCUS_ENTER* = 43'i64
NOTIFICATION_FOCUS_EXIT* = 44'i64
NOTIFICATION_THEME_CHANGED* = 45'i64
NOTIFICATION_MODAL_CLOSE* = 46'i64
CURSOR_ARROW* = 0'i64
CURSOR_IBEAM* = 1'i64
CURSOR_POINTING_HAND* = 2'i64
CURSOR_CROSS* = 3'i64
CURSOR_WAIT* = 4'i64
CURSOR_BUSY* = 5'i64
CURSOR_DRAG* = 6'i64
CURSOR_CAN_DROP* = 7'i64
CURSOR_FORBIDDEN* = 8'i64
CURSOR_VSIZE* = 9'i64
CURSOR_HSIZE* = 10'i64
CURSOR_BDIAGSIZE* = 11'i64
CURSOR_FDIAGSIZE* = 12'i64
CURSOR_MOVE* = 13'i64
CURSOR_VSPLIT* = 14'i64
CURSOR_HSPLIT* = 15'i64
CURSOR_HELP* = 16'i64
SIZE_EXPAND* = 2'i64
SIZE_FILL* = 1'i64
SIZE_EXPAND_FILL* = 3'i64
SIZE_SHRINK_CENTER* = 4'i64
SIZE_SHRINK_END* = 8'i64
MOUSE_FILTER_STOP* = 0'i64
MOUSE_FILTER_PASS* = 1'i64
MOUSE_FILTER_IGNORE* = 2'i64
GROW_DIRECTION_BEGIN* = 0'i64
GROW_DIRECTION_END* = 1'i64
proc anchorLeft*(self: Control): int64 {.gcsafe, locks: 0.}
proc `anchorLeft =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc anchorTop*(self: Control): int64 {.gcsafe, locks: 0.}
proc `anchorTop =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc anchorRight*(self: Control): int64 {.gcsafe, locks: 0.}
proc `anchorRight =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc anchorBottom*(self: Control): int64 {.gcsafe, locks: 0.}
proc `anchorBottom =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc marginLeft*(self: Control): int64 {.gcsafe, locks: 0.}
proc `marginLeft =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc marginTop*(self: Control): int64 {.gcsafe, locks: 0.}
proc `marginTop =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc marginRight*(self: Control): int64 {.gcsafe, locks: 0.}
proc `marginRight =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc marginBottom*(self: Control): int64 {.gcsafe, locks: 0.}
proc `marginBottom =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc growHorizontal*(self: Control): int64 {.gcsafe, locks: 0.}
proc `growHorizontal =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc growVertical*(self: Control): int64 {.gcsafe, locks: 0.}
proc `growVertical =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc rectPosition*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc `rectPosition =`*(self: Control; val: Vector2) {.gcsafe, locks: 0.}
proc rectSize*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc `rectSize =`*(self: Control; val: Vector2) {.gcsafe, locks: 0.}
proc rectMinSize*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc `rectMinSize =`*(self: Control; val: Vector2) {.gcsafe, locks: 0.}
proc rectRotation*(self: Control): float64 {.gcsafe, locks: 0.}
proc `rectRotation =`*(self: Control; val: float64) {.gcsafe, locks: 0.}
proc rectScale*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc `rectScale =`*(self: Control; val: Vector2) {.gcsafe, locks: 0.}
proc rectPivotOffset*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc `rectPivotOffset =`*(self: Control; val: Vector2) {.gcsafe, locks: 0.}
proc rectClipContent*(self: Control): bool {.gcsafe, locks: 0.}
proc `rectClipContent =`*(self: Control; val: bool) {.gcsafe, locks: 0.}
proc hintTooltip*(self: Control): string {.gcsafe, locks: 0.}
proc `hintTooltip =`*(self: Control; val: string) {.gcsafe, locks: 0.}
proc focusNeighbourLeft*(self: Control): NodePath {.gcsafe, locks: 0.}
proc `focusNeighbourLeft =`*(self: Control; val: NodePath) {.gcsafe, locks: 0.}
proc focusNeighbourTop*(self: Control): NodePath {.gcsafe, locks: 0.}
proc `focusNeighbourTop =`*(self: Control; val: NodePath) {.gcsafe, locks: 0.}
proc focusNeighbourRight*(self: Control): NodePath {.gcsafe, locks: 0.}
proc `focusNeighbourRight =`*(self: Control; val: NodePath) {.gcsafe, locks: 0.}
proc focusNeighbourBottom*(self: Control): NodePath {.gcsafe, locks: 0.}
proc `focusNeighbourBottom =`*(self: Control; val: NodePath) {.gcsafe, locks: 0.}
proc mouseFilter*(self: Control): int64 {.gcsafe, locks: 0.}
proc `mouseFilter =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc sizeFlagsHorizontal*(self: Control): int64 {.gcsafe, locks: 0.}
proc `sizeFlagsHorizontal =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc sizeFlagsVertical*(self: Control): int64 {.gcsafe, locks: 0.}
proc `sizeFlagsVertical =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc sizeFlagsStretchRatio*(self: Control): int64 {.gcsafe, locks: 0.}
proc sizeFlagsStretchRatio*(self: Control): float64 {.gcsafe, locks: 0.}
proc `sizeFlagsStretchRatio =`*(self: Control; val: int64) {.gcsafe, locks: 0.}
proc `sizeFlagsStretchRatio =`*(self: Control; val: float64) {.gcsafe, locks: 0.}
proc theme*(self: Control): Theme {.gcsafe, locks: 0.}
proc `theme =`*(self: Control; val: Theme) {.gcsafe, locks: 0.}
proc acceptEvent*(self: Control) {.gcsafe, locks: 0.}
proc getMinimumSizeImpl*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc getCombinedMinimumSize*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc setAnchorImpl*(self: Control; margin: int64; anchorMode: int64; keepMargin: bool = false) {.gcsafe, locks: 0.}
proc setAnchorAndMargin*(self: Control; margin: int64; anchorMode: int64; offset: float64) {.gcsafe, locks: 0.}
proc setBegin*(self: Control; pos: Vector2) {.gcsafe, locks: 0.}
proc setEnd*(self: Control; pos: Vector2) {.gcsafe, locks: 0.}
proc setGlobalPosition*(self: Control; pos: Vector2) {.gcsafe, locks: 0.}
proc setRotation*(self: Control; radians: float64) {.gcsafe, locks: 0.}
proc getBegin*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc getEnd*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc getRotation*(self: Control): float64 {.gcsafe, locks: 0.}
proc getParentAreaSize*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc getGlobalPosition*(self: Control): Vector2 {.gcsafe, locks: 0.}
proc getRect*(self: Control): Rect2 {.gcsafe, locks: 0.}
proc getGlobalRect*(self: Control): Rect2 {.gcsafe, locks: 0.}
proc setAreaAsParentRect*(self: Control; margin: int64 = 0'i64) {.gcsafe, locks: 0.}
proc showModal*(self: Control; exclusive: bool = false) {.gcsafe, locks: 0.}
proc setFocusMode*(self: Control; mode: int64) {.gcsafe, locks: 0.}
proc getFocusMode*(self: Control): int64 {.gcsafe, locks: 0.}
proc hasFocus*(self: Control): bool {.gcsafe, locks: 0.}
proc grabFocus*(self: Control) {.gcsafe, locks: 0.}
proc releaseFocus*(self: Control) {.gcsafe, locks: 0.}
proc getFocusOwner*(self: Control): Control {.gcsafe, locks: 0.}
proc addIconOverride*(self: Control; name: string; texture: Texture) {.gcsafe, locks: 0.}
proc addShaderOverride*(self: Control; name: string; shader: Shader) {.gcsafe, locks: 0.}
proc addStyleOverride*(self: Control; name: string; stylebox: StyleBox) {.gcsafe, locks: 0.}
proc addFontOverride*(self: Control; name: string; font: Font) {.gcsafe, locks: 0.}
proc addColorOverride*(self: Control; name: string; color: Color) {.gcsafe, locks: 0.}
proc addConstantOverride*(self: Control; name: string; constant: int64) {.gcsafe, locks: 0.}
proc getIcon*(self: Control; name: string; typee: string = ""): Texture {.gcsafe, locks: 0.}
proc getStylebox*(self: Control; name: string; typee: string = ""): StyleBox {.gcsafe, locks: 0.}
proc getFont*(self: Control; name: string; typee: string = ""): Font {.gcsafe, locks: 0.}
proc getColor*(self: Control; name: string; typee: string = ""): Color {.gcsafe, locks: 0.}
proc getConstant*(self: Control; name: string; typee: string = ""): int64 {.gcsafe, locks: 0.}
proc hasIconOverride*(self: Control; name: string): bool {.gcsafe, locks: 0.}
proc hasStyleboxOverride*(self: Control; name: string): bool {.gcsafe, locks: 0.}
proc hasFontOverride*(self: Control; name: string): bool {.gcsafe, locks: 0.}
proc hasColorOverride*(self: Control; name: string): bool {.gcsafe, locks: 0.}
proc hasConstantOverride*(self: Control; name: string): bool {.gcsafe, locks: 0.}
proc hasIcon*(self: Control; name: string; typee: string = ""): bool {.gcsafe, locks: 0.}
proc hasStylebox*(self: Control; name: string; typee: string = ""): bool {.gcsafe, locks: 0.}
proc hasFont*(self: Control; name: string; typee: string = ""): bool {.gcsafe, locks: 0.}
proc hasColor*(self: Control; name: string; typee: string = ""): bool {.gcsafe, locks: 0.}
proc hasConstant*(self: Control; name: string; typee: string = ""): bool {.gcsafe, locks: 0.}
proc getParentControl*(self: Control): Control {.gcsafe, locks: 0.}
proc getTooltipImpl*(self: Control; atpos: Vector2 = vec2(0.0, 0.0)): string {.gcsafe, locks: 0.}
proc setDefaultCursorShape*(self: Control; shape: int64) {.gcsafe, locks: 0.}
proc getDefaultCursorShape*(self: Control): int64 {.gcsafe, locks: 0.}
proc getCursorShape*(self: Control; pos: Vector2 = vec2(0.0, 0.0)): int64 {.gcsafe, locks: 0.}
proc forceDrag*(self: Control; data: Variant; preview: Control) {.gcsafe, locks: 0.}
proc grabClickFocus*(self: Control) {.gcsafe, locks: 0.}
proc setDragForwarding*(self: Control; target: Control) {.gcsafe, locks: 0.}
proc setDragPreview*(self: Control; control: Control) {.gcsafe, locks: 0.}
proc warpMouse*(self: Control; toPos: Vector2) {.gcsafe, locks: 0.}
proc minimumSizeChanged*(self: Control) {.gcsafe, locks: 0.}
method guiInput*(self: Control; event: InputEvent) {.gcsafe, locks: 0, base.}
method getMinimumSize*(self: Control): Vector2 {.gcsafe, locks: 0, base.}
method getDragData*(self: Control; pos: Vector2): Object {.gcsafe, locks: 0, base.}
method canDropData*(self: Control; pos: Vector2; data: Variant): bool {.gcsafe, locks: 0, base.}
method dropData*(self: Control; pos: Vector2; data: Variant) {.gcsafe, locks: 0, base.}
method hasPoint*(self: Control; point: Vector2) {.gcsafe, locks: 0, base.}
method sizeChanged*(self: Control) {.gcsafe, locks: 0, base.}
method updateMinimumSize*(self: Control) {.gcsafe, locks: 0, base.}
method setRotationDeg*(self: Control; degrees: float64) {.gcsafe, locks: 0, base.}
method getRotationDeg*(self: Control): float64 {.gcsafe, locks: 0, base.}
method themeChanged*(self: Control) {.gcsafe, locks: 0, base.}
method fontChanged*(self: Control) {.gcsafe, locks: 0, base.}
proc points*(self: ConvexPolygonShape): Array {.gcsafe, locks: 0.}
proc `points =`*(self: ConvexPolygonShape; val: Array) {.gcsafe, locks: 0.}
proc points*(self: ConvexPolygonShape2D): PoolVector2Array {.gcsafe, locks: 0.}
proc `points =`*(self: ConvexPolygonShape2D; val: PoolVector2Array) {.gcsafe, locks: 0.}
proc setPointCloud*(self: ConvexPolygonShape2D; pointCloud: PoolVector2Array) {.gcsafe, locks: 0.}
STORAGE_RAW* = 0'i64
STORAGE_COMPRESS_LOSSY* = 1'i64
STORAGE_COMPRESS_LOSSLESS* = 2'i64
SIDE_LEFT* = 0'i64
SIDE_RIGHT* = 1'i64
SIDE_BOTTOM* = 2'i64
SIDE_TOP* = 3'i64
SIDE_FRONT* = 4'i64
SIDE_BACK* = 5'i64
FLAG_MIPMAPS* = 1'i64
FLAG_REPEAT* = 2'i64
FLAG_FILTER* = 4'i64
FLAGS_DEFAULT* = 7'i64
proc getWidth*(self: CubeMap): int64 {.gcsafe, locks: 0.}
proc getHeight*(self: CubeMap): int64 {.gcsafe, locks: 0.}
proc setFlags*(self: CubeMap; flags: int64) {.gcsafe, locks: 0.}
proc getFlags*(self: CubeMap): int64 {.gcsafe, locks: 0.}
proc setSide*(self: CubeMap; side: int64; image: Image) {.gcsafe, locks: 0.}
proc getSide*(self: CubeMap; side: int64): Image {.gcsafe, locks: 0.}
proc setStorage*(self: CubeMap; mode: int64) {.gcsafe, locks: 0.}
proc getStorage*(self: CubeMap): int64 {.gcsafe, locks: 0.}
proc setLossyStorageQuality*(self: CubeMap; quality: float64) {.gcsafe, locks: 0.}
proc getLossyStorageQuality*(self: CubeMap): float64 {.gcsafe, locks: 0.}
proc size*(self: CubeMesh): Vector2 {.gcsafe, locks: 0.}
proc `size =`*(self: CubeMesh; val: Vector2) {.gcsafe, locks: 0.}
proc subdivideWidth*(self: CubeMesh): int64 {.gcsafe, locks: 0.}
proc `subdivideWidth =`*(self: CubeMesh; val: int64) {.gcsafe, locks: 0.}
proc subdivideHeight*(self: CubeMesh): int64 {.gcsafe, locks: 0.}
proc `subdivideHeight =`*(self: CubeMesh; val: int64) {.gcsafe, locks: 0.}
proc subdivideDepth*(self: CubeMesh): int64 {.gcsafe, locks: 0.}
proc `subdivideDepth =`*(self: CubeMesh; val: int64) {.gcsafe, locks: 0.}
proc minValue*(self: Curve): float64 {.gcsafe, locks: 0.}
proc `minValue =`*(self: Curve; val: float64) {.gcsafe, locks: 0.}
proc maxValue*(self: Curve): float64 {.gcsafe, locks: 0.}
proc `maxValue =`*(self: Curve; val: float64) {.gcsafe, locks: 0.}
proc bakeResolution*(self: Curve): int64 {.gcsafe, locks: 0.}
proc `bakeResolution =`*(self: Curve; val: int64) {.gcsafe, locks: 0.}
proc data*(self: Curve): int64 {.gcsafe, locks: 0.}
proc `data =`*(self: Curve; val: int64) {.gcsafe, locks: 0.}
proc addPoint*(self: Curve; pos: Vector2; leftTangent: float64 = 0.0; @@ -1335,93 +1367,165 @@ function main() { rightMode: int64 = 0'i64): int64 {.gcsafe, locks: 0.}
proc removePoint*(self: Curve; index: int64) {.gcsafe, locks: 0.}
proc clearPoints*(self: Curve) {.gcsafe, locks: 0.}
proc getPointPos*(self: Curve; index: int64): Vector2 {.gcsafe, locks: 0.}
proc setPointValue*(self: Curve; index: int64; y: float64) {.gcsafe, locks: 0.}
proc setPointOffset*(self: Curve; index: int64; offset: float64) {.gcsafe, locks: 0.}
proc interpolate*(self: Curve; offset: float64): float64 {.gcsafe, locks: 0.}
proc interpolateBaked*(self: Curve; offset: float64): float64 {.gcsafe, locks: 0.}
proc getPointLeftTangent*(self: Curve; index: int64): float64 {.gcsafe, locks: 0.}
proc getPointRightTangent*(self: Curve; index: int64): float64 {.gcsafe, locks: 0.}
proc getPointLeftMode*(self: Curve; index: int64): int64 {.gcsafe, locks: 0.}
proc getPointRightMode*(self: Curve; index: int64): int64 {.gcsafe, locks: 0.}
proc setPointLeftTangent*(self: Curve; index: int64; tangent: float64) {.gcsafe, locks: 0.}
proc setPointRightTangent*(self: Curve; index: int64; tangent: float64) {.gcsafe, locks: 0.}
proc setPointLeftMode*(self: Curve; index: int64; mode: int64) {.gcsafe, locks: 0.}
proc setPointRightMode*(self: Curve; index: int64; mode: int64) {.gcsafe, locks: 0.}
proc cleanDupes*(self: Curve) {.gcsafe, locks: 0.}
proc bake*(self: Curve) {.gcsafe, locks: 0.}
proc bakeInterval*(self: Curve2D): float64 {.gcsafe, locks: 0.}
proc `bakeInterval =`*(self: Curve2D; val: float64) {.gcsafe, locks: 0.}
proc data*(self: Curve2D): int64 {.gcsafe, locks: 0.}
proc `data =`*(self: Curve2D; val: int64) {.gcsafe, locks: 0.}
proc getPointCount*(self: Curve2D): int64 {.gcsafe, locks: 0.}
proc addPoint*(self: Curve2D; pos: Vector2; inn: Vector2 = vec2(0.0, 0.0); outt: Vector2 = vec2(0.0, 0.0); atpos: int64 = - 1'i64) {.gcsafe, locks: 0.}
proc setPointPos*(self: Curve2D; idx: int64; pos: Vector2) {.gcsafe, locks: 0.}
proc getPointPos*(self: Curve2D; idx: int64): Vector2 {.gcsafe, locks: 0.}
proc setPointIn*(self: Curve2D; idx: int64; pos: Vector2) {.gcsafe, locks: 0.}
proc getPointIn*(self: Curve2D; idx: int64): Vector2 {.gcsafe, locks: 0.}
proc setPointOut*(self: Curve2D; idx: int64; pos: Vector2) {.gcsafe, locks: 0.}
proc getPointOut*(self: Curve2D; idx: int64): Vector2 {.gcsafe, locks: 0.}
proc removePoint*(self: Curve2D; idx: int64) {.gcsafe, locks: 0.}
proc clearPoints*(self: Curve2D) {.gcsafe, locks: 0.}
proc interpolate*(self: Curve2D; idx: int64; t: float64): Vector2 {.gcsafe, locks: 0.}
proc interpolatef*(self: Curve2D; fofs: float64): Vector2 {.gcsafe, locks: 0.}
proc getBakedLength*(self: Curve2D): float64 {.gcsafe, locks: 0.}
proc interpolateBaked*(self: Curve2D; offset: float64; cubic: bool = false): Vector2 {.gcsafe, locks: 0.}
proc getBakedPoints*(self: Curve2D): PoolVector2Array {.gcsafe, locks: 0.}
proc tessellate*(self: Curve2D; maxStages: int64 = 5'i64; toleranceDegrees: float64 = 4.0): PoolVector2Array {.gcsafe, locks: 0.}
proc bakeInterval*(self: Curve3D): float64 {.gcsafe, locks: 0.}
proc `bakeInterval =`*(self: Curve3D; val: float64) {.gcsafe, locks: 0.}
proc data*(self: Curve3D): int64 {.gcsafe, locks: 0.}
proc `data =`*(self: Curve3D; val: int64) {.gcsafe, locks: 0.}
proc getPointCount*(self: Curve3D): int64 {.gcsafe, locks: 0.}
proc addPoint*(self: Curve3D; pos: Vector3; inn: Vector3 = vec3(0.0, 0.0, 0.0); @@ -1314,93 +1334,165 @@ function main() { locks: 0.}
proc setPointPos*(self: Curve3D; idx: int64; pos: Vector3) {.gcsafe, locks: 0.}
proc getPointPos*(self: Curve3D; idx: int64): Vector3 {.gcsafe, locks: 0.}
proc setPointTilt*(self: Curve3D; idx: int64; tilt: float64) {.gcsafe, locks: 0.}
proc getPointTilt*(self: Curve3D; idx: int64): float64 {.gcsafe, locks: 0.}
proc setPointIn*(self: Curve3D; idx: int64; pos: Vector3) {.gcsafe, locks: 0.}
proc getPointIn*(self: Curve3D; idx: int64): Vector3 {.gcsafe, locks: 0.}
proc setPointOut*(self: Curve3D; idx: int64; pos: Vector3) {.gcsafe, locks: 0.}
proc getPointOut*(self: Curve3D; idx: int64): Vector3 {.gcsafe, locks: 0.}
proc removePoint*(self: Curve3D; idx: int64) {.gcsafe, locks: 0.}
proc clearPoints*(self: Curve3D) {.gcsafe, locks: 0.}
proc interpolate*(self: Curve3D; idx: int64; t: float64): Vector3 {.gcsafe, locks: 0.}
proc interpolatef*(self: Curve3D; fofs: float64): Vector3 {.gcsafe, locks: 0.}
proc getBakedLength*(self: Curve3D): float64 {.gcsafe, locks: 0.}
proc interpolateBaked*(self: Curve3D; offset: float64; cubic: bool = false): Vector3 {.gcsafe, locks: 0.}
proc getBakedPoints*(self: Curve3D): PoolVector3Array {.gcsafe, locks: 0.}
proc getBakedTilts*(self: Curve3D): PoolRealArray {.gcsafe, locks: 0.}
proc tessellate*(self: Curve3D; maxStages: int64 = 5'i64; toleranceDegrees: float64 = 4.0): PoolVector3Array {.gcsafe, locks: 0.}
proc width*(self: CurveTexture): int64 {.gcsafe, locks: 0.}
proc `width =`*(self: CurveTexture; val: int64) {.gcsafe, locks: 0.}
proc curve*(self: CurveTexture): Curve {.gcsafe, locks: 0.}
proc `curve =`*(self: CurveTexture; val: Curve) {.gcsafe, locks: 0.}
method update*(self: CurveTexture) {.gcsafe, locks: 0, base.}
proc topRadius*(self: CylinderMesh): float64 {.gcsafe, locks: 0.}
proc `topRadius =`*(self: CylinderMesh; val: float64) {.gcsafe, locks: 0.}
proc bottomRadius*(self: CylinderMesh): float64 {.gcsafe, locks: 0.}
proc `bottomRadius =`*(self: CylinderMesh; val: float64) {.gcsafe, locks: 0.}
proc height*(self: CylinderMesh): float64 {.gcsafe, locks: 0.}
proc `height =`*(self: CylinderMesh; val: float64) {.gcsafe, locks: 0.}
proc radialSegments*(self: CylinderMesh): int64 {.gcsafe, locks: 0.}
proc `radialSegments =`*(self: CylinderMesh; val: int64) {.gcsafe, locks: 0.}
proc rings*(self: CylinderMesh): int64 {.gcsafe, locks: 0.}
proc `rings =`*(self: CylinderMesh; val: int64) {.gcsafe, locks: 0.}
proc length*(self: DampedSpringJoint2D): float64 {.gcsafe, locks: 0.}
proc `length =`*(self: DampedSpringJoint2D; val: float64) {.gcsafe, locks: 0.}
proc restLength*(self: DampedSpringJoint2D): float64 {.gcsafe, locks: 0.}
proc `restLength =`*(self: DampedSpringJoint2D; val: float64) {.gcsafe, locks: 0.}
proc stiffness*(self: DampedSpringJoint2D): float64 {.gcsafe, locks: 0.}
proc `stiffness =`*(self: DampedSpringJoint2D; val: float64) {.gcsafe, locks: 0.}
proc damping*(self: DampedSpringJoint2D): float64 {.gcsafe, locks: 0.}
proc `damping =`*(self: DampedSpringJoint2D; val: float64) {.gcsafe, locks: 0.}
SHADOW_ORTHOGONAL* = 0'i64
SHADOW_PARALLEL_2_SPLITS* = 1'i64
SHADOW_PARALLEL_4_SPLITS* = 2'i64
proc directionalShadowMode*(self: DirectionalLight): int64 {.gcsafe, locks: 0.}
proc `directionalShadowMode =`*(self: DirectionalLight; val: int64) {.gcsafe, locks: 0.}
proc directionalShadowSplit1*(self: DirectionalLight): float64 {.gcsafe, locks: 0.}
proc `directionalShadowSplit1 =`*(self: DirectionalLight; val: float64) {.gcsafe, locks: 0.}
proc directionalShadowSplit2*(self: DirectionalLight): float64 {.gcsafe, locks: 0.}
proc `directionalShadowSplit2 =`*(self: DirectionalLight; val: float64) {.gcsafe, locks: 0.}
proc directionalShadowSplit3*(self: DirectionalLight): float64 {.gcsafe, locks: 0.}
proc `directionalShadowSplit3 =`*(self: DirectionalLight; val: float64) {.gcsafe, locks: 0.}
proc directionalShadowBlendSplits*(self: DirectionalLight): bool {.gcsafe, locks: 0.}
proc `directionalShadowBlendSplits =`*(self: DirectionalLight; val: bool) {.gcsafe, locks: 0.}
proc directionalShadowNormalBias*(self: DirectionalLight): float64 {.gcsafe, locks: 0.}
proc `directionalShadowNormalBias =`*(self: DirectionalLight; val: float64) {.gcsafe, locks: 0.}
proc open*(self: Directory; path: string): Error {.gcsafe, locks: 0.}
proc listDirBegin*(self: Directory; skipNavigational: bool = false; skipHidden: bool = false): int64 {.gcsafe, locks: 0.}
proc getNext*(self: Directory): string {.gcsafe, locks: 0.}
proc currentIsDir*(self: Directory): bool {.gcsafe, locks: 0.}
proc listDirEnd*(self: Directory) {.gcsafe, locks: 0.}
proc getDriveCount*(self: Directory): int64 {.gcsafe, locks: 0.}
proc getDrive*(self: Directory; idx: int64): string {.gcsafe, locks: 0.}
proc getCurrentDrive*(self: Directory): int64 {.gcsafe, locks: 0.}
proc changeDir*(self: Directory; todir: string): Error {.gcsafe, locks: 0.}
proc getCurrentDir*(self: Directory): string {.gcsafe, locks: 0.}
proc makeDir*(self: Directory; path: string): Error {.gcsafe, locks: 0.}
proc makeDirRecursive*(self: Directory; path: string): Error {.gcsafe, locks: 0.}
proc fileExists*(self: Directory; path: string): bool {.gcsafe, locks: 0.}
proc dirExists*(self: Directory; path: string): bool {.gcsafe, locks: 0.}
proc getSpaceLeft*(self: Directory): int64 {.gcsafe, locks: 0.}
proc copy*(self: Directory; fromm: string; to: string): Error {.gcsafe, locks: 0.}
proc rename*(self: Directory; fromm: string; to: string): Error {.gcsafe, locks: 0.}
proc remove*(self: Directory; path: string): Error {.gcsafe, locks: 0.}
SPACING_TOP* = 0'i64
SPACING_BOTTOM* = 1'i64
SPACING_CHAR* = 2'i64
SPACING_SPACE* = 3'i64
proc size*(self: DynamicFont): int64 {.gcsafe, locks: 0.}
proc `size =`*(self: DynamicFont; val: int64) {.gcsafe, locks: 0.}
proc useMipmaps*(self: DynamicFont): bool {.gcsafe, locks: 0.}
proc `useMipmaps =`*(self: DynamicFont; val: bool) {.gcsafe, locks: 0.}
proc useFilter*(self: DynamicFont): bool {.gcsafe, locks: 0.}
proc `useFilter =`*(self: DynamicFont; val: bool) {.gcsafe, locks: 0.}
proc extraSpacingTop*(self: DynamicFont): int64 {.gcsafe, locks: 0.}
proc `extraSpacingTop =`*(self: DynamicFont; val: int64) {.gcsafe, locks: 0.}
proc extraSpacingBottom*(self: DynamicFont): int64 {.gcsafe, locks: 0.}
proc `extraSpacingBottom =`*(self: DynamicFont; val: int64) {.gcsafe, locks: 0.}
proc extraSpacingChar*(self: DynamicFont): int64 {.gcsafe, locks: 0.}
proc `extraSpacingChar =`*(self: DynamicFont; val: int64) {.gcsafe, locks: 0.}
proc extraSpacingSpace*(self: DynamicFont): int64 {.gcsafe, locks: 0.}
proc `extraSpacingSpace =`*(self: DynamicFont; val: int64) {.gcsafe, locks: 0.}
proc fontData*(self: DynamicFont): DynamicFontData {.gcsafe, locks: 0.}
proc `fontData =`*(self: DynamicFont; val: DynamicFontData) {.gcsafe, locks: 0.}
proc addFallback*(self: DynamicFont; data: DynamicFontData) {.gcsafe, locks: 0.}
proc setFallback*(self: DynamicFont; idx: int64; data: DynamicFontData) {.gcsafe, locks: 0.}
proc getFallback*(self: DynamicFont; idx: int64): DynamicFontData {.gcsafe, locks: 0.}
proc removeFallback*(self: DynamicFont; idx: int64) {.gcsafe, locks: 0.}
proc getFallbackCount*(self: DynamicFont): int64 {.gcsafe, locks: 0.}
proc fontPath*(self: DynamicFontData): string {.gcsafe, locks: 0.}
proc `fontPath =`*(self: DynamicFontData; val: string) {.gcsafe, locks: 0.}
MODE_OPEN_FILE* = 0'i64
MODE_OPEN_FILES* = 1'i64
MODE_OPEN_DIR* = 2'i64
MODE_OPEN_ANY* = 3'i64
MODE_SAVE_FILE* = 4'i64
ACCESS_RESOURCES* = 0'i64
ACCESS_USERDATA* = 1'i64
ACCESS_FILESYSTEM* = 2'i64
proc clearFilters*(self: EditorFileDialog) {.gcsafe, locks: 0.}
proc addFilter*(self: EditorFileDialog; filter: string) {.gcsafe, locks: 0.}
proc getCurrentDir*(self: EditorFileDialog): string {.gcsafe, locks: 0.}
proc getCurrentFile*(self: EditorFileDialog): string {.gcsafe, locks: 0.}
proc getCurrentPath*(self: EditorFileDialog): string {.gcsafe, locks: 0.}
proc setCurrentDir*(self: EditorFileDialog; dir: string) {.gcsafe, locks: 0.}
proc setCurrentFile*(self: EditorFileDialog; file: string) {.gcsafe, locks: 0.}
proc setCurrentPath*(self: EditorFileDialog; path: string) {.gcsafe, locks: 0.}
proc setMode*(self: EditorFileDialog; mode: int64) {.gcsafe, locks: 0.}
proc getMode*(self: EditorFileDialog): int64 {.gcsafe, locks: 0.}
proc getVbox*(self: EditorFileDialog): VBoxContainer {.gcsafe, locks: 0.}
proc setAccess*(self: EditorFileDialog; access: int64) {.gcsafe, locks: 0.}
proc getAccess*(self: EditorFileDialog): int64 {.gcsafe, locks: 0.}
proc setShowHiddenFiles*(self: EditorFileDialog; show: bool) {.gcsafe, locks: 0.}
proc isShowingHiddenFiles*(self: EditorFileDialog): bool {.gcsafe, locks: 0.}
proc setDisplayMode*(self: EditorFileDialog; mode: int64) {.gcsafe, locks: 0.}
proc getDisplayMode*(self: EditorFileDialog): int64 {.gcsafe, locks: 0.}
proc setDisableOverwriteWarning*(self: EditorFileDialog; disable: bool) {.gcsafe, locks: 0.}
proc isOverwriteWarningDisabled*(self: EditorFileDialog): bool {.gcsafe, locks: 0.}
proc invalidate*(self: EditorFileDialog) {.gcsafe, locks: 0.}
method unhandledInput*(self: EditorFileDialog; event: InputEvent) {.gcsafe, locks: 0.}
method itemSelected*(self: EditorFileDialog; arg0: int64) {.gcsafe, locks: 0, base.}
method itemDbSelected*(self: EditorFileDialog; arg0: int64) {.gcsafe, locks: 0, base.}
method dirEntered*(self: EditorFileDialog; arg0: string) {.gcsafe, locks: 0, base.}
method fileEntered*(self: EditorFileDialog; arg0: string) {.gcsafe, locks: 0, base.}
method actionPressed*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method cancelPressed*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method filterSelected*(self: EditorFileDialog; arg0: int64) {.gcsafe, locks: 0, base.}
method saveConfirmPressed*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method selectDrive*(self: EditorFileDialog; arg0: int64) {.gcsafe, locks: 0, base.}
method makeDir*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method makeDirConfirm*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method updateFileList*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method updateDir*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method thumbnailDone*(self: EditorFileDialog; arg0: string; arg1: Object; arg2: Variant) {.gcsafe, locks: 0, base.}
method thumbnailResult*(self: EditorFileDialog; arg0: string; arg1: Object; arg2: Variant) {.gcsafe, locks: 0, base.}
method recentSelected*(self: EditorFileDialog; arg0: int64) {.gcsafe, locks: 0, base.}
method goBack*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method goForward*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method goUp*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method favoriteToggled*(self: EditorFileDialog; arg0: bool) {.gcsafe, locks: 0, base.}
method favoriteSelected*(self: EditorFileDialog; arg0: int64) {.gcsafe, locks: 0, base.}
method favoriteMoveUp*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
method favoriteMoveDown*(self: EditorFileDialog) {.gcsafe, locks: 0, base.}
proc isScanning*(self: EditorFileSystem): bool {.gcsafe, locks: 0.}
proc getScanningProgress*(self: EditorFileSystem): float64 {.gcsafe, locks: 0.}
proc scan*(self: EditorFileSystem) {.gcsafe, locks: 0.}
proc scanSources*(self: EditorFileSystem) {.gcsafe, locks: 0.}
proc updateFile*(self: EditorFileSystem; path: string) {.gcsafe, locks: 0.}
proc getFilesystemPath*(self: EditorFileSystem; path: string): EditorFileSystemDirectory {.gcsafe, locks: 0.}
proc getFileType*(self: EditorFileSystem; path: string): string {.gcsafe, locks: 0.}
proc getSubdirCount*(self: EditorFileSystemDirectory): int64 {.gcsafe, locks: 0.}
proc getSubdir*(self: EditorFileSystemDirectory; idx: int64): EditorFileSystemDirectory {.gcsafe, locks: 0.}
proc getFileCount*(self: EditorFileSystemDirectory): int64 {.gcsafe, locks: 0.}
proc getFile*(self: EditorFileSystemDirectory; idx: int64): string {.gcsafe, locks: 0.}
proc getFilePath*(self: EditorFileSystemDirectory; idx: int64): string {.gcsafe, locks: 0.}
proc getFileType*(self: EditorFileSystemDirectory; idx: int64): string {.gcsafe, locks: 0.}
proc getName*(self: EditorFileSystemDirectory): string {.gcsafe, locks: 0.}
proc getPath*(self: EditorFileSystemDirectory): string {.gcsafe, locks: 0.}
proc getParent*(self: EditorFileSystemDirectory): EditorFileSystemDirectory {.gcsafe, locks: 0.}
proc findFileIndex*(self: EditorFileSystemDirectory; name: string): int64 {.gcsafe, locks: 0.}
proc findDirIndex*(self: EditorFileSystemDirectory; name: string): int64 {.gcsafe, locks: 0.}
method getImporterName*(self: EditorImportPlugin): string {.gcsafe, locks: 0, base.}
method getVisibleName*(self: EditorImportPlugin): string {.gcsafe, locks: 0, base.}
method getPresetCount*(self: EditorImportPlugin): int64 {.gcsafe, locks: 0, base.}
method getPresetName*(self: EditorImportPlugin; preset: int64): string {.gcsafe, locks: 0, base.}
method getRecognizedExtensions*(self: EditorImportPlugin): Array {.gcsafe, locks: 0, base.}
method getImportOptions*(self: EditorImportPlugin; preset: int64): Array {.gcsafe, locks: 0, base.}
method getSaveExtension*(self: EditorImportPlugin): string {.gcsafe, locks: 0, base.}
method getResourceType*(self: EditorImportPlugin): string {.gcsafe, locks: 0, base.}
method getOptionVisibility*(self: EditorImportPlugin; option: string; options: Dictionary): bool {.gcsafe, locks: 0, base.}
method importt*(self: EditorImportPlugin; sourceFile: string; savePath: string; @@ -1312,6 +1348,10 @@ function main() { gcsafe, locks: 0, base.}
CONTAINER_TOOLBAR* = 0'i64
CONTAINER_SPATIAL_EDITOR_MENU* = 1'i64
CONTAINER_SPATIAL_EDITOR_SIDE* = 2'i64
CONTAINER_SPATIAL_EDITOR_BOTTOM* = 3'i64
CONTAINER_CANVAS_EDITOR_MENU* = 4'i64
CONTAINER_CANVAS_EDITOR_SIDE* = 5'i64
CONTAINER_PROPERTY_EDITOR_BOTTOM* = 7'i64
DOCK_SLOT_LEFT_UL* = 0'i64
DOCK_SLOT_LEFT_BL* = 1'i64
DOCK_SLOT_LEFT_UR* = 2'i64
DOCK_SLOT_LEFT_BR* = 3'i64
DOCK_SLOT_RIGHT_UL* = 4'i64
DOCK_SLOT_RIGHT_BL* = 5'i64
DOCK_SLOT_RIGHT_UR* = 6'i64
DOCK_SLOT_RIGHT_BR* = 7'i64
DOCK_SLOT_MAX* = 8'i64
proc addControlToBottomPanel*(self: EditorPlugin; control: Control; title: string): ToolButton {.gcsafe, locks: 0.}
proc addControlToDock*(self: EditorPlugin; slot: int64; control: Control) {.gcsafe, locks: 0.}
proc removeControlFromDocks*(self: EditorPlugin; control: Control) {.gcsafe, locks: 0.}
proc removeControlFromBottomPanel*(self: EditorPlugin; control: Control) {.gcsafe, locks: 0.}
proc addToolSubmenuItem*(self: EditorPlugin; name: string; submenu: PopupMenu) {.gcsafe, locks: 0.}
proc addCustomType*(self: EditorPlugin; typee: string; base: string; script: Script; icon: Texture) {.gcsafe, locks: 0.}
proc removeCustomType*(self: EditorPlugin; typee: string) {.gcsafe, locks: 0.}
proc getEditorViewport*(self: EditorPlugin): Control {.gcsafe, locks: 0.}
proc getResourcePreviewer*(self: EditorPlugin): EditorResourcePreview {.gcsafe, locks: 0.}
proc getResourceFilesystem*(self: EditorPlugin): EditorFileSystem {.gcsafe, locks: 0.}
proc inspectObject*(self: EditorPlugin; objectt: Object; forProperty: string = "") {.gcsafe, locks: 0.}
proc updateCanvas*(self: EditorPlugin) {.gcsafe, locks: 0.}
proc makeBottomPanelItemVisible*(self: EditorPlugin; item: Control) {.gcsafe, locks: 0.}
proc hideBottomPanel*(self: EditorPlugin) {.gcsafe, locks: 0.}
proc getBaseControl*(self: EditorPlugin): Control {.gcsafe, locks: 0.}
proc getUndoRedo*(self: EditorPlugin): UndoRedo {.gcsafe, locks: 0.}
proc getSelection*(self: EditorPlugin): EditorSelection {.gcsafe, locks: 0.}
proc getEditorSettings*(self: EditorPlugin): EditorSettings {.gcsafe, locks: 0.}
proc getScriptEditor*(self: EditorPlugin): ScriptEditor {.gcsafe, locks: 0.}
proc queueSaveLayout*(self: EditorPlugin) {.gcsafe, locks: 0.}
proc editResource*(self: EditorPlugin; resource: Resource) {.gcsafe, locks: 0.}
proc openSceneFromPath*(self: EditorPlugin; sceneFilepath: string) {.gcsafe, locks: 0.}
proc reloadSceneFromPath*(self: EditorPlugin; sceneFilepath: string) {.gcsafe, locks: 0.}
proc addImportPlugin*(self: EditorPlugin; importer: EditorImportPlugin) {.gcsafe, locks: 0.}
proc removeImportPlugin*(self: EditorPlugin; importer: EditorImportPlugin) {.gcsafe, locks: 0.}
proc setInputEventForwardingAlwaysEnabled*(self: EditorPlugin) {.gcsafe, locks: 0.}
proc getOpenScenes*(self: EditorPlugin): Array {.gcsafe, locks: 0.}
proc getEditedSceneRoot*(self: EditorPlugin): Node {.gcsafe, locks: 0.}
method forwardDrawOverCanvas*(self: EditorPlugin; canvasXform: Transform2D; canvas: Control) {.gcsafe, locks: 0, base.}
method forwardSpatialGuiInput*(self: EditorPlugin; camera: Camera; event: InputEvent): bool {.gcsafe, locks: 0, base.}
method createSpatialGizmo*(self: EditorPlugin; forSpatial: Spatial): EditorSpatialGizmo {.gcsafe, locks: 0, base.}
method getName*(self: EditorPlugin): string {.gcsafe, locks: 0, base.}
method hasMainScreen*(self: EditorPlugin): bool {.gcsafe, locks: 0, base.}
method makeVisible*(self: EditorPlugin; visible: bool) {.gcsafe, locks: 0, base.}
method edit*(self: EditorPlugin; objectt: Object) {.gcsafe, locks: 0, base.}
method handles*(self: EditorPlugin; objectt: Object): bool {.gcsafe, locks: 0, base.}
method getState*(self: EditorPlugin): Dictionary {.gcsafe, locks: 0, base.}
method setState*(self: EditorPlugin; state: Dictionary) {.gcsafe, locks: 0, base.}
method clear*(self: EditorPlugin) {.gcsafe, locks: 0, base.}
method saveExternalData*(self: EditorPlugin) {.gcsafe, locks: 0, base.}
method applyChanges*(self: EditorPlugin) {.gcsafe, locks: 0, base.}
method getBreakpoints*(self: EditorPlugin): PoolStringArray {.gcsafe, locks: 0, base.}
method setWindowLayout*(self: EditorPlugin; layout: ConfigFile) {.gcsafe, locks: 0, base.}
method getWindowLayout*(self: EditorPlugin; layout: ConfigFile) {.gcsafe, locks: 0, base.}
proc queueEditedResourcePreview*(self: EditorResourcePreview; resource: Resource; @@ -1273,6 +1277,10 @@ function main() { userdata: Variant) {.gcsafe, locks: 0.}
proc addPreviewGenerator*(self: EditorResourcePreview; @@ -1280,6 +1288,10 @@ function main() { locks: 0.}
proc removePreviewGenerator*(self: EditorResourcePreview; @@ -1287,12 +1299,20 @@ function main() { locks: 0.}
proc checkForInvalidation*(self: EditorResourcePreview; path: string) {.gcsafe, locks: 0.}
method generate*(self: EditorResourcePreviewGenerator; fromm: Resource): Texture {.gcsafe, locks: 0, base.}
method generateFromPath*(self: EditorResourcePreviewGenerator; path: string): Texture {.gcsafe, locks: 0, base.}
proc addRootNode*(self: EditorScript; node: Node) {.gcsafe, locks: 0.}
proc getScene*(self: EditorScript): Node {.gcsafe, locks: 0.}
method run*(self: EditorScript) {.gcsafe, locks: 0, base.}
proc clear*(self: EditorSelection) {.gcsafe, locks: 0.}
proc addNode*(self: EditorSelection; node: Node) {.gcsafe, locks: 0.}
proc removeNode*(self: EditorSelection; node: Node) {.gcsafe, locks: 0.}
proc getSelectedNodes*(self: EditorSelection): Array {.gcsafe, locks: 0.}
proc getTransformableSelectedNodes*(self: EditorSelection): Array {.gcsafe, locks: 0.}
method nodeRemoved*(self: EditorSelection; arg0: Object) {.gcsafe, locks: 0, base.}
proc erase*(self: EditorSettings; property: string) {.gcsafe, locks: 0.}
proc getSettingsPath*(self: EditorSettings): string {.gcsafe, locks: 0.}
proc getProjectSettingsPath*(self: EditorSettings): string {.gcsafe, locks: 0.}
proc addPropertyInfo*(self: EditorSettings; info: Dictionary) {.gcsafe, locks: 0.}
proc setFavoriteDirs*(self: EditorSettings; dirs: PoolStringArray) {.gcsafe, locks: 0.}
proc getFavoriteDirs*(self: EditorSettings): PoolStringArray {.gcsafe, locks: 0.}
proc setRecentDirs*(self: EditorSettings; dirs: PoolStringArray) {.gcsafe, locks: 0.}
proc getRecentDirs*(self: EditorSettings): PoolStringArray {.gcsafe, locks: 0.}
proc addMesh*(self: EditorSpatialGizmo; mesh: Mesh; billboard: bool = false; skeleton: RID = initRID()) {.gcsafe, locks: 0.}
proc addCollisionSegments*(self: EditorSpatialGizmo; segments: PoolVector3Array) {.gcsafe, locks: 0.}
proc addCollisionTriangles*(self: EditorSpatialGizmo; triangles: TriangleMesh) {.gcsafe, locks: 0.}
proc addUnscaledBillboard*(self: EditorSpatialGizmo; material: Material; defaultScale: float64 = 1.0) {.gcsafe, locks: 0.}
proc addHandles*(self: EditorSpatialGizmo; handles: PoolVector3Array; billboard: bool = false; secondary: bool = false) {.gcsafe, locks: 0.}
proc setSpatialNode*(self: EditorSpatialGizmo; node: Spatial) {.gcsafe, locks: 0.}
proc clear*(self: EditorSpatialGizmo) {.gcsafe, locks: 0.}
method redraw*(self: EditorSpatialGizmo) {.gcsafe, locks: 0, base.}
method getHandleName*(self: EditorSpatialGizmo; index: int64): string {.gcsafe, locks: 0, base.}
method getHandleValue*(self: EditorSpatialGizmo; index: int64): Variant {.gcsafe, locks: 0, base.}
method setHandle*(self: EditorSpatialGizmo; index: int64; camera: Camera; point: Vector2) {.gcsafe, locks: 0, base.}
method commitHandle*(self: EditorSpatialGizmo; index: int64; restore: Variant; cancel: bool) {.gcsafe, locks: 0, base.}
proc setIterationsPerSecond*(iterationsPerSecond: int64) {.gcsafe, locks: 0.}
proc getIterationsPerSecond*(): int64 {.gcsafe, locks: 0.}
proc setTargetFps*(targetFps: int64) {.gcsafe, locks: 0.}
proc getTargetFps*(): float64 {.gcsafe, locks: 0.}
proc setTimeScale*(timeScale: float64) {.gcsafe, locks: 0.}
proc getTimeScale*(): float64 {.gcsafe, locks: 0.}
proc getCustomLevel*(): string {.gcsafe, locks: 0.}
proc getFramesDrawn*(): int64 {.gcsafe, locks: 0.}
proc getFramesPerSecond*(): float64 {.gcsafe, locks: 0.}
proc getMainLoop*(): MainLoop {.gcsafe, locks: 0.}
proc getVersionInfo*(): Dictionary {.gcsafe, locks: 0.}
proc isInFixedFrame*(): bool {.gcsafe, locks: 0.}
BG_KEEP* = 4'i64
BG_CLEAR_COLOR* = 0'i64
BG_COLOR* = 1'i64
BG_SKY* = 2'i64
BG_CANVAS* = 3'i64
BG_MAX* = 5'i64
GLOW_BLEND_MODE_ADDITIVE* = 0'i64
GLOW_BLEND_MODE_SCREEN* = 1'i64
GLOW_BLEND_MODE_SOFTLIGHT* = 2'i64
GLOW_BLEND_MODE_REPLACE* = 3'i64
TONE_MAPPER_LINEAR* = 0'i64
TONE_MAPPER_REINHARDT* = 1'i64
TONE_MAPPER_FILMIC* = 2'i64
TONE_MAPPER_ACES* = 3'i64
DOF_BLUR_QUALITY_LOW* = 0'i64
DOF_BLUR_QUALITY_MEDIUM* = 1'i64
DOF_BLUR_QUALITY_HIGH* = 2'i64
proc backgroundMode*(self: Environment): int64 {.gcsafe, locks: 0.}
proc `backgroundMode =`*(self: Environment; val: int64) {.gcsafe, locks: 0.}
proc backgroundSky*(self: Environment): Sky {.gcsafe, locks: 0.}
proc `backgroundSky =`*(self: Environment; val: Sky) {.gcsafe, locks: 0.}
proc backgroundSkyScale*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `backgroundSkyScale =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc backgroundColor*(self: Environment): Color {.gcsafe, locks: 0.}
proc `backgroundColor =`*(self: Environment; val: Color) {.gcsafe, locks: 0.}
proc backgroundEnergy*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `backgroundEnergy =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc backgroundCanvasMaxLayer*(self: Environment): int64 {.gcsafe, locks: 0.}
proc `backgroundCanvasMaxLayer =`*(self: Environment; val: int64) {.gcsafe, locks: 0.}
proc ambientLightColor*(self: Environment): Color {.gcsafe, locks: 0.}
proc `ambientLightColor =`*(self: Environment; val: Color) {.gcsafe, locks: 0.}
proc ambientLightEnergy*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ambientLightEnergy =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ambientLightSkyContribution*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ambientLightSkyContribution =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc fogEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `fogEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc fogColor*(self: Environment): Color {.gcsafe, locks: 0.}
proc `fogColor =`*(self: Environment; val: Color) {.gcsafe, locks: 0.}
proc fogSunColor*(self: Environment): Color {.gcsafe, locks: 0.}
proc `fogSunColor =`*(self: Environment; val: Color) {.gcsafe, locks: 0.}
proc fogSunAmount*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `fogSunAmount =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc fogDepthEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `fogDepthEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc fogDepthBegin*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `fogDepthBegin =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc fogDepthCurve*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `fogDepthCurve =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc fogTransmitEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `fogTransmitEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc fogTransmitCurve*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `fogTransmitCurve =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc fogHeightEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `fogHeightEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc fogHeightMin*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `fogHeightMin =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc fogHeightMax*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `fogHeightMax =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc fogHeightCurve*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `fogHeightCurve =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc tonemapMode*(self: Environment): int64 {.gcsafe, locks: 0.}
proc `tonemapMode =`*(self: Environment; val: int64) {.gcsafe, locks: 0.}
proc tonemapExposure*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `tonemapExposure =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc tonemapWhite*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `tonemapWhite =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc autoExposureEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `autoExposureEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc autoExposureScale*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `autoExposureScale =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc autoExposureMinLuma*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `autoExposureMinLuma =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc autoExposureMaxLuma*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `autoExposureMaxLuma =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc autoExposureSpeed*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `autoExposureSpeed =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ssReflectionsEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `ssReflectionsEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc ssReflectionsMaxSteps*(self: Environment): int64 {.gcsafe, locks: 0.}
proc `ssReflectionsMaxSteps =`*(self: Environment; val: int64) {.gcsafe, locks: 0.}
proc ssReflectionsFadeIn*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ssReflectionsFadeIn =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ssReflectionsFadeOut*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ssReflectionsFadeOut =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ssReflectionsDepthTolerance*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ssReflectionsDepthTolerance =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ssReflectionsRoughness*(self: Environment): bool {.gcsafe, locks: 0.}
proc `ssReflectionsRoughness =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc ssaoEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `ssaoEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc ssaoRadius*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ssaoRadius =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ssaoIntensity*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ssaoIntensity =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ssaoRadius2*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ssaoRadius2 =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ssaoIntensity2*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ssaoIntensity2 =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ssaoBias*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ssaoBias =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ssaoLightAffect*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `ssaoLightAffect =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc ssaoColor*(self: Environment): Color {.gcsafe, locks: 0.}
proc `ssaoColor =`*(self: Environment; val: Color) {.gcsafe, locks: 0.}
proc ssaoBlur*(self: Environment): bool {.gcsafe, locks: 0.}
proc `ssaoBlur =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc dofBlurFarEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `dofBlurFarEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc dofBlurFarDistance*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `dofBlurFarDistance =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc dofBlurFarTransition*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `dofBlurFarTransition =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc dofBlurFarAmount*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `dofBlurFarAmount =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc dofBlurFarQuality*(self: Environment): int64 {.gcsafe, locks: 0.}
proc `dofBlurFarQuality =`*(self: Environment; val: int64) {.gcsafe, locks: 0.}
proc dofBlurNearEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `dofBlurNearEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc dofBlurNearDistance*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `dofBlurNearDistance =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc dofBlurNearTransition*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `dofBlurNearTransition =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc dofBlurNearAmount*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `dofBlurNearAmount =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc dofBlurNearQuality*(self: Environment): int64 {.gcsafe, locks: 0.}
proc `dofBlurNearQuality =`*(self: Environment; val: int64) {.gcsafe, locks: 0.}
proc glowEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `glowEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc glowLevels1*(self: Environment): bool {.gcsafe, locks: 0.}
proc `glowLevels1 =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc glowLevels2*(self: Environment): bool {.gcsafe, locks: 0.}
proc `glowLevels2 =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc glowLevels3*(self: Environment): bool {.gcsafe, locks: 0.}
proc `glowLevels3 =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc glowLevels4*(self: Environment): bool {.gcsafe, locks: 0.}
proc `glowLevels4 =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc glowLevels5*(self: Environment): bool {.gcsafe, locks: 0.}
proc `glowLevels5 =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc glowLevels6*(self: Environment): bool {.gcsafe, locks: 0.}
proc `glowLevels6 =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc glowLevels7*(self: Environment): bool {.gcsafe, locks: 0.}
proc `glowLevels7 =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc glowIntensity*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `glowIntensity =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc glowStrength*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `glowStrength =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc glowBloom*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `glowBloom =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc glowBlendMode*(self: Environment): int64 {.gcsafe, locks: 0.}
proc `glowBlendMode =`*(self: Environment; val: int64) {.gcsafe, locks: 0.}
proc glowHdrThreshold*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `glowHdrThreshold =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc glowHdrScale*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `glowHdrScale =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc glowBicubicUpscale*(self: Environment): bool {.gcsafe, locks: 0.}
proc `glowBicubicUpscale =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc adjustmentEnabled*(self: Environment): bool {.gcsafe, locks: 0.}
proc `adjustmentEnabled =`*(self: Environment; val: bool) {.gcsafe, locks: 0.}
proc adjustmentBrightness*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `adjustmentBrightness =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc adjustmentContrast*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `adjustmentContrast =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc adjustmentSaturation*(self: Environment): float64 {.gcsafe, locks: 0.}
proc `adjustmentSaturation =`*(self: Environment; val: float64) {.gcsafe, locks: 0.}
proc adjustmentColorCorrection*(self: Environment): Texture {.gcsafe, locks: 0.}
proc `adjustmentColorCorrection =`*(self: Environment; val: Texture) {.gcsafe, locks: 0.}
READ* = 1'i64
WRITE* = 2'i64
READ_WRITE* = 3'i64
WRITE_READ* = 7'i64
COMPRESSION_FASTLZ* = 0'i64
COMPRESSION_DEFLATE* = 1'i64
COMPRESSION_ZSTD* = 2'i64
COMPRESSION_GZIP* = 3'i64
proc openEncryptedWithPass*(self: godottypes.File; path: string; modeFlags: int64; pass: string): int64 {.gcsafe, locks: 0.}
proc openCompressed*(self: godottypes.File; path: string; modeFlags: int64; compressionMode: int64 = 0'i64): int64 {.gcsafe, locks: 0.}
proc open*(self: godottypes.File; path: string; flags: int64): int64 {.gcsafe, locks: 0.}
proc close*(self: godottypes.File) {.gcsafe, locks: 0.}
proc isOpen*(self: godottypes.File): bool {.gcsafe, locks: 0.}
proc seek*(self: godottypes.File; pos: int64) {.gcsafe, locks: 0.}
proc seekEnd*(self: godottypes.File; pos: int64 = 0'i64) {.gcsafe, locks: 0.}
proc getPos*(self: godottypes.File): int64 {.gcsafe, locks: 0.}
proc getLen*(self: godottypes.File): int64 {.gcsafe, locks: 0.}
proc eofReached*(self: godottypes.File): bool {.gcsafe, locks: 0.}
proc get8*(self: godottypes.File): int64 {.gcsafe, locks: 0.}
proc get16*(self: godottypes.File): int64 {.gcsafe, locks: 0.}
proc get32*(self: godottypes.File): int64 {.gcsafe, locks: 0.}
proc get64*(self: godottypes.File): int64 {.gcsafe, locks: 0.}
proc getFloat*(self: godottypes.File): float64 {.gcsafe, locks: 0.}
proc getDouble*(self: godottypes.File): float64 {.gcsafe, locks: 0.}
proc getReal*(self: godottypes.File): float64 {.gcsafe, locks: 0.}
proc getBuffer*(self: godottypes.File; len: int64): PoolByteArray {.gcsafe, locks: 0.}
proc getLine*(self: godottypes.File): string {.gcsafe, locks: 0.}
proc getAsText*(self: godottypes.File): string {.gcsafe, locks: 0.}
proc getMd5*(self: godottypes.File; path: string): string {.gcsafe, locks: 0.}
proc getSha256*(self: godottypes.File; path: string): string {.gcsafe, locks: 0.}
proc getEndianSwap*(self: godottypes.File): bool {.gcsafe, locks: 0.}
proc setEndianSwap*(self: godottypes.File; enable: bool) {.gcsafe, locks: 0.}
proc getError*(self: godottypes.File): Error {.gcsafe, locks: 0.}
proc getVar*(self: godottypes.File) {.gcsafe, locks: 0.}
proc getCsvLine*(self: godottypes.File; delim: string = ","): PoolStringArray {.gcsafe, locks: 0.}
proc store8*(self: godottypes.File; value: int64) {.gcsafe, locks: 0.}
proc store16*(self: godottypes.File; value: int64) {.gcsafe, locks: 0.}
proc store32*(self: godottypes.File; value: int64) {.gcsafe, locks: 0.}
proc store64*(self: godottypes.File; value: int64) {.gcsafe, locks: 0.}
proc storeFloat*(self: godottypes.File; value: float64) {.gcsafe, locks: 0.}
proc storeDouble*(self: godottypes.File; value: float64) {.gcsafe, locks: 0.}
proc storeReal*(self: godottypes.File; value: float64) {.gcsafe, locks: 0.}
proc storeBuffer*(self: godottypes.File; buffer: PoolByteArray) {.gcsafe, locks: 0.}
proc storeLine*(self: godottypes.File; line: string) {.gcsafe, locks: 0.}
proc storeString*(self: godottypes.File; string: string) {.gcsafe, locks: 0.}
proc storeVar*(self: godottypes.File; value: Variant) {.gcsafe, locks: 0.}
proc storePascalString*(self: godottypes.File; string: string) {.gcsafe, locks: 0.}
proc getPascalString*(self: godottypes.File): string {.gcsafe, locks: 0.}
proc fileExists*(self: godottypes.File; path: string): bool {.gcsafe, locks: 0.}
proc getModifiedTime*(self: godottypes.File; file: string): int64 {.gcsafe, locks: 0.}
MODE_OPEN_FILE* = 0'i64
MODE_OPEN_FILES* = 1'i64
MODE_OPEN_DIR* = 2'i64
MODE_OPEN_ANY* = 3'i64
MODE_SAVE_FILE* = 4'i64
ACCESS_RESOURCES* = 0'i64
ACCESS_USERDATA* = 1'i64
ACCESS_FILESYSTEM* = 2'i64
proc mode*(self: FileDialog): int64 {.gcsafe, locks: 0.}
proc `mode =`*(self: FileDialog; val: int64) {.gcsafe, locks: 0.}
proc access*(self: FileDialog): int64 {.gcsafe, locks: 0.}
proc `access =`*(self: FileDialog; val: int64) {.gcsafe, locks: 0.}
proc filters*(self: FileDialog): PoolStringArray {.gcsafe, locks: 0.}
proc `filters =`*(self: FileDialog; val: PoolStringArray) {.gcsafe, locks: 0.}
proc showHiddenFiles*(self: FileDialog): bool {.gcsafe, locks: 0.}
proc `showHiddenFiles =`*(self: FileDialog; val: bool) {.gcsafe, locks: 0.}
proc clearFilters*(self: FileDialog) {.gcsafe, locks: 0.}
proc addFilter*(self: FileDialog; filter: string) {.gcsafe, locks: 0.}
proc getCurrentDir*(self: FileDialog): string {.gcsafe, locks: 0.}
proc getCurrentFile*(self: FileDialog): string {.gcsafe, locks: 0.}
proc getCurrentPath*(self: FileDialog): string {.gcsafe, locks: 0.}
proc setCurrentDir*(self: FileDialog; dir: string) {.gcsafe, locks: 0.}
proc setCurrentFile*(self: FileDialog; file: string) {.gcsafe, locks: 0.}
proc setCurrentPath*(self: FileDialog; path: string) {.gcsafe, locks: 0.}
proc getVbox*(self: FileDialog): VBoxContainer {.gcsafe, locks: 0.}
proc invalidate*(self: FileDialog) {.gcsafe, locks: 0.}
method unhandledInput*(self: FileDialog; event: InputEvent) {.gcsafe, locks: 0.}
method treeSelected*(self: FileDialog) {.gcsafe, locks: 0, base.}
method treeDbSelected*(self: FileDialog) {.gcsafe, locks: 0, base.}
method dirEntered*(self: FileDialog; arg0: string) {.gcsafe, locks: 0, base.}
method fileEntered*(self: FileDialog; arg0: string) {.gcsafe, locks: 0, base.}
method actionPressed*(self: FileDialog) {.gcsafe, locks: 0, base.}
method cancelPressed*(self: FileDialog) {.gcsafe, locks: 0, base.}
method filterSelected*(self: FileDialog; arg0: int64) {.gcsafe, locks: 0, base.}
method saveConfirmPressed*(self: FileDialog) {.gcsafe, locks: 0, base.}
method selectDrive*(self: FileDialog; arg0: int64) {.gcsafe, locks: 0, base.}
method makeDir*(self: FileDialog) {.gcsafe, locks: 0, base.}
method makeDirConfirm*(self: FileDialog) {.gcsafe, locks: 0, base.}
method updateFileList*(self: FileDialog) {.gcsafe, locks: 0, base.}
method updateDir*(self: FileDialog) {.gcsafe, locks: 0, base.}
proc getAscent*(self: Font): float64 {.gcsafe, locks: 0.}
proc getDescent*(self: Font): float64 {.gcsafe, locks: 0.}
proc getHeight*(self: Font): float64 {.gcsafe, locks: 0.}
proc isDistanceFieldHint*(self: Font): bool {.gcsafe, locks: 0.}
proc getStringSize*(self: Font; string: string): Vector2 {.gcsafe, locks: 0.}
proc drawChar*(self: Font; canvasItem: RID; pos: Vector2; char: int64; @@ -1292,11 +1316,19 @@ function main() { gcsafe, locks: 0.}
proc updateChanges*(self: Font) {.gcsafe, locks: 0.}
proc setInstance*(self: FuncRef; instance: Object) {.gcsafe, locks: 0.}
proc setFunction*(self: FuncRef; name: string) {.gcsafe, locks: 0.}
proc isValid*(self: GDFunctionState; extendedCheck: bool = false): bool {.gcsafe, locks: 0.}
proc library*(self: GDNative): GDNativeLibrary {.gcsafe, locks: 0.}
proc `library =`*(self: GDNative; val: GDNativeLibrary) {.gcsafe, locks: 0.}
proc initialize*(self: GDNative): bool {.gcsafe, locks: 0.}
proc terminate*(self: GDNative): bool {.gcsafe, locks: 0.}
proc callNative*(self: GDNative; procedureName: string; arguments: Array; arg2: Array): Variant {.gcsafe, locks: 0.}
proc new*(self: GDNativeClass) {.gcsafe, locks: 0.}
proc getLibraryPath*(self: GDNativeLibrary; platform: string): string {.gcsafe, locks: 0.}
DAY_SUNDAY* = 0'i64
DAY_MONDAY* = 1'i64
DAY_TUESDAY* = 2'i64
DAY_WEDNESDAY* = 3'i64
DAY_THURSDAY* = 4'i64
DAY_FRIDAY* = 5'i64
DAY_SATURDAY* = 6'i64
MONTH_JANUARY* = 1'i64
MONTH_FEBRUARY* = 2'i64
MONTH_MARCH* = 3'i64
MONTH_APRIL* = 4'i64
MONTH_MAY* = 5'i64
MONTH_JUNE* = 6'i64
MONTH_JULY* = 7'i64
MONTH_AUGUST* = 8'i64
MONTH_SEPTEMBER* = 9'i64
MONTH_OCTOBER* = 10'i64
MONTH_NOVEMBER* = 11'i64
MONTH_DECEMBER* = 12'i64
SCREEN_ORIENTATION_LANDSCAPE* = 0'i64
SCREEN_ORIENTATION_PORTRAIT* = 1'i64
SCREEN_ORIENTATION_REVERSE_LANDSCAPE* = 2'i64
SCREEN_ORIENTATION_REVERSE_PORTRAIT* = 3'i64
SCREEN_ORIENTATION_SENSOR_LANDSCAPE* = 4'i64
SCREEN_ORIENTATION_SENSOR_PORTRAIT* = 5'i64
SCREEN_ORIENTATION_SENSOR* = 6'i64
SYSTEM_DIR_DESKTOP* = 0'i64
SYSTEM_DIR_DCIM* = 1'i64
SYSTEM_DIR_DOCUMENTS* = 2'i64
SYSTEM_DIR_DOWNLOADS* = 3'i64
SYSTEM_DIR_MOVIES* = 4'i64
SYSTEM_DIR_MUSIC* = 5'i64
SYSTEM_DIR_PICTURES* = 6'i64
SYSTEM_DIR_RINGTONES* = 7'i64
POWERSTATE_UNKNOWN* = 0'i64
POWERSTATE_ON_BATTERY* = 1'i64
POWERSTATE_NO_BATTERY* = 2'i64
POWERSTATE_CHARGING* = 3'i64
POWERSTATE_CHARGED* = 4'i64
proc setClipboard*(clipboard: string) {.gcsafe, locks: 0.}
proc getClipboard*(): string {.gcsafe, locks: 0.}
proc getScreenCount*(): int64 {.gcsafe, locks: 0.}
proc getCurrentScreen*(): int64 {.gcsafe, locks: 0.}
proc setCurrentScreen*(screen: int64) {.gcsafe, locks: 0.}
proc getScreenPosition*(screen: int64 = 0'i64): Vector2 {.gcsafe, locks: 0.}
proc getScreenSize*(screen: int64 = 0'i64): Vector2 {.gcsafe, locks: 0.}
proc getScreenDpi*(screen: int64 = 0'i64): int64 {.gcsafe, locks: 0.}
proc getWindowPosition*(): Vector2 {.gcsafe, locks: 0.}
proc setWindowPosition*(position: Vector2) {.gcsafe, locks: 0.}
proc getWindowSize*(): Vector2 {.gcsafe, locks: 0.}
proc setWindowSize*(size: Vector2) {.gcsafe, locks: 0.}
proc setWindowFullscreen*(enabled: bool) {.gcsafe, locks: 0.}
proc isWindowFullscreen*(): bool {.gcsafe, locks: 0.}
proc setWindowResizable*(enabled: bool) {.gcsafe, locks: 0.}
proc isWindowResizable*(): bool {.gcsafe, locks: 0.}
proc setWindowMinimized*(enabled: bool) {.gcsafe, locks: 0.}
proc isWindowMinimized*(): bool {.gcsafe, locks: 0.}
proc setWindowMaximized*(enabled: bool) {.gcsafe, locks: 0.}
proc isWindowMaximized*(): bool {.gcsafe, locks: 0.}
proc requestAttention*() {.gcsafe, locks: 0.}
proc setBorderlessWindow*(borderless: bool) {.gcsafe, locks: 0.}
proc getBorderlessWindow*(): bool {.gcsafe, locks: 0.}
proc setImePosition*(position: Vector2) {.gcsafe, locks: 0.}
proc setScreenOrientation*(orientation: int64) {.gcsafe, locks: 0.}
proc getScreenOrientation*(): int64 {.gcsafe, locks: 0.}
proc setKeepScreenOn*(enabled: bool) {.gcsafe, locks: 0.}
proc isKeepScreenOn*(): bool {.gcsafe, locks: 0.}
proc hasTouchscreenUiHint*(): bool {.gcsafe, locks: 0.}
proc setWindowTitle*(title: string) {.gcsafe, locks: 0.}
proc setLowProcessorUsageMode*(enable: bool) {.gcsafe, locks: 0.}
proc isInLowProcessorUsageMode*(): bool {.gcsafe, locks: 0.}
proc getProcessorCount*(): int64 {.gcsafe, locks: 0.}
proc getExecutablePath*(): string {.gcsafe, locks: 0.}
proc execute*(path: string; arguments: PoolStringArray; blocking: bool; output: Array): int64 {.gcsafe, locks: 0.}
proc kill*(pid: int64): int64 {.gcsafe, locks: 0.}
proc shellOpen*(uri: string): int64 {.gcsafe, locks: 0.}
proc getProcessID*(): int64 {.gcsafe, locks: 0.}
proc getEnvironment*(environment: string): string {.gcsafe, locks: 0.}
proc hasEnvironment*(environment: string): bool {.gcsafe, locks: 0.}
proc getName*(): string {.gcsafe, locks: 0.}
proc getCmdlineArgs*(): PoolStringArray {.gcsafe, locks: 0.}
proc getDatetime*(utc: bool = false): Dictionary {.gcsafe, locks: 0.}
proc getDate*(utc: bool = false): Dictionary {.gcsafe, locks: 0.}
proc getTime*(utc: bool = false): Dictionary {.gcsafe, locks: 0.}
proc getTimeZoneInfo*(): Dictionary {.gcsafe, locks: 0.}
proc getUnixTime*(): int64 {.gcsafe, locks: 0.}
proc getDatetimeFromUnixTime*(unixTimeVal: int64): Dictionary {.gcsafe, locks: 0.}
proc getUnixTimeFromDatetime*(datetime: Dictionary): int64 {.gcsafe, locks: 0.}
proc getSystemTimeSecs*(): int64 {.gcsafe, locks: 0.}
proc setIcon*(icon: Image) {.gcsafe, locks: 0.}
proc getExitCode*(): int64 {.gcsafe, locks: 0.}
proc setExitCode*(code: int64) {.gcsafe, locks: 0.}
proc delayUsec*(usec: int64) {.gcsafe, locks: 0.}
proc delayMsec*(msec: int64) {.gcsafe, locks: 0.}
proc getTicksMsec*(): int64 {.gcsafe, locks: 0.}
proc getSplashTickMsec*(): int64 {.gcsafe, locks: 0.}
proc getLocale*(): string {.gcsafe, locks: 0.}
proc getLatinKeyboardVariant*(): string {.gcsafe, locks: 0.}
proc getModelName*(): string {.gcsafe, locks: 0.}
proc canDraw*(): bool {.gcsafe, locks: 0.}
proc isStdoutVerbose*(): bool {.gcsafe, locks: 0.}
proc canUseThreads*(): bool {.gcsafe, locks: 0.}
proc isDebugBuild*(): bool {.gcsafe, locks: 0.}
proc dumpMemoryToFile*(file: string) {.gcsafe, locks: 0.}
proc dumpResourcesToFile*(file: string) {.gcsafe, locks: 0.}
proc hasVirtualKeyboard*(): bool {.gcsafe, locks: 0.}
proc showVirtualKeyboard*(existingText: string = "") {.gcsafe, locks: 0.}
proc hideVirtualKeyboard*() {.gcsafe, locks: 0.}
proc printResourcesInUse*(short: bool = false) {.gcsafe, locks: 0.}
proc printAllResources*(tofile: string = "") {.gcsafe, locks: 0.}
proc getStaticMemoryUsage*(): int64 {.gcsafe, locks: 0.}
proc getStaticMemoryPeakUsage*(): int64 {.gcsafe, locks: 0.}
proc getDynamicMemoryUsage*(): int64 {.gcsafe, locks: 0.}
proc getDataDir*(): string {.gcsafe, locks: 0.}
proc getSystemDir*(dir: int64): string {.gcsafe, locks: 0.}
proc getUniqueID*(): string {.gcsafe, locks: 0.}
proc isOkLeftAndCancelRight*(): bool {.gcsafe, locks: 0.}
proc printAllTexturesBySize*() {.gcsafe, locks: 0.}
proc printResourcesByType*(types: PoolStringArray) {.gcsafe, locks: 0.}
proc nativeVideoPlay*(path: string; volume: float64; audioTrack: string; subtitleTrack: string): int64 {.gcsafe, locks: 0.}
proc nativeVideoIsPlaying*(): bool {.gcsafe, locks: 0.}
proc nativeVideoStop*() {.gcsafe, locks: 0.}
proc nativeVideoPause*() {.gcsafe, locks: 0.}
proc nativeVideoUnpause*() {.gcsafe, locks: 0.}
proc getScancodeString*(code: int64): string {.gcsafe, locks: 0.}
proc isScancodeUnicode*(code: int64): bool {.gcsafe, locks: 0.}
proc findScancodeFromString*(string: string): int64 {.gcsafe, locks: 0.}
proc setUseFileAccessSaveAndSwap*(enabled: bool) {.gcsafe, locks: 0.}
proc alert*(text: string; title: string = "Alert!") {.gcsafe, locks: 0.}
proc setThreadName*(name: string): int64 {.gcsafe, locks: 0.}
proc setUseVsync*(enable: bool) {.gcsafe, locks: 0.}
proc isVsyncEnabled*(): bool {.gcsafe, locks: 0.}
proc getPowerState*(): int64 {.gcsafe, locks: 0.}
proc getPowerSecondsLeft*(): int64 {.gcsafe, locks: 0.}
proc getPowerPercentLeft*(): int64 {.gcsafe, locks: 0.}
proc new*(self: GDScript; variantArgs: varargs[Variant]): Object {.gcsafe, locks: 0.}
proc getAsByteCode*(self: GDScript): PoolByteArray {.gcsafe, locks: 0.}
PARAM_LINEAR_LOWER_LIMIT* = 0'i64
PARAM_LINEAR_UPPER_LIMIT* = 1'i64
PARAM_LINEAR_LIMIT_SOFTNESS* = 2'i64
PARAM_LINEAR_RESTITUTION* = 3'i64
PARAM_LINEAR_DAMPING* = 4'i64
PARAM_ANGULAR_LOWER_LIMIT* = 5'i64
PARAM_ANGULAR_UPPER_LIMIT* = 6'i64
PARAM_ANGULAR_LIMIT_SOFTNESS* = 7'i64
PARAM_ANGULAR_DAMPING* = 8'i64
PARAM_ANGULAR_RESTITUTION* = 9'i64
PARAM_ANGULAR_FORCE_LIMIT* = 10'i64
PARAM_ANGULAR_ERP* = 11'i64
PARAM_ANGULAR_MOTOR_TARGET_VELOCITY* = 12'i64
PARAM_ANGULAR_MOTOR_FORCE_LIMIT* = 13'i64
PARAM_MAX* = 14'i64
FLAG_ENABLE_LINEAR_LIMIT* = 0'i64
FLAG_ENABLE_ANGULAR_LIMIT* = 1'i64
FLAG_ENABLE_MOTOR* = 2'i64
FLAG_MAX* = 3'i64
proc linearLimitXenabled*(self: Generic6DOFJoint): bool {.gcsafe, locks: 0.}
proc `linearLimitXenabled =`*(self: Generic6DOFJoint; val: bool) {.gcsafe, locks: 0.}
proc linearLimitXupperDistance*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitXupperDistance =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitXlowerDistance*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitXlowerDistance =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitXsoftness*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitXsoftness =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitXrestitution*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitXrestitution =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitXdamping*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitXdamping =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitXenabled*(self: Generic6DOFJoint): bool {.gcsafe, locks: 0.}
proc `angularLimitXenabled =`*(self: Generic6DOFJoint; val: bool) {.gcsafe, locks: 0.}
proc angularLimitXupperAngle*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitXupperAngle =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitXlowerAngle*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitXlowerAngle =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitXsoftness*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitXsoftness =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitXrestitution*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitXrestitution =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitXdamping*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitXdamping =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitXforceLimit*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitXforceLimit =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitXerp*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitXerp =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularMotorXenabled*(self: Generic6DOFJoint): bool {.gcsafe, locks: 0.}
proc `angularMotorXenabled =`*(self: Generic6DOFJoint; val: bool) {.gcsafe, locks: 0.}
proc angularMotorXtargetVelocity*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularMotorXtargetVelocity =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularMotorXforceLimit*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularMotorXforceLimit =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitYenabled*(self: Generic6DOFJoint): bool {.gcsafe, locks: 0.}
proc `linearLimitYenabled =`*(self: Generic6DOFJoint; val: bool) {.gcsafe, locks: 0.}
proc linearLimitYupperDistance*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitYupperDistance =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitYlowerDistance*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitYlowerDistance =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitYsoftness*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitYsoftness =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitYrestitution*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitYrestitution =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitYdamping*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitYdamping =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitYenabled*(self: Generic6DOFJoint): bool {.gcsafe, locks: 0.}
proc `angularLimitYenabled =`*(self: Generic6DOFJoint; val: bool) {.gcsafe, locks: 0.}
proc angularLimitYupperAngle*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitYupperAngle =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitYlowerAngle*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitYlowerAngle =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitYsoftness*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitYsoftness =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitYrestitution*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitYrestitution =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitYdamping*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitYdamping =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitYforceLimit*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitYforceLimit =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitYerp*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitYerp =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularMotorYenabled*(self: Generic6DOFJoint): bool {.gcsafe, locks: 0.}
proc `angularMotorYenabled =`*(self: Generic6DOFJoint; val: bool) {.gcsafe, locks: 0.}
proc angularMotorYtargetVelocity*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularMotorYtargetVelocity =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularMotorYforceLimit*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularMotorYforceLimit =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitZenabled*(self: Generic6DOFJoint): bool {.gcsafe, locks: 0.}
proc `linearLimitZenabled =`*(self: Generic6DOFJoint; val: bool) {.gcsafe, locks: 0.}
proc linearLimitZupperDistance*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitZupperDistance =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitZlowerDistance*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitZlowerDistance =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitZsoftness*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitZsoftness =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitZrestitution*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitZrestitution =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitZdamping*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitZdamping =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitZenabled*(self: Generic6DOFJoint): bool {.gcsafe, locks: 0.}
proc `angularLimitZenabled =`*(self: Generic6DOFJoint; val: bool) {.gcsafe, locks: 0.}
proc angularLimitZupperAngle*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitZupperAngle =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitZlowerAngle*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitZlowerAngle =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitZsoftness*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitZsoftness =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitZrestitution*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitZrestitution =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitZdamping*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitZdamping =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitZforceLimit*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitZforceLimit =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitZerp*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitZerp =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularMotorZenabled*(self: Generic6DOFJoint): bool {.gcsafe, locks: 0.}
proc `angularMotorZenabled =`*(self: Generic6DOFJoint; val: bool) {.gcsafe, locks: 0.}
proc angularMotorZtargetVelocity*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularMotorZtargetVelocity =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc angularMotorZforceLimit*(self: Generic6DOFJoint): float64 {.gcsafe, locks: 0.}
proc `angularMotorZforceLimit =`*(self: Generic6DOFJoint; val: float64) {.gcsafe, locks: 0.}
proc buildBoxPlanes*(extents: Vector3): Array {.gcsafe, locks: 0.}
proc buildCylinderPlanes*(radius: float64; height: float64; sides: int64; axis: int64 = 2'i64): Array {.gcsafe, locks: 0.}
proc buildCapsulePlanes*(radius: float64; height: float64; sides: int64; lats: int64; axis: int64 = 2'i64): Array {.gcsafe, locks: 0.}
proc segmentIntersectsCircle*(segmentFrom: Vector2; segmentTo: Vector2; @@ -1304,12 +1316,20 @@ function main() { gcsafe, locks: 0.}
proc segmentIntersectsSegment2d*(fromA: Vector2; toA: Vector2; fromB: Vector2; toB: Vector2) {.gcsafe, locks: 0.}
proc getClosestPointsBetweenSegments2d*(p1: Vector2; q1: Vector2; p2: Vector2; @@ -1317,6 +1337,10 @@ function main() { locks: 0.}
proc getClosestPointsBetweenSegments*(p1: Vector3; p2: Vector3; q1: Vector3; @@ -1324,81 +1348,137 @@ function main() { locks: 0.}
proc getClosestPointToSegment2d*(point: Vector2; s1: Vector2; s2: Vector2): Vector2 {.gcsafe, locks: 0.}
proc getClosestPointToSegment*(point: Vector3; s1: Vector3; s2: Vector3): Vector3 {.gcsafe, locks: 0.}
proc getClosestPointToSegmentUncapped2d*(point: Vector2; s1: Vector2; s2: Vector2): Vector2 {.gcsafe, locks: 0.}
proc getClosestPointToSegmentUncapped*(point: Vector3; s1: Vector3; s2: Vector3): Vector3 {.gcsafe, locks: 0.}
proc getUv84NormalBit*(normal: Vector3): int64 {.gcsafe, locks: 0.}
proc rayIntersectsTriangle*(fromm: Vector3; dir: Vector3; a: Vector3; b: Vector3; c: Vector3) {.gcsafe, locks: 0.}
proc segmentIntersectsTriangle*(fromm: Vector3; to: Vector3; a: Vector3; b: Vector3; c: Vector3) {.gcsafe, locks: 0.}
proc segmentIntersectsSphere*(fromm: Vector3; to: Vector3; spos: Vector3; sradius: float64): PoolVector3Array {.gcsafe, locks: 0.}
proc segmentIntersectsCylinder*(fromm: Vector3; to: Vector3; height: float64; radius: float64): PoolVector3Array {.gcsafe, locks: 0.}
proc segmentIntersectsConvex*(fromm: Vector3; to: Vector3; planes: Array): PoolVector3Array {.gcsafe, locks: 0.}
proc pointIsInsideTriangle*(point: Vector2; a: Vector2; b: Vector2; c: Vector2): bool {.gcsafe, locks: 0.}
proc triangulatePolygon*(polygon: PoolVector2Array): PoolIntArray {.gcsafe, locks: 0.}
proc makeAtlas*(sizes: PoolVector2Array): Dictionary {.gcsafe, locks: 0.}
FLAG_CAST_SHADOW* = 0'i64
FLAG_VISIBLE_IN_ALL_ROOMS* = 1'i64
FLAG_MAX* = 3'i64
SHADOW_CASTING_SETTING_OFF* = 0'i64
SHADOW_CASTING_SETTING_ON* = 1'i64
SHADOW_CASTING_SETTING_DOUBLE_SIDED* = 2'i64
SHADOW_CASTING_SETTING_SHADOWS_ONLY* = 3'i64
proc materialOverride*(self: GeometryInstance): Material {.gcsafe, locks: 0.}
proc `materialOverride =`*(self: GeometryInstance; val: Material) {.gcsafe, locks: 0.}
proc castShadow*(self: GeometryInstance): int64 {.gcsafe, locks: 0.}
proc `castShadow =`*(self: GeometryInstance; val: int64) {.gcsafe, locks: 0.}
proc extraCullMargin*(self: GeometryInstance): float64 {.gcsafe, locks: 0.}
proc `extraCullMargin =`*(self: GeometryInstance; val: float64) {.gcsafe, locks: 0.}
proc visibleInAllRooms*(self: GeometryInstance): bool {.gcsafe, locks: 0.}
proc `visibleInAllRooms =`*(self: GeometryInstance; val: bool) {.gcsafe, locks: 0.}
proc useInBakedLight*(self: GeometryInstance): bool {.gcsafe, locks: 0.}
proc `useInBakedLight =`*(self: GeometryInstance; val: bool) {.gcsafe, locks: 0.}
proc lodMinDistance*(self: GeometryInstance): int64 {.gcsafe, locks: 0.}
proc `lodMinDistance =`*(self: GeometryInstance; val: int64) {.gcsafe, locks: 0.}
proc lodMinHysteresis*(self: GeometryInstance): int64 {.gcsafe, locks: 0.}
proc `lodMinHysteresis =`*(self: GeometryInstance; val: int64) {.gcsafe, locks: 0.}
proc lodMaxDistance*(self: GeometryInstance): int64 {.gcsafe, locks: 0.}
proc `lodMaxDistance =`*(self: GeometryInstance; val: int64) {.gcsafe, locks: 0.}
proc lodMaxHysteresis*(self: GeometryInstance): int64 {.gcsafe, locks: 0.}
proc `lodMaxHysteresis =`*(self: GeometryInstance; val: int64) {.gcsafe, locks: 0.}
SUBDIV_64* = 0'i64
SUBDIV_128* = 1'i64
SUBDIV_256* = 2'i64
SUBDIV_MAX* = 4'i64
proc subdiv*(self: GIProbe): int64 {.gcsafe, locks: 0.}
proc `subdiv =`*(self: GIProbe; val: int64) {.gcsafe, locks: 0.}
proc extents*(self: GIProbe): Vector3 {.gcsafe, locks: 0.}
proc `extents =`*(self: GIProbe; val: Vector3) {.gcsafe, locks: 0.}
proc dynamicRange*(self: GIProbe): int64 {.gcsafe, locks: 0.}
proc `dynamicRange =`*(self: GIProbe; val: int64) {.gcsafe, locks: 0.}
proc energy*(self: GIProbe): float64 {.gcsafe, locks: 0.}
proc `energy =`*(self: GIProbe; val: float64) {.gcsafe, locks: 0.}
proc propagation*(self: GIProbe): float64 {.gcsafe, locks: 0.}
proc `propagation =`*(self: GIProbe; val: float64) {.gcsafe, locks: 0.}
proc bias*(self: GIProbe): float64 {.gcsafe, locks: 0.}
proc `bias =`*(self: GIProbe; val: float64) {.gcsafe, locks: 0.}
proc normalBias*(self: GIProbe): float64 {.gcsafe, locks: 0.}
proc `normalBias =`*(self: GIProbe; val: float64) {.gcsafe, locks: 0.}
proc interior*(self: GIProbe): bool {.gcsafe, locks: 0.}
proc `interior =`*(self: GIProbe; val: bool) {.gcsafe, locks: 0.}
proc compress*(self: GIProbe): bool {.gcsafe, locks: 0.}
proc `compress =`*(self: GIProbe; val: bool) {.gcsafe, locks: 0.}
proc data*(self: GIProbe): GIProbeData {.gcsafe, locks: 0.}
proc `data =`*(self: GIProbe; val: GIProbeData) {.gcsafe, locks: 0.}
proc bake*(self: GIProbe; fromNode: Node = nil; createVisualDebug: bool = false) {.gcsafe, locks: 0.}
proc debugBake*(self: GIProbe) {.gcsafe, locks: 0.}
proc bounds*(self: GIProbeData): Rect3 {.gcsafe, locks: 0.}
proc `bounds =`*(self: GIProbeData; val: Rect3) {.gcsafe, locks: 0.}
proc cellSize*(self: GIProbeData): float64 {.gcsafe, locks: 0.}
proc `cellSize =`*(self: GIProbeData; val: float64) {.gcsafe, locks: 0.}
proc toCellXform*(self: GIProbeData): Transform {.gcsafe, locks: 0.}
proc `toCellXform =`*(self: GIProbeData; val: Transform) {.gcsafe, locks: 0.}
proc dynamicData*(self: GIProbeData): PoolIntArray {.gcsafe, locks: 0.}
proc `dynamicData =`*(self: GIProbeData; val: PoolIntArray) {.gcsafe, locks: 0.}
proc dynamicRange*(self: GIProbeData): int64 {.gcsafe, locks: 0.}
proc `dynamicRange =`*(self: GIProbeData; val: int64) {.gcsafe, locks: 0.}
proc energy*(self: GIProbeData): float64 {.gcsafe, locks: 0.}
proc `energy =`*(self: GIProbeData; val: float64) {.gcsafe, locks: 0.}
proc bias*(self: GIProbeData): float64 {.gcsafe, locks: 0.}
proc `bias =`*(self: GIProbeData; val: float64) {.gcsafe, locks: 0.}
proc normalBias*(self: GIProbeData): float64 {.gcsafe, locks: 0.}
proc `normalBias =`*(self: GIProbeData; val: float64) {.gcsafe, locks: 0.}
proc propagation*(self: GIProbeData): float64 {.gcsafe, locks: 0.}
proc `propagation =`*(self: GIProbeData; val: float64) {.gcsafe, locks: 0.}
proc interior*(self: GIProbeData): bool {.gcsafe, locks: 0.}
proc `interior =`*(self: GIProbeData; val: bool) {.gcsafe, locks: 0.}
proc compress*(self: GIProbeData): bool {.gcsafe, locks: 0.}
proc `compress =`*(self: GIProbeData; val: bool) {.gcsafe, locks: 0.}
MARGIN_LEFT* = 0'i64
MARGIN_TOP* = 1'i64
MARGIN_RIGHT* = 2'i64
MARGIN_BOTTOM* = 3'i64
VERTICAL* = 1'i64
HORIZONTAL* = 0'i64
HALIGN_LEFT* = 0'i64
HALIGN_CENTER* = 1'i64
HALIGN_RIGHT* = 2'i64
VALIGN_TOP* = 0'i64
VALIGN_CENTER* = 1'i64
VALIGN_BOTTOM* = 2'i64
SPKEY* = 16777216'i64
KEY_ESCAPE* = 16777217'i64
KEY_TAB* = 16777218'i64
KEY_BACKTAB* = 16777219'i64
KEY_BACKSPACE* = 16777220'i64
KEY_RETURN* = 16777221'i64
KEY_ENTER* = 16777222'i64
KEY_INSERT* = 16777223'i64
KEY_DELETE* = 16777224'i64
KEY_PAUSE* = 16777225'i64
KEY_PRINT* = 16777226'i64
KEY_SYSREQ* = 16777227'i64
KEY_CLEAR* = 16777228'i64
KEY_HOME* = 16777229'i64
KEY_END* = 16777230'i64
KEY_LEFT* = 16777231'i64
KEY_UP* = 16777232'i64
KEY_RIGHT* = 16777233'i64
KEY_DOWN* = 16777234'i64
KEY_PAGEUP* = 16777235'i64
KEY_PAGEDOWN* = 16777236'i64
KEY_SHIFT* = 16777237'i64
KEY_CONTROL* = 16777238'i64
KEY_META* = 16777239'i64
KEY_ALT* = 16777240'i64
KEY_CAPSLOCK* = 16777241'i64
KEY_NUMLOCK* = 16777242'i64
KEY_SCROLLLOCK* = 16777243'i64
KEY_F1* = 16777244'i64
KEY_F2* = 16777245'i64
KEY_F3* = 16777246'i64
KEY_F4* = 16777247'i64
KEY_F5* = 16777248'i64
KEY_F6* = 16777249'i64
KEY_F7* = 16777250'i64
KEY_F8* = 16777251'i64
KEY_F9* = 16777252'i64
KEY_F10* = 16777253'i64
KEY_F11* = 16777254'i64
KEY_F12* = 16777255'i64
KEY_F13* = 16777256'i64
KEY_F14* = 16777257'i64
KEY_F15* = 16777258'i64
KEY_F16* = 16777259'i64
KEY_KP_MULTIPLY* = 16777345'i64
KEY_KP_DIVIDE* = 16777346'i64
KEY_KP_SUBTRACT* = 16777347'i64
KEY_KP_PERIOD* = 16777348'i64
KEY_KP_ADD* = 16777349'i64
KEY_KP_0* = 16777350'i64
KEY_KP_1* = 16777351'i64
KEY_KP_2* = 16777352'i64
KEY_KP_3* = 16777353'i64
KEY_KP_4* = 16777354'i64
KEY_KP_5* = 16777355'i64
KEY_KP_6* = 16777356'i64
KEY_KP_7* = 16777357'i64
KEY_KP_8* = 16777358'i64
KEY_KP_9* = 16777359'i64
KEY_SUPER_L* = 16777260'i64
KEY_SUPER_R* = 16777261'i64
KEY_MENU* = 16777262'i64
KEY_HYPER_L* = 16777263'i64
KEY_HYPER_R* = 16777264'i64
KEY_HELP* = 16777265'i64
KEY_DIRECTION_L* = 16777266'i64
KEY_DIRECTION_R* = 16777267'i64
KEY_BACK* = 16777280'i64
KEY_FORWARD* = 16777281'i64
KEY_STOP* = 16777282'i64
KEY_REFRESH* = 16777283'i64
KEY_VOLUMEDOWN* = 16777284'i64
KEY_VOLUMEMUTE* = 16777285'i64
KEY_VOLUMEUP* = 16777286'i64
KEY_BASSBOOST* = 16777287'i64
KEY_BASSUP* = 16777288'i64
KEY_BASSDOWN* = 16777289'i64
KEY_TREBLEUP* = 16777290'i64
KEY_TREBLEDOWN* = 16777291'i64
KEY_MEDIAPLAY* = 16777292'i64
KEY_MEDIASTOP* = 16777293'i64
KEY_MEDIAPREVIOUS* = 16777294'i64
KEY_MEDIANEXT* = 16777295'i64
KEY_MEDIARECORD* = 16777296'i64
KEY_HOMEPAGE* = 16777297'i64
KEY_FAVORITES* = 16777298'i64
KEY_SEARCH* = 16777299'i64
KEY_STANDBY* = 16777300'i64
KEY_OPENURL* = 16777301'i64
KEY_LAUNCHMAIL* = 16777302'i64
KEY_LAUNCHMEDIA* = 16777303'i64
KEY_LAUNCH0* = 16777304'i64
KEY_LAUNCH1* = 16777305'i64
KEY_LAUNCH2* = 16777306'i64
KEY_LAUNCH3* = 16777307'i64
KEY_LAUNCH4* = 16777308'i64
KEY_LAUNCH5* = 16777309'i64
KEY_LAUNCH6* = 16777310'i64
KEY_LAUNCH7* = 16777311'i64
KEY_LAUNCH8* = 16777312'i64
KEY_LAUNCH9* = 16777313'i64
KEY_LAUNCHA* = 16777314'i64
KEY_LAUNCHB* = 16777315'i64
KEY_LAUNCHC* = 16777316'i64
KEY_LAUNCHD* = 16777317'i64
KEY_LAUNCHE* = 16777318'i64
KEY_LAUNCHF* = 16777319'i64
KEY_UNKNOWN* = 33554431'i64
KEY_SPACE* = 32'i64
KEY_EXCLAM* = 33'i64
KEY_QUOTEDBL* = 34'i64
KEY_NUMBERSIGN* = 35'i64
KEY_DOLLAR* = 36'i64
KEY_PERCENT* = 37'i64
KEY_AMPERSAND* = 38'i64
KEY_APOSTROPHE* = 39'i64
KEY_PARENLEFT* = 40'i64
KEY_PARENRIGHT* = 41'i64
KEY_ASTERISK* = 42'i64
KEY_PLUS* = 43'i64
KEY_COMMA* = 44'i64
KEY_MINUS* = 45'i64
KEY_PERIOD* = 46'i64
KEY_SLASH* = 47'i64
KEY_0* = 48'i64
KEY_1* = 49'i64
KEY_2* = 50'i64
KEY_3* = 51'i64
KEY_4* = 52'i64
KEY_5* = 53'i64
KEY_6* = 54'i64
KEY_7* = 55'i64
KEY_8* = 56'i64
KEY_9* = 57'i64
KEY_COLON* = 58'i64
KEY_SEMICOLON* = 59'i64
KEY_LESS* = 60'i64
KEY_EQUAL* = 61'i64
KEY_GREATER* = 62'i64
KEY_QUESTION* = 63'i64
KEY_AT* = 64'i64
KEY_A* = 65'i64
KEY_B* = 66'i64
KEY_C* = 67'i64
KEY_D* = 68'i64
KEY_E* = 69'i64
KEY_F* = 70'i64
KEY_G* = 71'i64
KEY_H* = 72'i64
KEY_I* = 73'i64
KEY_J* = 74'i64
KEY_K* = 75'i64
KEY_L* = 76'i64
KEY_M* = 77'i64
KEY_N* = 78'i64
KEY_O* = 79'i64
KEY_P* = 80'i64
KEY_Q* = 81'i64
KEY_R* = 82'i64
KEY_S* = 83'i64
KEY_T* = 84'i64
KEY_U* = 85'i64
KEY_V* = 86'i64
KEY_W* = 87'i64
KEY_X* = 88'i64
KEY_Y* = 89'i64
KEY_Z* = 90'i64
KEY_BRACKETLEFT* = 91'i64
KEY_BACKSLASH* = 92'i64
KEY_BRACKETRIGHT* = 93'i64
KEY_ASCIICIRCUM* = 94'i64
KEY_UNDERSCORE* = 95'i64
KEY_QUOTELEFT* = 96'i64
KEY_BRACELEFT* = 123'i64
KEY_BAR* = 124'i64
KEY_BRACERIGHT* = 125'i64
KEY_ASCIITILDE* = 126'i64
KEY_NOBREAKSPACE* = 160'i64
KEY_EXCLAMDOWN* = 161'i64
KEY_CENT* = 162'i64
KEY_STERLING* = 163'i64
KEY_CURRENCY* = 164'i64
KEY_YEN* = 165'i64
KEY_BROKENBAR* = 166'i64
KEY_SECTION* = 167'i64
KEY_DIAERESIS* = 168'i64
KEY_COPYRIGHT* = 169'i64
KEY_ORDFEMININE* = 170'i64
KEY_GUILLEMOTLEFT* = 171'i64
KEY_NOTSIGN* = 172'i64
KEY_HYPHEN* = 173'i64
KEY_REGISTERED* = 174'i64
KEY_MACRON* = 175'i64
KEY_DEGREE* = 176'i64
KEY_PLUSMINUS* = 177'i64
KEY_TWOSUPERIOR* = 178'i64
KEY_THREESUPERIOR* = 179'i64
KEY_ACUTE* = 180'i64
KEY_MU* = 181'i64
KEY_PARAGRAPH* = 182'i64
KEY_PERIODCENTERED* = 183'i64
KEY_CEDILLA* = 184'i64
KEY_ONESUPERIOR* = 185'i64
KEY_MASCULINE* = 186'i64
KEY_GUILLEMOTRIGHT* = 187'i64
KEY_ONEQUARTER* = 188'i64
KEY_ONEHALF* = 189'i64
KEY_THREEQUARTERS* = 190'i64
KEY_QUESTIONDOWN* = 191'i64
KEY_AGRAVE* = 192'i64
KEY_AACUTE* = 193'i64
KEY_ACIRCUMFLEX* = 194'i64
KEY_ATILDE* = 195'i64
KEY_ADIAERESIS* = 196'i64
KEY_ARING* = 197'i64
KEY_AE* = 198'i64
KEY_CCEDILLA* = 199'i64
KEY_EGRAVE* = 200'i64
KEY_EACUTE* = 201'i64
KEY_ECIRCUMFLEX* = 202'i64
KEY_EDIAERESIS* = 203'i64
KEY_IGRAVE* = 204'i64
KEY_IACUTE* = 205'i64
KEY_ICIRCUMFLEX* = 206'i64
KEY_IDIAERESIS* = 207'i64
KEY_ETH* = 208'i64
KEY_NTILDE* = 209'i64
KEY_OGRAVE* = 210'i64
KEY_OACUTE* = 211'i64
KEY_OCIRCUMFLEX* = 212'i64
KEY_OTILDE* = 213'i64
KEY_ODIAERESIS* = 214'i64
KEY_MULTIPLY* = 215'i64
KEY_OOBLIQUE* = 216'i64
KEY_UGRAVE* = 217'i64
KEY_UACUTE* = 218'i64
KEY_UCIRCUMFLEX* = 219'i64
KEY_UDIAERESIS* = 220'i64
KEY_YACUTE* = 221'i64
KEY_THORN* = 222'i64
KEY_SSHARP* = 223'i64
KEY_DIVISION* = 247'i64
KEY_YDIAERESIS* = 255'i64
KEY_CODE_MASK* = 33554431'i64
KEY_MODIFIER_MASK* = - 16777216'i64
KEY_MASK_SHIFT* = 33554432'i64
KEY_MASK_ALT* = 67108864'i64
KEY_MASK_META* = 134217728'i64
KEY_MASK_CTRL* = 268435456'i64
KEY_MASK_CMD* = 134217728'i64
KEY_MASK_KPAD* = 536870912'i64
KEY_MASK_GROUP_SWITCH* = 1073741824'i64
BUTTON_LEFT* = 1'i64
BUTTON_RIGHT* = 2'i64
BUTTON_MIDDLE* = 3'i64
BUTTON_WHEEL_UP* = 4'i64
BUTTON_WHEEL_DOWN* = 5'i64
BUTTON_WHEEL_LEFT* = 6'i64
BUTTON_WHEEL_RIGHT* = 7'i64
BUTTON_MASK_LEFT* = 1'i64
BUTTON_MASK_RIGHT* = 2'i64
BUTTON_MASK_MIDDLE* = 4'i64
JOY_BUTTON_0* = 0'i64
JOY_BUTTON_1* = 1'i64
JOY_BUTTON_2* = 2'i64
JOY_BUTTON_3* = 3'i64
JOY_BUTTON_4* = 4'i64
JOY_BUTTON_5* = 5'i64
JOY_BUTTON_6* = 6'i64
JOY_BUTTON_7* = 7'i64
JOY_BUTTON_8* = 8'i64
JOY_BUTTON_9* = 9'i64
JOY_BUTTON_10* = 10'i64
JOY_BUTTON_11* = 11'i64
JOY_BUTTON_12* = 12'i64
JOY_BUTTON_13* = 13'i64
JOY_BUTTON_14* = 14'i64
JOY_BUTTON_15* = 15'i64
JOY_BUTTON_MAX* = 16'i64
JOY_SONY_CIRCLE* = 1'i64
JOY_SONY_X* = 0'i64
JOY_SONY_SQUARE* = 2'i64
JOY_SONY_TRIANGLE* = 3'i64
JOY_XBOX_B* = 1'i64
JOY_XBOX_A* = 0'i64
JOY_XBOX_X* = 2'i64
JOY_XBOX_Y* = 3'i64
JOY_DS_A* = 1'i64
JOY_DS_B* = 0'i64
JOY_DS_X* = 3'i64
JOY_DS_Y* = 2'i64
JOY_SELECT* = 10'i64
JOY_START* = 11'i64
JOY_DPAD_UP* = 12'i64
JOY_DPAD_DOWN* = 13'i64
JOY_DPAD_LEFT* = 14'i64
JOY_DPAD_RIGHT* = 15'i64
JOY_L* = 4'i64
JOY_L2* = 6'i64
JOY_L3* = 8'i64
JOY_R* = 5'i64
JOY_R2* = 7'i64
JOY_R3* = 9'i64
JOY_AXIS_0* = 0'i64
JOY_AXIS_1* = 1'i64
JOY_AXIS_2* = 2'i64
JOY_AXIS_3* = 3'i64
JOY_AXIS_4* = 4'i64
JOY_AXIS_5* = 5'i64
JOY_AXIS_6* = 6'i64
JOY_AXIS_7* = 7'i64
JOY_AXIS_MAX* = 8'i64
JOY_ANALOG_LX* = 0'i64
JOY_ANALOG_LY* = 1'i64
JOY_ANALOG_RX* = 2'i64
JOY_ANALOG_RY* = 3'i64
JOY_ANALOG_L2* = 6'i64
JOY_ANALOG_R2* = 7'i64
OK* = 0'i64
FAILED* = 1'i64
ERR_UNAVAILABLE* = 2'i64
ERR_UNCONFIGURED* = 3'i64
ERR_UNAUTHORIZED* = 4'i64
ERR_PARAMETER_RANGE_ERROR* = 5'i64
ERR_OUT_OF_MEMORY* = 6'i64
ERR_FILE_NOT_FOUND* = 7'i64
ERR_FILE_BAD_DRIVE* = 8'i64
ERR_FILE_BAD_PATH* = 9'i64
ERR_FILE_NO_PERMISSION* = 10'i64
ERR_FILE_ALREADY_IN_USE* = 11'i64
ERR_FILE_CANT_OPEN* = 12'i64
ERR_FILE_CANT_WRITE* = 13'i64
ERR_FILE_CANT_READ* = 14'i64
ERR_FILE_UNRECOGNIZED* = 15'i64
ERR_FILE_CORRUPT* = 16'i64
ERR_FILE_MISSING_DEPENDENCIES* = 17'i64
ERR_FILE_EOF* = 18'i64
ERR_CANT_OPEN* = 19'i64
ERR_CANT_CREATE* = 20'i64
ERR_PARSE_ERROR* = 43'i64
ERR_QUERY_FAILED* = 21'i64
ERR_ALREADY_IN_USE* = 22'i64
ERR_LOCKED* = 23'i64
ERR_TIMEOUT* = 24'i64
ERR_CANT_AQUIRE_RESOURCE* = 28'i64
ERR_INVALID_DATA* = 30'i64
ERR_INVALID_PARAMETER* = 31'i64
ERR_ALREADY_EXISTS* = 32'i64
ERR_DOES_NOT_EXIST* = 33'i64
ERR_DATABASE_CANT_READ* = 34'i64
ERR_DATABASE_CANT_WRITE* = 35'i64
ERR_COMPILATION_FAILED* = 36'i64
ERR_METHOD_NOT_FOUND* = 37'i64
ERR_LINK_FAILED* = 38'i64
ERR_SCRIPT_FAILED* = 39'i64
ERR_CYCLIC_LINK* = 40'i64
ERR_BUSY* = 44'i64
ERR_HELP* = 46'i64
ERR_BUG* = 47'i64
ERR_WTF* = 49'i64
PROPERTY_HINT_NONE* = 0'i64
PROPERTY_HINT_RANGE* = 1'i64
PROPERTY_HINT_EXP_RANGE* = 2'i64
PROPERTY_HINT_ENUM* = 3'i64
PROPERTY_HINT_EXP_EASING* = 4'i64
PROPERTY_HINT_LENGTH* = 5'i64
PROPERTY_HINT_KEY_ACCEL* = 7'i64
PROPERTY_HINT_FLAGS* = 8'i64
PROPERTY_HINT_LAYERS_2D_RENDER* = 9'i64
PROPERTY_HINT_LAYERS_2D_PHYSICS* = 10'i64
PROPERTY_HINT_LAYERS_3D_RENDER* = 11'i64
PROPERTY_HINT_LAYERS_3D_PHYSICS* = 12'i64
PROPERTY_HINT_FILE* = 13'i64
PROPERTY_HINT_DIR* = 14'i64
PROPERTY_HINT_GLOBAL_FILE* = 15'i64
PROPERTY_HINT_GLOBAL_DIR* = 16'i64
PROPERTY_HINT_RESOURCE_TYPE* = 17'i64
PROPERTY_HINT_MULTILINE_TEXT* = 18'i64
PROPERTY_HINT_COLOR_NO_ALPHA* = 19'i64
PROPERTY_HINT_IMAGE_COMPRESS_LOSSY* = 20'i64
PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS* = 21'i64
PROPERTY_USAGE_STORAGE* = 1'i64
PROPERTY_USAGE_EDITOR* = 2'i64
PROPERTY_USAGE_NETWORK* = 4'i64
PROPERTY_USAGE_EDITOR_HELPER* = 8'i64
PROPERTY_USAGE_CHECKABLE* = 16'i64
PROPERTY_USAGE_CHECKED* = 32'i64
PROPERTY_USAGE_INTERNATIONALIZED* = 64'i64
PROPERTY_USAGE_GROUP* = 128'i64
PROPERTY_USAGE_CATEGORY* = 256'i64
PROPERTY_USAGE_STORE_IF_NONZERO* = 512'i64
PROPERTY_USAGE_STORE_IF_NONONE* = 1024'i64
PROPERTY_USAGE_NO_INSTANCE_STATE* = 2048'i64
PROPERTY_USAGE_RESTART_IF_CHANGED* = 4096'i64
PROPERTY_USAGE_SCRIPT_VARIABLE* = 8192'i64
PROPERTY_USAGE_DEFAULT* = 7'i64
PROPERTY_USAGE_DEFAULT_INTL* = 71'i64
PROPERTY_USAGE_NOEDITOR* = 5'i64
METHOD_FLAG_NORMAL* = 1'i64
METHOD_FLAG_EDITOR* = 2'i64
METHOD_FLAG_NOSCRIPT* = 4'i64
METHOD_FLAG_CONST* = 8'i64
METHOD_FLAG_REVERSE* = 16'i64
METHOD_FLAG_VIRTUAL* = 32'i64
METHOD_FLAG_FROM_SCRIPT* = 64'i64
METHOD_FLAGS_DEFAULT* = 1'i64
TYPE_NIL* = 0'i64
TYPE_BOOL* = 1'i64
TYPE_INT* = 2'i64
TYPE_REAL* = 3'i64
TYPE_STRING* = 4'i64
TYPE_VECTOR2* = 5'i64
TYPE_RECT2* = 6'i64
TYPE_VECTOR3* = 7'i64
TYPE_TRANSFORM2D* = 8'i64
TYPE_PLANE* = 9'i64
TYPE_QUAT* = 10'i64
TYPE_RECT3* = 11'i64
TYPE_BASIS* = 12'i64
TYPE_TRANSFORM* = 13'i64
TYPE_COLOR* = 14'i64
TYPE_NODE_PATH* = 15'i64
TYPE_RID* = 16'i64
TYPE_OBJECT* = 17'i64
TYPE_DICTIONARY* = 18'i64
TYPE_ARRAY* = 19'i64
TYPE_RAW_ARRAY* = 20'i64
TYPE_INT_ARRAY* = 21'i64
TYPE_REAL_ARRAY* = 22'i64
TYPE_STRING_ARRAY* = 23'i64
TYPE_VECTOR2_ARRAY* = 24'i64
TYPE_VECTOR3_ARRAY* = 25'i64
TYPE_COLOR_ARRAY* = 26'i64
TYPE_MAX* = 27'i64
Reference* = ref object of Object
Resource* = ref object of Reference -
Node* = ref object of Object
Resource* = ref object of Reference +
CanvasItem* = ref object of Node
Control* = ref object of CanvasItem
Spatial* = ref object of Node
VisualScriptNode* = ref object of Resource
Node2D* = ref object of CanvasItem
AudioEffect* = ref object of Resource
VisualInstance* = ref object of Spatial
Container* = ref object of Control
InputEvent* = ref object of Resource
Mesh* = ref object of Resource
BaseButton* = ref object of Control
Range* = ref object of Control
Shape2D* = ref object of Resource
Popup* = ref object of Control
PrimitiveMesh* = ref object of Mesh
GeometryInstance* = ref object of VisualInstance
Texture* = ref object of Resource
AudioEffectFilter* = ref object of AudioEffect
Shape* = ref object of Resource
Button* = ref object of BaseButton
CollisionObject* = ref object of Spatial
Joint* = ref object of Spatial
CollisionObject2D* = ref object of Node2D
Material* = ref object of Resource
InputEventWithModifiers* = ref object of InputEvent
PacketPeer* = ref object of Reference
WindowDialog* = ref object of Popup
PhysicsBody* = ref object of CollisionObject
PhysicsBody2D* = ref object of CollisionObject2D
BoxContainer* = ref object of Container
AudioEffectEQ* = ref object of AudioEffect
Joint2D* = ref object of Node2D
Light* = ref object of VisualInstance
AcceptDialog* = ref object of WindowDialog
AudioStream* = ref object of Resource
StyleBox* = ref object of Resource
Script* = ref object of Resource
StreamPeer* = ref object of Reference
Sky* = ref object of Resource
SpriteBase3D* = ref object of GeometryInstance
Font* = ref object of Resource
SplitContainer* = ref object of Container
ConfirmationDialog* = ref object of AcceptDialog
ScrollBar* = ref object of Range
InputEventMouse* = ref object of InputEventWithModifiers -
Separator* = ref object of Control -
Slider* = ref object of Range -
VisibilityNotifier2D* = ref object of Node2D -
Physics2DDirectBodyState* = ref object of Object -
VisibilityNotifier* = ref object of Spatial -
PhysicsDirectBodyState* = ref object of Object -
Translation* = ref object of Resource -
MainLoop* = ref object of Object -
SpatialGizmo* = ref object of Reference -
CanvasLayer* = ref object of Node -
Camera* = ref object of Spatial
InputEventMouse* = ref object of InputEventWithModifiers +
Separator* = ref object of Control +
Slider* = ref object of Range +
VisibilityNotifier2D* = ref object of Node2D +
Physics2DDirectBodyState* = ref object of Object +
VisibilityNotifier* = ref object of Spatial +
PhysicsDirectBodyState* = ref object of Object +
Translation* = ref object of Resource +
MainLoop* = ref object of Object +
ARVRInterface* = ref object of Reference +
SpatialGizmo* = ref object of Reference +
CanvasLayer* = ref object of Node +
NetworkedMultiplayerPeer* = ref object of PacketPeer
PanelContainer* = ref object of Container
ResourceImporter* = ref object of Reference
AudioStreamPlayer2D* = ref object of Node2D
DynamicFontData* = ref object of Resource
Light2D* = ref object of Node2D
Shader* = ref object of Resource
SceneTreeTimer* = ref object of Reference
VisualScriptFunction* = ref object of VisualScriptNode -
PackedScene* = ref object of Resource -
EditorFileDialog* = ref object of ConfirmationDialog
PackedScene* = ref object of Resource +
VisualScriptFunction* = ref object of VisualScriptNode +
Animation* = ref object of Resource
VisualScriptSubCall* = ref object of VisualScriptNode
VideoPlayer* = ref object of Control
HTTPClient* = ref object of Reference
AnimationPlayer* = ref object of Node
Room* = ref object of VisualInstance
PolygonPathFinder* = ref object of Resource
CapsuleMesh* = ref object of PrimitiveMesh
VisualScriptConstructor* = ref object of VisualScriptNode
GrooveJoint2D* = ref object of Joint2D
VisualScriptBasicTypeConstant* = ref object of VisualScriptNode
VisualScriptOperator* = ref object of VisualScriptNode
VideoStream* = ref object of Resource
Mutex* = ref object of Reference
Tween* = ref object of Node
NetworkedMultiplayerENet* = ref object of NetworkedMultiplayerPeer
ViewportTexture* = ref object of Texture
ParallaxLayer* = ref object of Node2D
ViewportContainer* = ref object of Container
GradientTexture* = ref object of Texture
StyleBoxFlat* = ref object of StyleBox
MarginContainer* = ref object of Container
NativeScript* = ref object of Script -
SegmentShape2D* = ref object of Shape2D
NativeScript* = ref object of Script +
VisualScriptFunctionCall* = ref object of VisualScriptNode
BoneAttachment* = ref object of Spatial
AudioBusLayout* = ref object of Resource
VisualScriptInputAction* = ref object of VisualScriptNode
VisualScriptSelf* = ref object of VisualScriptNode
VisualScriptLocalVar* = ref object of VisualScriptNode
Line2D* = ref object of Node2D
AudioEffectEQ21* = ref object of AudioEffectEQ
Curve* = ref object of Resource
CollisionShape2D* = ref object of Node2D
Position3D* = ref object of Spatial
RayShape2D* = ref object of Shape2D
MultiMesh* = ref object of Resource
ShortCut* = ref object of Resource
AudioEffectReverb* = ref object of AudioEffect
EditorSelection* = ref object of Object
VisibilityEnabler* = ref object of VisibilityNotifier
Curve2D* = ref object of Resource
InstancePlaceholder* = ref object of Node
StyleBoxTexture* = ref object of StyleBox
VisualScriptClassConstant* = ref object of VisualScriptNode
Position2D* = ref object of Node2D
RemoteTransform2D* = ref object of Node2D
CanvasItemMaterial* = ref object of Material
EditorResourcePreview* = ref object of Node
VisualScriptSelect* = ref object of VisualScriptNode
InputEventJoypadMotion* = ref object of InputEvent
PopupMenu* = ref object of Popup
VisualScriptDeconstruct* = ref object of VisualScriptNode
AudioStreamPlayer* = ref object of Node
RigidBody* = ref object of PhysicsBody
AStar* = ref object of Reference
ScrollContainer* = ref object of Container
InputEventMouseMotion* = ref object of InputEventMouse -
ColorPicker* = ref object of BoxContainer
InputEventMouseMotion* = ref object of InputEventMouse +
InputEventKey* = ref object of InputEventWithModifiers
QuadMesh* = ref object of PrimitiveMesh -
PacketPeerUDP* = ref object of PacketPeer
CylinderMesh* = ref object of PrimitiveMesh +
QuadMesh* = ref object of PrimitiveMesh
ARVRPositionalTracker* = ref object of Object +
AudioEffectNotchFilter* = ref object of AudioEffectFilter
ProceduralSky* = ref object of Sky
CylinderMesh* = ref object of PrimitiveMesh +
VisualScript* = ref object of Script
EditorSettings* = ref object of Resource
PCKPacker* = ref object of Reference
Physics2DDirectSpaceState* = ref object of Object
StreamPeerBuffer* = ref object of StreamPeer
VisualScriptBuiltinFunc* = ref object of VisualScriptNode
UndoRedo* = ref object of Object
Physics2DShapeQueryParameters* = ref object of Reference
VisualScriptIndexSet* = ref object of VisualScriptNode
GIProbeData* = ref object of Resource -
SceneTree* = ref object of MainLoop -
GraphNode* = ref object of Container
SceneTree* = ref object of MainLoop +
GIProbeData* = ref object of Resource +
Camera2D* = ref object of Node2D
VisualScriptSwitch* = ref object of VisualScriptNode
DampedSpringJoint2D* = ref object of Joint2D
AnimatedSprite* = ref object of Node2D -
Viewport* = ref object of Node
AnimatedSprite* = ref object of Node2D +
SpatialVelocityTracker* = ref object of Reference
VisualScriptResourcePath* = ref object of VisualScriptNode
PhysicsShapeQueryParameters* = ref object of Reference
PacketPeerStream* = ref object of PacketPeer
Physics2DShapeQueryResult* = ref object of Reference
StyleBoxEmpty* = ref object of StyleBox
AudioStreamPlayback* = ref object of Reference
SpinBox* = ref object of Range
VehicleWheel* = ref object of Spatial
VisualScriptVariableGet* = ref object of VisualScriptNode
FileDialog* = ref object of ConfirmationDialog
Thread* = ref object of Reference
CubeMap* = ref object of Resource
CheckBox* = ref object of Button
TextEdit* = ref object of Control
WeakRef* = ref object of Reference
Navigation* = ref object of Spatial
ArrayMesh* = ref object of Mesh -
VehicleBody* = ref object of PhysicsBody -
HScrollBar* = ref object of ScrollBar
VehicleBody* = ref object of PhysicsBody +
ARVRScriptInterface* = ref object of ARVRInterface +
ArrayMesh* = ref object of Mesh +
DirectionalLight* = ref object of Light
NavigationMeshInstance* = ref object of Spatial
Environment* = ref object of Resource
ParallaxBackground* = ref object of CanvasLayer -
PinJoint* = ref object of Joint -
GDFunctionState* = ref object of Reference -
Path2D* = ref object of Node2D
PinJoint* = ref object of Joint +
GDFunctionState* = ref object of Reference +
ParallaxBackground* = ref object of CanvasLayer +
EditorScript* = ref object of Reference
PhysicsShapeQueryResult* = ref object of Reference
ConvexPolygonShape* = ref object of Shape
RegExMatch* = ref object of Reference
OccluderPolygon2D* = ref object of Resource
ReferenceRect* = ref object of Control
InputEventScreenTouch* = ref object of InputEvent
LightOccluder2D* = ref object of Node2D -
Skeleton* = ref object of Spatial
VisualScriptComment* = ref object of VisualScriptNode -
SurfaceTool* = ref object of Reference
LightOccluder2D* = ref object of Node2D +
VisualScriptComment* = ref object of VisualScriptNode +
VisualScriptCondition* = ref object of VisualScriptNode
StreamPeerSSL* = ref object of StreamPeer
EditorFileSystemDirectory* = ref object of Object
TileMap* = ref object of Node2D
GridMap* = ref object of Spatial
AtlasTexture* = ref object of Texture
BitMap* = ref object of Resource
GDNative* = ref object of Reference
AudioEffectHighPassFilter* = ref object of AudioEffectFilter
NavigationMesh* = ref object of Resource
AnimatedSprite3D* = ref object of SpriteBase3D
Semaphore* = ref object of Reference
VisualScriptPropertyGet* = ref object of VisualScriptNode
VisualScriptEmitSignal* = ref object of VisualScriptNode
TextureRect* = ref object of Control
FuncRef* = ref object of Reference
Directory* = ref object of Reference
Panel* = ref object of Control
CheckButton* = ref object of Button
AudioEffectDistortion* = ref object of AudioEffect
Curve3D* = ref object of Resource
HSlider* = ref object of Slider
MeshDataTool* = ref object of Reference
AudioStreamPlayer3D* = ref object of Spatial
Path* = ref object of Spatial
AudioEffectCompressor* = ref object of AudioEffect
LineEdit* = ref object of Control
VisualScriptYieldSignal* = ref object of VisualScriptNode
RichTextLabel* = ref object of Control
VisualScriptWhile* = ref object of VisualScriptNode
TouchScreenButton* = ref object of Node2D
TextureProgress* = ref object of Range -
ConvexPolygonShape2D* = ref object of Shape2D -
PathFollow2D* = ref object of Node2D
TextureProgress* = ref object of Range +
ConvexPolygonShape2D* = ref object of Shape2D +
AudioEffectBandLimitFilter* = ref object of AudioEffectFilter
TriangleMesh* = ref object of Reference
ConfigFile* = ref object of Reference
SphereShape* = ref object of Shape
AudioEffectHighShelfFilter* = ref object of AudioEffectFilter
VisualScriptFunctionState* = ref object of Reference
PopupPanel* = ref object of Popup
InputEventAction* = ref object of InputEvent
RayCast2D* = ref object of Node2D
PackedDataContainer* = ref object of Resource
PhysicsDirectSpaceState* = ref object of Object
HTTPRequest* = ref object of Node
VisualScriptCustomNode* = ref object of VisualScriptNode
SpriteFrames* = ref object of Resource
EditorPlugin* = ref object of Node
PinJoint2D* = ref object of Joint2D -
BitmapFont* = ref object of Font -
ToolButton* = ref object of Button -
VisualScriptMathConstant* = ref object of VisualScriptNode -
Tree* = ref object of Control
VisualScriptIterator* = ref object of VisualScriptNode +
BitmapFont* = ref object of Font
ToolButton* = ref object of Button +
PinJoint2D* = ref object of Joint2D +
VisualScriptMathConstant* = ref object of VisualScriptNode +
InterpolatedCamera* = ref object of Camera
VisualScriptIterator* = ref object of VisualScriptNode +
VisualScriptReturn* = ref object of VisualScriptNode
File* = ref object of Reference
PrismMesh* = ref object of PrimitiveMesh
RayCast* = ref object of Spatial
StaticBody* = ref object of PhysicsBody
VisualScriptSceneTree* = ref object of VisualScriptNode
KinematicBody* = ref object of PhysicsBody
ConcavePolygonShape* = ref object of Shape
RigidBody2D* = ref object of PhysicsBody2D
RemoteTransform* = ref object of Spatial
CanvasModulate* = ref object of Node2D
StaticBody2D* = ref object of PhysicsBody2D
GraphEdit* = ref object of Control
VisibilityEnabler2D* = ref object of VisibilityNotifier2D
ButtonGroup* = ref object of Resource
ConcavePolygonShape2D* = ref object of Shape2D
PlaneMesh* = ref object of PrimitiveMesh -
World2D* = ref object of Resource
PlaneMesh* = ref object of PrimitiveMesh +
VisualScriptYield* = ref object of VisualScriptNode
VisualScriptVariableSet* = ref object of VisualScriptNode
VisualScriptGlobalConstant* = ref object of VisualScriptNode
RegEx* = ref object of Resource
SliderJoint* = ref object of Joint
SceneState* = ref object of Reference
VisualScriptSceneNode* = ref object of VisualScriptNode
CircleShape2D* = ref object of Shape2D
BoxShape* = ref object of Shape
RoomBounds* = ref object of Resource
VisualScriptEngineSingleton* = ref object of VisualScriptNode
AudioEffectAmplify* = ref object of AudioEffect
Area* = ref object of CollisionObject
Physics2DDirectBodyStateSW* = ref object of Physics2DDirectBodyState
StreamPeerTCP* = ref object of StreamPeer
ARVROrigin* = ref object of Spatial +
NavigationPolygonInstance* = ref object of Node2D
Gradient* = ref object of Resource
NavigationPolygon* = ref object of Resource
RectangleShape2D* = ref object of Shape2D +
ARVRCamera* = ref object of Camera
RayShape* = ref object of Shape
RectangleShape2D* = ref object of Shape2D +
EditorImportPlugin* = ref object of Reference
VisualScriptSequence* = ref object of VisualScriptNode
AudioEffectDelay* = ref object of AudioEffect
AudioStreamRandomPitch* = ref object of AudioStream
GIProbe* = ref object of VisualInstance
HBoxContainer* = ref object of BoxContainer
GDNativeClass* = ref object of Reference
VisualScriptPreload* = ref object of VisualScriptNode
TileSet* = ref object of Resource -
PlaneShape* = ref object of Shape
TileSet* = ref object of Resource +
ProximityGroup* = ref object of Spatial
Polygon2D* = ref object of Node2D -
MultiMeshInstance* = ref object of GeometryInstance -
VisualScriptPropertySet* = ref object of VisualScriptNode -
VisualScriptIndexGet* = ref object of VisualScriptNode -
LineShape2D* = ref object of Shape2D
MultiMeshInstance* = ref object of GeometryInstance +
Polygon2D* = ref object of Node2D +
VisualScriptIndexGet* = ref object of VisualScriptNode +
VisualScriptPropertySet* = ref object of VisualScriptNode +
Portal* = ref object of VisualInstance
AudioEffectLowPassFilter* = ref object of AudioEffectFilter
PHashTranslation* = ref object of Translation
KinematicBody2D* = ref object of PhysicsBody2D
MeshInstance* = ref object of GeometryInstance
AudioStreamSample* = ref object of AudioStream
ResourceInteractiveLoader* = ref object of Reference
VisualScriptConstant* = ref object of VisualScriptNode
LargeTexture* = ref object of Texture
AudioEffectPanner* = ref object of AudioEffect
PopupDialog* = ref object of Popup
ShaderMaterial* = ref object of Material -
SpotLight* = ref object of Light
ShaderMaterial* = ref object of Material +
ScriptEditor* = ref object of PanelContainer
ProgressBar* = ref object of Range
Physics2DTestMotionResult* = ref object of Reference
PathFollow* = ref object of Spatial
PackedDataContainerRef* = ref object of Reference
HingeJoint* = ref object of Joint
ResourceImporterOGGVorbis* = ref object of ResourceImporter
VisualScriptTypeCast* = ref object of VisualScriptNode
CollisionShape* = ref object of Spatial
ColorPickerButton* = ref object of Button
CollisionPolygon2D* = ref object of Node2D
EditorSpatialGizmo* = ref object of SpatialGizmo
SphereMesh* = ref object of PrimitiveMesh -
Particles* = ref object of GeometryInstance -
TCPServer* = ref object of Reference -
AudioEffectLowShelfFilter* = ref object of AudioEffectFilter -
HSeparator* = ref object of Separator -
Theme* = ref object of Resource -
GridContainer* = ref object of Container -
CurveTexture* = ref object of Texture
Theme* = ref object of Resource +
TCPServer* = ref object of Reference +
AudioEffectLowShelfFilter* = ref object of AudioEffectFilter +
HSeparator* = ref object of Separator +
GridContainer* = ref object of Container +
Particles* = ref object of GeometryInstance +
ImageTexture* = ref object of Texture
SphereMesh* = ref object of PrimitiveMesh +
AudioEffectChorus* = ref object of AudioEffect
VisualScriptLocalVarSet* = ref object of VisualScriptNode
AnimationTreePlayer* = ref object of Node
VSlider* = ref object of Slider
CapsuleShape* = ref object of Shape
OptionButton* = ref object of Button
CollisionPolygon* = ref object of Spatial
SpatialMaterial* = ref object of Material
World* = ref object of Resource -
MenuButton* = ref object of Button
World* = ref object of Resource +
VSeparator* = ref object of Separator
VSplitContainer* = ref object of SplitContainer
AudioEffectEQ6* = ref object of AudioEffectEQ
Listener* = ref object of Spatial
HSplitContainer* = ref object of SplitContainer
PhysicsDirectBodyStateSW* = ref object of PhysicsDirectBodyState
YSort* = ref object of Node2D -
CenterContainer* = ref object of Container
YSort* = ref object of Node2D +
ColorRect* = ref object of Control
ARVRController* = ref object of Spatial +
AudioEffectPitchShift* = ref object of AudioEffect
InputEventScreenDrag* = ref object of InputEvent
TabContainer* = ref object of Control
GDScript* = ref object of Script
NinePatchRect* = ref object of Control
ConeTwistJoint* = ref object of Joint -
AudioEffectPhaser* = ref object of AudioEffect
ConeTwistJoint* = ref object of Joint +
XMLParser* = ref object of Reference
ImmediateGeometry* = ref object of GeometryInstance
Navigation2D* = ref object of Node2D
Image* = ref object of Resource
VBoxContainer* = ref object of BoxContainer
Area2D* = ref object of CollisionObject2D
MeshLibrary* = ref object of Resource
VScrollBar* = ref object of ScrollBar
Sprite3D* = ref object of SpriteBase3D
CapsuleShape2D* = ref object of Shape2D
StreamTexture* = ref object of Texture
CubeMesh* = ref object of PrimitiveMesh -
ParticlesMaterial* = ref object of Material
CubeMesh* = ref object of PrimitiveMesh +
AudioEffectLimiter* = ref object of AudioEffect
TextureButton* = ref object of BaseButton
Sprite* = ref object of Node2D
InputEventJoypadButton* = ref object of InputEvent
WorldEnvironment* = ref object of Node
ReflectionProbe* = ref object of VisualInstance
OmniLight* = ref object of Light
Tabs* = ref object of Control
AudioEffectEQ10* = ref object of AudioEffectEQ
EditorResourcePreviewGenerator* = ref object of Reference
TreeItem* = ref object of Object
BackBufferCopy* = ref object of Node2D
VisualScriptExpression* = ref object of VisualScriptNode
Particles2D* = ref object of Node2D
LinkButton* = ref object of BaseButton
ItemList* = ref object of Control
Timer* = ref object of Node
AudioStreamOGGVorbis* = ref object of AudioStream
AudioEffectBandPassFilter* = ref object of AudioEffectFilter
ResourcePreloader* = ref object of Node
GDNativeLibrary* = ref object of Resource
PanoramaSky* = ref object of Sky
InputEventMouseButton* = ref object of InputEventMouse
Generic6DOFJoint* = ref object of Joint
DynamicFont* = ref object of Font
EditorFileSystem* = ref object of Node
AudioEffectStereoEnhance* = ref object of AudioEffect -
Label* = ref object of Control
AudioEffectStereoEnhance* = ref object of AudioEffect +
proc offsets*(self: Gradient): float64 {.gcsafe, locks: 0.}
proc `offsets =`*(self: Gradient; val: float64) {.gcsafe, locks: 0.}
proc colors*(self: Gradient): float64 {.gcsafe, locks: 0.}
proc `colors =`*(self: Gradient; val: float64) {.gcsafe, locks: 0.}
proc addPoint*(self: Gradient; offset: float64; color: Color) {.gcsafe, locks: 0.}
proc removePoint*(self: Gradient; offset: int64) {.gcsafe, locks: 0.}
proc setOffset*(self: Gradient; point: int64; offset: float64) {.gcsafe, locks: 0.}
proc getOffset*(self: Gradient; point: int64): float64 {.gcsafe, locks: 0.}
proc setColor*(self: Gradient; point: int64; color: Color) {.gcsafe, locks: 0.}
proc getColor*(self: Gradient; point: int64): Color {.gcsafe, locks: 0.}
proc interpolate*(self: Gradient; offset: float64): Color {.gcsafe, locks: 0.}
proc getPointCount*(self: Gradient): int64 {.gcsafe, locks: 0.}
proc gradient*(self: GradientTexture): Gradient {.gcsafe, locks: 0.}
proc `gradient =`*(self: GradientTexture; val: Gradient) {.gcsafe, locks: 0.}
proc width*(self: GradientTexture): int64 {.gcsafe, locks: 0.}
proc `width =`*(self: GradientTexture; val: int64) {.gcsafe, locks: 0.}
method update*(self: GradientTexture) {.gcsafe, locks: 0, base.}
proc isNodeConnected*(self: GraphEdit; fromm: string; fromPort: int64; to: string; toPort: int64): bool {.gcsafe, locks: 0.}
proc disconnectNode*(self: GraphEdit; fromm: string; fromPort: int64; to: string; toPort: int64) {.gcsafe, locks: 0.}
proc getConnectionList*(self: GraphEdit): Array {.gcsafe, locks: 0.}
proc getScrollOfs*(self: GraphEdit): Vector2 {.gcsafe, locks: 0.}
proc setScrollOfs*(self: GraphEdit; ofs: Vector2) {.gcsafe, locks: 0.}
proc setZoom*(self: GraphEdit; pZoom: float64) {.gcsafe, locks: 0.}
proc getZoom*(self: GraphEdit): float64 {.gcsafe, locks: 0.}
proc setSnap*(self: GraphEdit; pixels: int64) {.gcsafe, locks: 0.}
proc getSnap*(self: GraphEdit): int64 {.gcsafe, locks: 0.}
proc setUseSnap*(self: GraphEdit; enable: bool) {.gcsafe, locks: 0.}
proc isUsingSnap*(self: GraphEdit): bool {.gcsafe, locks: 0.}
proc setRightDisconnects*(self: GraphEdit; enable: bool) {.gcsafe, locks: 0.}
proc isRightDisconnectsEnabled*(self: GraphEdit): bool {.gcsafe, locks: 0.}
proc setSelected*(self: GraphEdit; node: Node) {.gcsafe, locks: 0.}
method graphNodeMoved*(self: GraphEdit; arg0: Object) {.gcsafe, locks: 0, base.}
method graphNodeRaised*(self: GraphEdit; arg0: Object) {.gcsafe, locks: 0, base.}
method topLayerInput*(self: GraphEdit; arg0: Object) {.gcsafe, locks: 0, base.}
method topLayerDraw*(self: GraphEdit) {.gcsafe, locks: 0, base.}
method scrollMoved*(self: GraphEdit; arg0: float64) {.gcsafe, locks: 0, base.}
method zoomMinus*(self: GraphEdit) {.gcsafe, locks: 0, base.}
method zoomReset*(self: GraphEdit) {.gcsafe, locks: 0, base.}
method zoomPlus*(self: GraphEdit) {.gcsafe, locks: 0, base.}
method snapToggled*(self: GraphEdit) {.gcsafe, locks: 0, base.}
method snapValueChanged*(self: GraphEdit; arg0: float64) {.gcsafe, locks: 0, base.}
method guiInput*(self: GraphEdit; event: InputEvent) {.gcsafe, locks: 0.}
method updateScrollOffset*(self: GraphEdit) {.gcsafe, locks: 0, base.}
method connectionsLayerDraw*(self: GraphEdit) {.gcsafe, locks: 0, base.}
OVERLAY_DISABLED* = 0'i64
OVERLAY_BREAKPOINT* = 1'i64
OVERLAY_POSITION* = 2'i64
proc title*(self: GraphNode): string {.gcsafe, locks: 0.}
proc `title =`*(self: GraphNode; val: string) {.gcsafe, locks: 0.}
proc showClose*(self: GraphNode): bool {.gcsafe, locks: 0.}
proc `showClose =`*(self: GraphNode; val: bool) {.gcsafe, locks: 0.}
proc resizeable*(self: GraphNode): bool {.gcsafe, locks: 0.}
proc `resizeable =`*(self: GraphNode; val: bool) {.gcsafe, locks: 0.}
proc setSlot*(self: GraphNode; idx: int64; enableLeft: bool; typeLeft: int64; @@ -1376,126 +1412,226 @@ function main() { customLeft: Object = nil; customRight: Object = nil) {.gcsafe, locks: 0.}
proc clearSlot*(self: GraphNode; idx: int64) {.gcsafe, locks: 0.}
proc clearAllSlots*(self: GraphNode) {.gcsafe, locks: 0.}
proc isSlotEnabledLeft*(self: GraphNode; idx: int64): bool {.gcsafe, locks: 0.}
proc getSlotTypeLeft*(self: GraphNode; idx: int64): int64 {.gcsafe, locks: 0.}
proc getSlotColorLeft*(self: GraphNode; idx: int64): Color {.gcsafe, locks: 0.}
proc isSlotEnabledRight*(self: GraphNode; idx: int64): bool {.gcsafe, locks: 0.}
proc getSlotTypeRight*(self: GraphNode; idx: int64): int64 {.gcsafe, locks: 0.}
proc getSlotColorRight*(self: GraphNode; idx: int64): Color {.gcsafe, locks: 0.}
proc setOffset*(self: GraphNode; offset: Vector2) {.gcsafe, locks: 0.}
proc getOffset*(self: GraphNode): Vector2 {.gcsafe, locks: 0.}
proc setComment*(self: GraphNode; comment: bool) {.gcsafe, locks: 0.}
proc isComment*(self: GraphNode): bool {.gcsafe, locks: 0.}
proc setSelected*(self: GraphNode; selected: bool) {.gcsafe, locks: 0.}
proc isSelected*(self: GraphNode): bool {.gcsafe, locks: 0.}
proc getConnectionOutputCount*(self: GraphNode): int64 {.gcsafe, locks: 0.}
proc getConnectionInputCount*(self: GraphNode): int64 {.gcsafe, locks: 0.}
proc getConnectionOutputPos*(self: GraphNode; idx: int64): Vector2 {.gcsafe, locks: 0.}
proc getConnectionOutputType*(self: GraphNode; idx: int64): int64 {.gcsafe, locks: 0.}
proc getConnectionOutputColor*(self: GraphNode; idx: int64): Color {.gcsafe, locks: 0.}
proc getConnectionInputPos*(self: GraphNode; idx: int64): Vector2 {.gcsafe, locks: 0.}
proc getConnectionInputType*(self: GraphNode; idx: int64): int64 {.gcsafe, locks: 0.}
proc getConnectionInputColor*(self: GraphNode; idx: int64): Color {.gcsafe, locks: 0.}
proc setOverlay*(self: GraphNode; overlay: int64) {.gcsafe, locks: 0.}
proc getOverlay*(self: GraphNode): int64 {.gcsafe, locks: 0.}
method guiInput*(self: GraphNode; event: InputEvent) {.gcsafe, locks: 0.}
proc columns*(self: GridContainer): int64 {.gcsafe, locks: 0.}
proc `columns =`*(self: GridContainer; val: int64) {.gcsafe, locks: 0.}
INVALID_CELL_ITEM* = - 1'i64
proc setTheme*(self: GridMap; theme: MeshLibrary) {.gcsafe, locks: 0.}
proc getTheme*(self: GridMap): MeshLibrary {.gcsafe, locks: 0.}
proc setCellSize*(self: GridMap; size: float64) {.gcsafe, locks: 0.}
proc getCellSize*(self: GridMap): float64 {.gcsafe, locks: 0.}
proc setOctantSize*(self: GridMap; size: int64) {.gcsafe, locks: 0.}
proc getOctantSize*(self: GridMap): int64 {.gcsafe, locks: 0.}
proc setCellItem*(self: GridMap; x: int64; y: int64; z: int64; item: int64; orientation: int64 = 0'i64) {.gcsafe, locks: 0.}
proc getCellItem*(self: GridMap; x: int64; y: int64; z: int64): int64 {.gcsafe, locks: 0.}
proc getCellItemOrientation*(self: GridMap; x: int64; y: int64; z: int64): int64 {.gcsafe, locks: 0.}
proc resourceChanged*(self: GridMap; resource: Object) {.gcsafe, locks: 0.}
proc setCenterX*(self: GridMap; enable: bool) {.gcsafe, locks: 0.}
proc getCenterX*(self: GridMap): bool {.gcsafe, locks: 0.}
proc setCenterY*(self: GridMap; enable: bool) {.gcsafe, locks: 0.}
proc getCenterY*(self: GridMap): bool {.gcsafe, locks: 0.}
proc setCenterZ*(self: GridMap; enable: bool) {.gcsafe, locks: 0.}
proc getCenterZ*(self: GridMap): bool {.gcsafe, locks: 0.}
proc setClip*(self: GridMap; enabled: bool; clipabove: bool = true; floor: int64 = 0'i64; axis: int64 = 0'i64) {.gcsafe, locks: 0.}
proc createArea*(self: GridMap; id: int64; area: Rect3): int64 {.gcsafe, locks: 0.}
proc areaGetBounds*(self: GridMap; area: int64): Rect3 {.gcsafe, locks: 0.}
proc areaSetExteriorPortal*(self: GridMap; area: int64; enable: bool) {.gcsafe, locks: 0.}
proc areaSetName*(self: GridMap; area: int64; name: string) {.gcsafe, locks: 0.}
proc areaGetName*(self: GridMap; area: int64): string {.gcsafe, locks: 0.}
proc areaIsExteriorPortal*(self: GridMap; area: int64): bool {.gcsafe, locks: 0.}
proc areaSetPortalDisableDistance*(self: GridMap; area: int64; distance: float64) {.gcsafe, locks: 0.}
proc areaGetPortalDisableDistance*(self: GridMap; area: int64): float64 {.gcsafe, locks: 0.}
proc areaSetPortalDisableColor*(self: GridMap; area: int64; color: Color) {.gcsafe, locks: 0.}
proc areaGetPortalDisableColor*(self: GridMap; area: int64): Color {.gcsafe, locks: 0.}
proc eraseArea*(self: GridMap; area: int64) {.gcsafe, locks: 0.}
proc getUnusedAreaId*(self: GridMap): int64 {.gcsafe, locks: 0.}
proc clear*(self: GridMap) {.gcsafe, locks: 0.}
proc getMeshes*(self: GridMap): Array {.gcsafe, locks: 0.}
method updateDirtyMapCallback*(self: GridMap) {.gcsafe, locks: 0, base.}
proc length*(self: GrooveJoint2D): float64 {.gcsafe, locks: 0.}
proc `length =`*(self: GrooveJoint2D; val: float64) {.gcsafe, locks: 0.}
proc initialOffset*(self: GrooveJoint2D): float64 {.gcsafe, locks: 0.}
proc `initialOffset =`*(self: GrooveJoint2D; val: float64) {.gcsafe, locks: 0.}
PARAM_BIAS* = 0'i64
PARAM_LIMIT_UPPER* = 1'i64
PARAM_LIMIT_LOWER* = 2'i64
PARAM_LIMIT_BIAS* = 3'i64
PARAM_LIMIT_SOFTNESS* = 4'i64
PARAM_LIMIT_RELAXATION* = 5'i64
PARAM_MOTOR_TARGET_VELOCITY* = 6'i64
PARAM_MOTOR_MAX_IMPULSE* = 7'i64
PARAM_MAX* = 8'i64
FLAG_USE_LIMIT* = 0'i64
FLAG_ENABLE_MOTOR* = 1'i64
FLAG_MAX* = 2'i64
proc paramsbias*(self: HingeJoint): float64 {.gcsafe, locks: 0.}
proc `paramsbias =`*(self: HingeJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitenable*(self: HingeJoint): bool {.gcsafe, locks: 0.}
proc `angularLimitenable =`*(self: HingeJoint; val: bool) {.gcsafe, locks: 0.}
proc angularLimitupper*(self: HingeJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitupper =`*(self: HingeJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitlower*(self: HingeJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitlower =`*(self: HingeJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitbias*(self: HingeJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitbias =`*(self: HingeJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitsoftness*(self: HingeJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitsoftness =`*(self: HingeJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitrelaxation*(self: HingeJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitrelaxation =`*(self: HingeJoint; val: float64) {.gcsafe, locks: 0.}
proc motorenable*(self: HingeJoint): bool {.gcsafe, locks: 0.}
proc `motorenable =`*(self: HingeJoint; val: bool) {.gcsafe, locks: 0.}
proc motortargetVelocity*(self: HingeJoint): float64 {.gcsafe, locks: 0.}
proc `motortargetVelocity =`*(self: HingeJoint; val: float64) {.gcsafe, locks: 0.}
proc motormaxImpulse*(self: HingeJoint): float64 {.gcsafe, locks: 0.}
proc `motormaxImpulse =`*(self: HingeJoint; val: float64) {.gcsafe, locks: 0.}
METHOD_GET* = 0'i64
METHOD_HEAD* = 1'i64
METHOD_POST* = 2'i64
METHOD_PUT* = 3'i64
METHOD_DELETE* = 4'i64
METHOD_OPTIONS* = 5'i64
METHOD_TRACE* = 6'i64
METHOD_CONNECT* = 7'i64
METHOD_MAX* = 8'i64
STATUS_DISCONNECTED* = 0'i64
STATUS_RESOLVING* = 1'i64
STATUS_CANT_RESOLVE* = 2'i64
STATUS_CONNECTING* = 3'i64
STATUS_CANT_CONNECT* = 4'i64
STATUS_CONNECTED* = 5'i64
STATUS_REQUESTING* = 6'i64
STATUS_BODY* = 7'i64
STATUS_CONNECTION_ERROR* = 8'i64
STATUS_SSL_HANDSHAKE_ERROR* = 9'i64
RESPONSE_CONTINUE* = 100'i64
RESPONSE_SWITCHING_PROTOCOLS* = 101'i64
RESPONSE_PROCESSING* = 102'i64
RESPONSE_OK* = 200'i64
RESPONSE_CREATED* = 201'i64
RESPONSE_ACCEPTED* = 202'i64
RESPONSE_NON_AUTHORITATIVE_INFORMATION* = 203'i64
RESPONSE_NO_CONTENT* = 204'i64
RESPONSE_RESET_CONTENT* = 205'i64
RESPONSE_PARTIAL_CONTENT* = 206'i64
RESPONSE_MULTI_STATUS* = 207'i64
RESPONSE_IM_USED* = 226'i64
RESPONSE_MULTIPLE_CHOICES* = 300'i64
RESPONSE_MOVED_PERMANENTLY* = 301'i64
RESPONSE_FOUND* = 302'i64
RESPONSE_SEE_OTHER* = 303'i64
RESPONSE_NOT_MODIFIED* = 304'i64
RESPONSE_USE_PROXY* = 305'i64
RESPONSE_TEMPORARY_REDIRECT* = 307'i64
RESPONSE_BAD_REQUEST* = 400'i64
RESPONSE_UNAUTHORIZED* = 401'i64
RESPONSE_PAYMENT_REQUIRED* = 402'i64
RESPONSE_FORBIDDEN* = 403'i64
RESPONSE_NOT_FOUND* = 404'i64
RESPONSE_METHOD_NOT_ALLOWED* = 405'i64
RESPONSE_NOT_ACCEPTABLE* = 406'i64
RESPONSE_PROXY_AUTHENTICATION_REQUIRED* = 407'i64
RESPONSE_REQUEST_TIMEOUT* = 408'i64
RESPONSE_CONFLICT* = 409'i64
RESPONSE_GONE* = 410'i64
RESPONSE_LENGTH_REQUIRED* = 411'i64
RESPONSE_PRECONDITION_FAILED* = 412'i64
RESPONSE_REQUEST_ENTITY_TOO_LARGE* = 413'i64
RESPONSE_REQUEST_URI_TOO_LONG* = 414'i64
RESPONSE_UNSUPPORTED_MEDIA_TYPE* = 415'i64
RESPONSE_REQUESTED_RANGE_NOT_SATISFIABLE* = 416'i64
RESPONSE_EXPECTATION_FAILED* = 417'i64
RESPONSE_UNPROCESSABLE_ENTITY* = 422'i64
RESPONSE_LOCKED* = 423'i64
RESPONSE_FAILED_DEPENDENCY* = 424'i64
RESPONSE_UPGRADE_REQUIRED* = 426'i64
RESPONSE_INTERNAL_SERVER_ERROR* = 500'i64
RESPONSE_NOT_IMPLEMENTED* = 501'i64
RESPONSE_BAD_GATEWAY* = 502'i64
RESPONSE_SERVICE_UNAVAILABLE* = 503'i64
RESPONSE_GATEWAY_TIMEOUT* = 504'i64
RESPONSE_HTTP_VERSION_NOT_SUPPORTED* = 505'i64
RESPONSE_INSUFFICIENT_STORAGE* = 507'i64
RESPONSE_NOT_EXTENDED* = 510'i64
proc setConnection*(self: HTTPClient; connection: StreamPeer) {.gcsafe, locks: 0.}
proc getConnection*(self: HTTPClient): StreamPeer {.gcsafe, locks: 0.}
proc requestRaw*(self: HTTPClient; methodd: int64; url: string; @@ -1790,93 +2074,165 @@ function main() { locks: 0.}
proc request*(self: HTTPClient; methodd: int64; url: string; headers: PoolStringArray; body: string = ""): int64 {.gcsafe, locks: 0.}
proc sendBodyText*(self: HTTPClient; body: string): int64 {.gcsafe, locks: 0.}
proc sendBodyData*(self: HTTPClient; body: PoolByteArray): int64 {.gcsafe, locks: 0.}
proc close*(self: HTTPClient) {.gcsafe, locks: 0.}
proc hasResponse*(self: HTTPClient): bool {.gcsafe, locks: 0.}
proc isResponseChunked*(self: HTTPClient): bool {.gcsafe, locks: 0.}
proc getResponseCode*(self: HTTPClient): int64 {.gcsafe, locks: 0.}
proc getResponseHeaders*(self: HTTPClient): PoolStringArray {.gcsafe, locks: 0.}
proc getResponseHeadersAsDictionary*(self: HTTPClient): Dictionary {.gcsafe, locks: 0.}
proc getResponseBodyLength*(self: HTTPClient): int64 {.gcsafe, locks: 0.}
proc readResponseBodyChunk*(self: HTTPClient): PoolByteArray {.gcsafe, locks: 0.}
proc setReadChunkSize*(self: HTTPClient; bytes: int64) {.gcsafe, locks: 0.}
proc setBlockingMode*(self: HTTPClient; enabled: bool) {.gcsafe, locks: 0.}
proc isBlockingModeEnabled*(self: HTTPClient): bool {.gcsafe, locks: 0.}
proc getStatus*(self: HTTPClient): int64 {.gcsafe, locks: 0.}
proc poll*(self: HTTPClient): Error {.gcsafe, locks: 0.}
proc queryStringFromDict*(self: HTTPClient; fields: Dictionary): string {.gcsafe, locks: 0.}
RESULT_SUCCESS* = 0'i64
RESULT_CHUNKED_BODY_SIZE_MISMATCH* = 1'i64
RESULT_CANT_CONNECT* = 2'i64
RESULT_CANT_RESOLVE* = 3'i64
RESULT_CONNECTION_ERROR* = 4'i64
RESULT_SSL_HANDSHAKE_ERROR* = 5'i64
RESULT_NO_RESPONSE* = 6'i64
RESULT_BODY_SIZE_LIMIT_EXCEEDED* = 7'i64
RESULT_REQUEST_FAILED* = 8'i64
RESULT_DOWNLOAD_FILE_CANT_OPEN* = 9'i64
RESULT_DOWNLOAD_FILE_WRITE_ERROR* = 10'i64
RESULT_REDIRECT_LIMIT_REACHED* = 11'i64
proc useThreads*(self: HTTPRequest): bool {.gcsafe, locks: 0.}
proc `useThreads =`*(self: HTTPRequest; val: bool) {.gcsafe, locks: 0.}
proc bodySizeLimit*(self: HTTPRequest): int64 {.gcsafe, locks: 0.}
proc `bodySizeLimit =`*(self: HTTPRequest; val: int64) {.gcsafe, locks: 0.}
proc maxRedirects*(self: HTTPRequest): int64 {.gcsafe, locks: 0.}
proc `maxRedirects =`*(self: HTTPRequest; val: int64) {.gcsafe, locks: 0.}
proc request*(self: HTTPRequest; url: string; customHeaders: PoolStringArray; @@ -1406,36 +1478,64 @@ function main() { requestData: string = ""): int64 {.gcsafe, locks: 0.}
proc cancelRequest*(self: HTTPRequest) {.gcsafe, locks: 0.}
proc getHttpClientStatus*(self: HTTPRequest): int64 {.gcsafe, locks: 0.}
proc setDownloadFile*(self: HTTPRequest; path: string) {.gcsafe, locks: 0.}
proc getDownloadFile*(self: HTTPRequest): string {.gcsafe, locks: 0.}
proc getDownloadedBytes*(self: HTTPRequest): int64 {.gcsafe, locks: 0.}
proc getBodySize*(self: HTTPRequest): int64 {.gcsafe, locks: 0.}
method redirectRequest*(self: HTTPRequest; arg0: string) {.gcsafe, locks: 0, base.}
method requestDone*(self: HTTPRequest; arg0: int64; arg1: int64; arg2: PoolStringArray; arg3: PoolByteArray) {.gcsafe, locks: 0, base.}
FORMAT_L8* = 0'i64
FORMAT_LA8* = 1'i64
FORMAT_R8* = 2'i64
FORMAT_RG8* = 3'i64
FORMAT_RGB8* = 4'i64
FORMAT_RGBA8* = 5'i64
FORMAT_RGBA4444* = 6'i64
FORMAT_RGBA5551* = 7'i64
FORMAT_RF* = 8'i64
FORMAT_RGF* = 9'i64
FORMAT_RGBF* = 10'i64
FORMAT_RGBAF* = 11'i64
FORMAT_RH* = 12'i64
FORMAT_RGH* = 13'i64
FORMAT_RGBH* = 14'i64
FORMAT_RGBAH* = 15'i64
FORMAT_RGBE9995* = 16'i64
FORMAT_DXT1* = 17'i64
FORMAT_DXT3* = 18'i64
FORMAT_DXT5* = 19'i64
FORMAT_RGTC_R* = 20'i64
FORMAT_RGTC_RG* = 21'i64
FORMAT_BPTC_RGBA* = 22'i64
FORMAT_BPTC_RGBF* = 23'i64
FORMAT_BPTC_RGBFU* = 24'i64
FORMAT_PVRTC2* = 25'i64
FORMAT_PVRTC2A* = 26'i64
FORMAT_PVRTC4* = 27'i64
FORMAT_PVRTC4A* = 28'i64
FORMAT_ETC* = 29'i64
FORMAT_ETC2_R11* = 30'i64
FORMAT_ETC2_R11S* = 31'i64
FORMAT_ETC2_RG11* = 32'i64
FORMAT_ETC2_RG11S* = 33'i64
FORMAT_ETC2_RGB8* = 34'i64
FORMAT_ETC2_RGBA8* = 35'i64
FORMAT_ETC2_RGB8A1* = 36'i64
FORMAT_MAX* = 37'i64
INTERPOLATE_NEAREST* = 0'i64
INTERPOLATE_BILINEAR* = 1'i64
INTERPOLATE_CUBIC* = 2'i64
ALPHA_NONE* = 0'i64
ALPHA_BIT* = 1'i64
ALPHA_BLEND* = 2'i64
COMPRESS_S3TC* = 0'i64
COMPRESS_PVRTC2* = 1'i64
COMPRESS_PVRTC4* = 2'i64
COMPRESS_ETC* = 3'i64
COMPRESS_ETC2* = 4'i64
COMPRESS_SOURCE_GENERIC* = 0'i64
COMPRESS_SOURCE_SRGB* = 1'i64
COMPRESS_SOURCE_NORMAL* = 2'i64
proc data*(self: Image): Dictionary {.gcsafe, locks: 0.}
proc `data =`*(self: Image; val: Dictionary) {.gcsafe, locks: 0.}
proc getWidth*(self: Image): int64 {.gcsafe, locks: 0.}
proc getHeight*(self: Image): int64 {.gcsafe, locks: 0.}
proc hasMipmaps*(self: Image): bool {.gcsafe, locks: 0.}
proc getFormat*(self: Image): int64 {.gcsafe, locks: 0.}
proc getDataImpl*(self: Image): PoolByteArray {.gcsafe, locks: 0.}
proc convert*(self: Image; format: int64) {.gcsafe, locks: 0.}
proc getMipmapOffset*(self: Image; mipmap: int64): int64 {.gcsafe, locks: 0.}
proc resizeToPo2*(self: Image; square: bool = false) {.gcsafe, locks: 0.}
proc resize*(self: Image; width: int64; height: int64; interpolation: int64 = 1'i64) {.gcsafe, locks: 0.}
proc shrinkX2*(self: Image) {.gcsafe, locks: 0.}
proc expandX2Hq2x*(self: Image) {.gcsafe, locks: 0.}
proc crop*(self: Image; width: int64; height: int64) {.gcsafe, locks: 0.}
proc flipX*(self: Image) {.gcsafe, locks: 0.}
proc flipY*(self: Image) {.gcsafe, locks: 0.}
proc generateMipmaps*(self: Image): int64 {.gcsafe, locks: 0.}
proc clearMipmaps*(self: Image) {.gcsafe, locks: 0.}
proc create*(self: Image; width: int64; height: int64; useMipmaps: bool; format: int64) {.gcsafe, locks: 0.}
proc createFromData*(self: Image; width: int64; height: int64; useMipmaps: bool; format: int64; data: PoolByteArray) {.gcsafe, locks: 0.}
proc isEmpty*(self: Image): bool {.gcsafe, locks: 0.}
proc load*(self: Image; path: string): int64 {.gcsafe, locks: 0.}
proc savePng*(self: Image; path: string): int64 {.gcsafe, locks: 0.}
proc detectAlpha*(self: Image): int64 {.gcsafe, locks: 0.}
proc isInvisible*(self: Image): bool {.gcsafe, locks: 0.}
proc compress*(self: Image; mode: int64; source: int64; lossyQuality: float64): int64 {.gcsafe, locks: 0.}
proc decompress*(self: Image): int64 {.gcsafe, locks: 0.}
proc isCompressed*(self: Image): bool {.gcsafe, locks: 0.}
proc fixAlphaEdges*(self: Image) {.gcsafe, locks: 0.}
proc premultiplyAlpha*(self: Image) {.gcsafe, locks: 0.}
proc srgbToLinear*(self: Image) {.gcsafe, locks: 0.}
proc normalmapToXy*(self: Image) {.gcsafe, locks: 0.}
proc blitRect*(self: Image; src: Image; srcRect: Rect2; dst: Vector2) {.gcsafe, locks: 0.}
proc blitRectMask*(self: Image; src: Image; mask: Image; srcRect: Rect2; dst: Vector2) {.gcsafe, locks: 0.}
proc blendRect*(self: Image; src: Image; srcRect: Rect2; dst: Vector2) {.gcsafe, locks: 0.}
proc blendRectMask*(self: Image; src: Image; mask: Image; srcRect: Rect2; dst: Vector2) {.gcsafe, locks: 0.}
proc fill*(self: Image; color: Color) {.gcsafe, locks: 0.}
proc getUsedRect*(self: Image): Rect2 {.gcsafe, locks: 0.}
proc getRect*(self: Image; rect: Rect2): Image {.gcsafe, locks: 0.}
proc copyFrom*(self: Image; src: Image) {.gcsafe, locks: 0.}
proc lock*(self: Image) {.gcsafe, locks: 0.}
proc unlock*(self: Image) {.gcsafe, locks: 0.}
proc setPixel*(self: Image; x: int64; y: int64; color: Color) {.gcsafe, locks: 0.}
proc getPixel*(self: Image; x: int64; y: int64): Color {.gcsafe, locks: 0.}
STORAGE_RAW* = 0'i64
STORAGE_COMPRESS_LOSSY* = 1'i64
STORAGE_COMPRESS_LOSSLESS* = 2'i64
proc createFromImage*(self: ImageTexture; image: Image; flags: int64 = 7'i64) {.gcsafe, locks: 0.}
proc getFormat*(self: ImageTexture): int64 {.gcsafe, locks: 0.}
proc load*(self: ImageTexture; path: string) {.gcsafe, locks: 0.}
proc setData*(self: ImageTexture; image: Image) {.gcsafe, locks: 0.}
proc getData*(self: ImageTexture): Image {.gcsafe, locks: 0.}
proc setStorage*(self: ImageTexture; mode: int64) {.gcsafe, locks: 0.}
proc getStorage*(self: ImageTexture): int64 {.gcsafe, locks: 0.}
proc setLossyStorageQuality*(self: ImageTexture; quality: float64) {.gcsafe, locks: 0.}
proc getLossyStorageQuality*(self: ImageTexture): float64 {.gcsafe, locks: 0.}
proc setSizeOverride*(self: ImageTexture; size: Vector2) {.gcsafe, locks: 0.}
method reloadHook*(self: ImageTexture; rid: RID) {.gcsafe, locks: 0, base.}
proc setNormal*(self: ImmediateGeometry; normal: Vector3) {.gcsafe, locks: 0.}
proc setTangent*(self: ImmediateGeometry; tangent: Plane) {.gcsafe, locks: 0.}
proc setColor*(self: ImmediateGeometry; color: Color) {.gcsafe, locks: 0.}
proc setUv*(self: ImmediateGeometry; uv: Vector2) {.gcsafe, locks: 0.}
proc setUv2*(self: ImmediateGeometry; uv: Vector2) {.gcsafe, locks: 0.}
proc addVertex*(self: ImmediateGeometry; pos: Vector3) {.gcsafe, locks: 0.}
proc addSphere*(self: ImmediateGeometry; lats: int64; lons: int64; radius: float64; addUv: bool = true) {.gcsafe, locks: 0.}
proc endd*(self: ImmediateGeometry) {.gcsafe, locks: 0.}
proc clear*(self: ImmediateGeometry) {.gcsafe, locks: 0.}
MOUSE_MODE_VISIBLE* = 0'i64
MOUSE_MODE_HIDDEN* = 1'i64
MOUSE_MODE_CAPTURED* = 2'i64
MOUSE_MODE_CONFINED* = 3'i64
proc isKeyPressed*(scancode: int64): bool {.gcsafe, locks: 0.}
proc isMouseButtonPressed*(button: int64): bool {.gcsafe, locks: 0.}
proc isJoyButtonPressed*(device: int64; button: int64): bool {.gcsafe, locks: 0.}
proc isActionPressed*(action: string): bool {.gcsafe, locks: 0.}
proc isActionJustPressed*(action: string): bool {.gcsafe, locks: 0.}
proc isActionJustReleased*(action: string): bool {.gcsafe, locks: 0.}
proc addJoyMapping*(mapping: string; updateExisting: bool = false) {.gcsafe, locks: 0.}
proc removeJoyMapping*(guid: string) {.gcsafe, locks: 0.}
proc isJoyKnown*(device: int64): bool {.gcsafe, locks: 0.}
proc getJoyAxis*(device: int64; axis: int64): float64 {.gcsafe, locks: 0.}
proc getJoyName*(device: int64): string {.gcsafe, locks: 0.}
proc getJoyGuid*(device: int64): string {.gcsafe, locks: 0.}
proc getConnectedJoypads*(): Array {.gcsafe, locks: 0.}
proc getJoyVibrationStrength*(device: int64): Vector2 {.gcsafe, locks: 0.}
proc getJoyVibrationDuration*(device: int64): float64 {.gcsafe, locks: 0.}
proc getJoyButtonString*(buttonIndex: int64): string {.gcsafe, locks: 0.}
proc getJoyButtonIndexFromString*(button: string): int64 {.gcsafe, locks: 0.}
proc getJoyAxisString*(axisIndex: int64): string {.gcsafe, locks: 0.}
proc getJoyAxisIndexFromString*(axis: string): int64 {.gcsafe, locks: 0.}
proc startJoyVibration*(device: int64; weakMagnitude: float64; @@ -1445,77 +1537,137 @@ function main() { locks: 0.}
proc stopJoyVibration*(device: int64) {.gcsafe, locks: 0.}
proc getGravity*(): Vector3 {.gcsafe, locks: 0.}
proc getAccelerometer*(): Vector3 {.gcsafe, locks: 0.}
proc getMagnetometer*(): Vector3 {.gcsafe, locks: 0.}
proc getGyroscope*(): Vector3 {.gcsafe, locks: 0.}
proc getLastMouseSpeed*(): Vector2 {.gcsafe, locks: 0.}
proc getMouseButtonMask*(): int64 {.gcsafe, locks: 0.}
proc setMouseMode*(mode: int64) {.gcsafe, locks: 0.}
proc getMouseMode*(): int64 {.gcsafe, locks: 0.}
proc warpMousePos*(to: Vector2) {.gcsafe, locks: 0.}
proc actionPress*(action: string) {.gcsafe, locks: 0.}
proc actionRelease*(action: string) {.gcsafe, locks: 0.}
proc setCustomMouseCursor*(image: Texture; hotspot: Vector2 = vec2(0.0, 0.0)) {.gcsafe, locks: 0.}
proc parseInputEvent*(event: InputEvent) {.gcsafe, locks: 0.}
proc device*(self: InputEvent): int64 {.gcsafe, locks: 0.}
proc `device =`*(self: InputEvent; val: int64) {.gcsafe, locks: 0.}
proc setId*(self: InputEvent; id: int64) {.gcsafe, locks: 0.}
proc getId*(self: InputEvent): int64 {.gcsafe, locks: 0.}
proc isPressed*(self: InputEvent): bool {.gcsafe, locks: 0.}
proc isAction*(self: InputEvent; action: string): bool {.gcsafe, locks: 0.}
proc isActionPressed*(self: InputEvent; action: string): bool {.gcsafe, locks: 0.}
proc isActionReleased*(self: InputEvent; action: string): bool {.gcsafe, locks: 0.}
proc isEcho*(self: InputEvent): bool {.gcsafe, locks: 0.}
proc asText*(self: InputEvent): string {.gcsafe, locks: 0.}
proc actionMatch*(self: InputEvent; event: InputEvent): bool {.gcsafe, locks: 0.}
proc shortcutMatch*(self: InputEvent; event: InputEvent): bool {.gcsafe, locks: 0.}
proc isActionType*(self: InputEvent): bool {.gcsafe, locks: 0.}
proc xformedBy*(self: InputEvent; xform: Transform2D; localOfs: Vector2 = vec2(0.0, 0.0)): InputEvent {.gcsafe, locks: 0.}
proc action*(self: InputEventAction): string {.gcsafe, locks: 0.}
proc `action =`*(self: InputEventAction; val: string) {.gcsafe, locks: 0.}
proc pressed*(self: InputEventAction): bool {.gcsafe, locks: 0.}
proc `pressed =`*(self: InputEventAction; val: bool) {.gcsafe, locks: 0.}
proc buttonIndex*(self: InputEventJoypadButton): int64 {.gcsafe, locks: 0.}
proc `buttonIndex =`*(self: InputEventJoypadButton; val: int64) {.gcsafe, locks: 0.}
proc pressure*(self: InputEventJoypadButton): float64 {.gcsafe, locks: 0.}
proc `pressure =`*(self: InputEventJoypadButton; val: float64) {.gcsafe, locks: 0.}
proc pressed*(self: InputEventJoypadButton): bool {.gcsafe, locks: 0.}
proc `pressed =`*(self: InputEventJoypadButton; val: bool) {.gcsafe, locks: 0.}
proc axis*(self: InputEventJoypadMotion): int64 {.gcsafe, locks: 0.}
proc `axis =`*(self: InputEventJoypadMotion; val: int64) {.gcsafe, locks: 0.}
proc axisValue*(self: InputEventJoypadMotion): float64 {.gcsafe, locks: 0.}
proc `axisValue =`*(self: InputEventJoypadMotion; val: float64) {.gcsafe, locks: 0.}
proc pressed*(self: InputEventKey): bool {.gcsafe, locks: 0.}
proc `pressed =`*(self: InputEventKey; val: bool) {.gcsafe, locks: 0.}
proc scancode*(self: InputEventKey): int64 {.gcsafe, locks: 0.}
proc `scancode =`*(self: InputEventKey; val: int64) {.gcsafe, locks: 0.}
proc unicode*(self: InputEventKey): int64 {.gcsafe, locks: 0.}
proc `unicode =`*(self: InputEventKey; val: int64) {.gcsafe, locks: 0.}
proc echo*(self: InputEventKey): int64 {.gcsafe, locks: 0.}
proc `echo =`*(self: InputEventKey; val: int64) {.gcsafe, locks: 0.}
proc getScancodeWithModifiers*(self: InputEventKey): int64 {.gcsafe, locks: 0.}
proc buttonMask*(self: InputEventMouse): int64 {.gcsafe, locks: 0.}
proc `buttonMask =`*(self: InputEventMouse; val: int64) {.gcsafe, locks: 0.}
proc position*(self: InputEventMouse): Vector2 {.gcsafe, locks: 0.}
proc `position =`*(self: InputEventMouse; val: Vector2) {.gcsafe, locks: 0.}
proc globalPosition*(self: InputEventMouse): Vector2 {.gcsafe, locks: 0.}
proc `globalPosition =`*(self: InputEventMouse; val: Vector2) {.gcsafe, locks: 0.}
proc factor*(self: InputEventMouseButton): float64 {.gcsafe, locks: 0.}
proc `factor =`*(self: InputEventMouseButton; val: float64) {.gcsafe, locks: 0.}
proc buttonIndex*(self: InputEventMouseButton): int64 {.gcsafe, locks: 0.}
proc `buttonIndex =`*(self: InputEventMouseButton; val: int64) {.gcsafe, locks: 0.}
proc pressed*(self: InputEventMouseButton): bool {.gcsafe, locks: 0.}
proc `pressed =`*(self: InputEventMouseButton; val: bool) {.gcsafe, locks: 0.}
proc doubleclick*(self: InputEventMouseButton): bool {.gcsafe, locks: 0.}
proc `doubleclick =`*(self: InputEventMouseButton; val: bool) {.gcsafe, locks: 0.}
proc relative*(self: InputEventMouseMotion): Vector2 {.gcsafe, locks: 0.}
proc `relative =`*(self: InputEventMouseMotion; val: Vector2) {.gcsafe, locks: 0.}
proc speed*(self: InputEventMouseMotion): Vector2 {.gcsafe, locks: 0.}
proc `speed =`*(self: InputEventMouseMotion; val: Vector2) {.gcsafe, locks: 0.}
proc index*(self: InputEventScreenDrag): int64 {.gcsafe, locks: 0.}
proc `index =`*(self: InputEventScreenDrag; val: int64) {.gcsafe, locks: 0.}
proc position*(self: InputEventScreenDrag): Vector2 {.gcsafe, locks: 0.}
proc `position =`*(self: InputEventScreenDrag; val: Vector2) {.gcsafe, locks: 0.}
proc relative*(self: InputEventScreenDrag): Vector2 {.gcsafe, locks: 0.}
proc `relative =`*(self: InputEventScreenDrag; val: Vector2) {.gcsafe, locks: 0.}
proc speed*(self: InputEventScreenDrag): Vector2 {.gcsafe, locks: 0.}
proc `speed =`*(self: InputEventScreenDrag; val: Vector2) {.gcsafe, locks: 0.}
proc index*(self: InputEventScreenTouch): int64 {.gcsafe, locks: 0.}
proc `index =`*(self: InputEventScreenTouch; val: int64) {.gcsafe, locks: 0.}
proc position*(self: InputEventScreenTouch): Vector2 {.gcsafe, locks: 0.}
proc `position =`*(self: InputEventScreenTouch; val: Vector2) {.gcsafe, locks: 0.}
proc pressed*(self: InputEventScreenTouch): bool {.gcsafe, locks: 0.}
proc `pressed =`*(self: InputEventScreenTouch; val: bool) {.gcsafe, locks: 0.}
proc alt*(self: InputEventWithModifiers): bool {.gcsafe, locks: 0.}
proc `alt =`*(self: InputEventWithModifiers; val: bool) {.gcsafe, locks: 0.}
proc shift*(self: InputEventWithModifiers): bool {.gcsafe, locks: 0.}
proc `shift =`*(self: InputEventWithModifiers; val: bool) {.gcsafe, locks: 0.}
proc control*(self: InputEventWithModifiers): bool {.gcsafe, locks: 0.}
proc `control =`*(self: InputEventWithModifiers; val: bool) {.gcsafe, locks: 0.}
proc meta*(self: InputEventWithModifiers): bool {.gcsafe, locks: 0.}
proc `meta =`*(self: InputEventWithModifiers; val: bool) {.gcsafe, locks: 0.}
proc command*(self: InputEventWithModifiers): bool {.gcsafe, locks: 0.}
proc `command =`*(self: InputEventWithModifiers; val: bool) {.gcsafe, locks: 0.}
proc hasAction*(action: string): bool {.gcsafe, locks: 0.}
proc getActions*(): Array {.gcsafe, locks: 0.}
proc addAction*(action: string) {.gcsafe, locks: 0.}
proc eraseAction*(action: string) {.gcsafe, locks: 0.}
proc actionAddEvent*(action: string; event: InputEvent) {.gcsafe, locks: 0.}
proc actionHasEvent*(action: string; event: InputEvent): bool {.gcsafe, locks: 0.}
proc actionEraseEvent*(action: string; event: InputEvent) {.gcsafe, locks: 0.}
proc getActionList*(action: string): Array {.gcsafe, locks: 0.}
proc eventIsAction*(event: InputEvent; action: string): bool {.gcsafe, locks: 0.}
proc loadFromGlobals*() {.gcsafe, locks: 0.}
proc replaceByInstance*(self: InstancePlaceholder; customScene: PackedScene = nil) {.gcsafe, locks: 0.}
proc getInstancePath*(self: InstancePlaceholder): string {.gcsafe, locks: 0.}
proc target*(self: InterpolatedCamera): NodePath {.gcsafe, locks: 0.}
proc `target =`*(self: InterpolatedCamera; val: NodePath) {.gcsafe, locks: 0.}
proc speed*(self: InterpolatedCamera): float64 {.gcsafe, locks: 0.}
proc `speed =`*(self: InterpolatedCamera; val: float64) {.gcsafe, locks: 0.}
proc enabled*(self: InterpolatedCamera): bool {.gcsafe, locks: 0.}
proc `enabled =`*(self: InterpolatedCamera; val: bool) {.gcsafe, locks: 0.}
proc setTarget*(self: InterpolatedCamera; target: Camera) {.gcsafe, locks: 0.}
RESOLVER_STATUS_NONE* = 0'i64
RESOLVER_STATUS_WAITING* = 1'i64
RESOLVER_STATUS_DONE* = 2'i64
RESOLVER_STATUS_ERROR* = 3'i64
RESOLVER_MAX_QUERIES* = 32'i64
RESOLVER_INVALID_ID* = - 1'i64
TYPE_NONE* = 0'i64
TYPE_IPV4* = 1'i64
TYPE_IPV6* = 2'i64
TYPE_ANY* = 3'i64
proc resolveHostname*(host: string; ipType: int64 = 3'i64): string {.gcsafe, locks: 0.}
proc resolveHostnameQueueItem*(host: string; ipType: int64 = 3'i64): int64 {.gcsafe, locks: 0.}
proc getResolveItemStatus*(id: int64): int64 {.gcsafe, locks: 0.}
proc getResolveItemAddress*(id: int64): string {.gcsafe, locks: 0.}
proc eraseResolveItem*(id: int64) {.gcsafe, locks: 0.}
proc getLocalAddresses*(): Array {.gcsafe, locks: 0.}
proc clearCache*(hostname: string = "") {.gcsafe, locks: 0.}
ICON_MODE_TOP* = 0'i64
ICON_MODE_LEFT* = 1'i64
SELECT_SINGLE* = 0'i64
SELECT_MULTI* = 1'i64
proc items*(self: ItemList): Array {.gcsafe, locks: 0.}
proc `items =`*(self: ItemList; val: Array) {.gcsafe, locks: 0.}
proc selectMode*(self: ItemList): int64 {.gcsafe, locks: 0.}
proc `selectMode =`*(self: ItemList; val: int64) {.gcsafe, locks: 0.}
proc allowRmbSelect*(self: ItemList): bool {.gcsafe, locks: 0.}
proc `allowRmbSelect =`*(self: ItemList; val: bool) {.gcsafe, locks: 0.}
proc maxTextLines*(self: ItemList): int64 {.gcsafe, locks: 0.}
proc `maxTextLines =`*(self: ItemList; val: int64) {.gcsafe, locks: 0.}
proc autoHeight*(self: ItemList): bool {.gcsafe, locks: 0.}
proc `autoHeight =`*(self: ItemList; val: bool) {.gcsafe, locks: 0.}
proc maxColumns*(self: ItemList): int64 {.gcsafe, locks: 0.}
proc `maxColumns =`*(self: ItemList; val: int64) {.gcsafe, locks: 0.}
proc sameColumnWidth*(self: ItemList): bool {.gcsafe, locks: 0.}
proc `sameColumnWidth =`*(self: ItemList; val: bool) {.gcsafe, locks: 0.}
proc fixedColumnWidth*(self: ItemList): int64 {.gcsafe, locks: 0.}
proc `fixedColumnWidth =`*(self: ItemList; val: int64) {.gcsafe, locks: 0.}
proc iconMode*(self: ItemList): int64 {.gcsafe, locks: 0.}
proc `iconMode =`*(self: ItemList; val: int64) {.gcsafe, locks: 0.}
proc iconScale*(self: ItemList): float64 {.gcsafe, locks: 0.}
proc `iconScale =`*(self: ItemList; val: float64) {.gcsafe, locks: 0.}
proc addItem*(self: ItemList; text: string; icon: Texture = nil; selectable: bool = true) {.gcsafe, locks: 0.}
proc addIconItem*(self: ItemList; icon: Texture; selectable: bool = true) {.gcsafe, locks: 0.}
proc setItemText*(self: ItemList; idx: int64; text: string) {.gcsafe, locks: 0.}
proc getItemText*(self: ItemList; idx: int64): string {.gcsafe, locks: 0.}
proc setItemIcon*(self: ItemList; idx: int64; icon: Texture) {.gcsafe, locks: 0.}
proc getItemIcon*(self: ItemList; idx: int64): Texture {.gcsafe, locks: 0.}
proc setItemIconRegion*(self: ItemList; idx: int64; rect: Rect2) {.gcsafe, locks: 0.}
proc getItemIconRegion*(self: ItemList; idx: int64): Rect2 {.gcsafe, locks: 0.}
proc setItemSelectable*(self: ItemList; idx: int64; selectable: bool) {.gcsafe, locks: 0.}
proc isItemSelectable*(self: ItemList; idx: int64): bool {.gcsafe, locks: 0.}
proc setItemDisabled*(self: ItemList; idx: int64; disabled: bool) {.gcsafe, locks: 0.}
proc isItemDisabled*(self: ItemList; idx: int64): bool {.gcsafe, locks: 0.}
proc setItemMetadata*(self: ItemList; idx: int64; metadata: Variant) {.gcsafe, locks: 0.}
proc getItemMetadata*(self: ItemList; idx: int64): Variant {.gcsafe, locks: 0.}
proc setItemCustomBgColor*(self: ItemList; idx: int64; customBgColor: Color) {.gcsafe, locks: 0.}
proc getItemCustomBgColor*(self: ItemList; idx: int64): Color {.gcsafe, locks: 0.}
proc setItemTooltipEnabled*(self: ItemList; idx: int64; enable: bool) {.gcsafe, locks: 0.}
proc isItemTooltipEnabled*(self: ItemList; idx: int64): bool {.gcsafe, locks: 0.}
proc setItemTooltip*(self: ItemList; idx: int64; tooltip: string) {.gcsafe, locks: 0.}
proc getItemTooltip*(self: ItemList; idx: int64): string {.gcsafe, locks: 0.}
proc select*(self: ItemList; idx: int64; single: bool = true) {.gcsafe, locks: 0.}
proc unselect*(self: ItemList; idx: int64) {.gcsafe, locks: 0.}
proc isSelected*(self: ItemList; idx: int64): bool {.gcsafe, locks: 0.}
proc getSelectedItems*(self: ItemList): PoolIntArray {.gcsafe, locks: 0.}
proc getItemCount*(self: ItemList): int64 {.gcsafe, locks: 0.}
proc removeItem*(self: ItemList; idx: int64) {.gcsafe, locks: 0.}
proc clear*(self: ItemList) {.gcsafe, locks: 0.}
proc sortItemsByText*(self: ItemList) {.gcsafe, locks: 0.}
proc setFixedIconSize*(self: ItemList; size: Vector2) {.gcsafe, locks: 0.}
proc getFixedIconSize*(self: ItemList): Vector2 {.gcsafe, locks: 0.}
proc getItemAtPos*(self: ItemList; pos: Vector2; exact: bool = false): int64 {.gcsafe, locks: 0.}
proc ensureCurrentIsVisible*(self: ItemList) {.gcsafe, locks: 0.}
proc getVScroll*(self: ItemList): VScrollBar {.gcsafe, locks: 0.}
method scrollChanged*(self: ItemList; arg0: float64) {.gcsafe, locks: 0, base.}
method guiInput*(self: ItemList; event: InputEvent) {.gcsafe, locks: 0.}
proc nodesnodeA*(self: Joint): NodePath {.gcsafe, locks: 0.}
proc `nodesnodeA =`*(self: Joint; val: NodePath) {.gcsafe, locks: 0.}
proc nodesnodeB*(self: Joint): NodePath {.gcsafe, locks: 0.}
proc `nodesnodeB =`*(self: Joint; val: NodePath) {.gcsafe, locks: 0.}
proc solverpriority*(self: Joint): int64 {.gcsafe, locks: 0.}
proc `solverpriority =`*(self: Joint; val: int64) {.gcsafe, locks: 0.}
proc collisionexcludeNodes*(self: Joint): bool {.gcsafe, locks: 0.}
proc `collisionexcludeNodes =`*(self: Joint; val: bool) {.gcsafe, locks: 0.}
proc nodeA*(self: Joint2D): NodePath {.gcsafe, locks: 0.}
proc `nodeA =`*(self: Joint2D; val: NodePath) {.gcsafe, locks: 0.}
proc nodeB*(self: Joint2D): NodePath {.gcsafe, locks: 0.}
proc `nodeB =`*(self: Joint2D; val: NodePath) {.gcsafe, locks: 0.}
proc bias*(self: Joint2D): float64 {.gcsafe, locks: 0.}
proc `bias =`*(self: Joint2D; val: float64) {.gcsafe, locks: 0.}
proc disableCollision*(self: Joint2D): bool {.gcsafe, locks: 0.}
proc `disableCollision =`*(self: Joint2D; val: bool) {.gcsafe, locks: 0.}
proc collisionsafeMargin*(self: KinematicBody): float64 {.gcsafe, locks: 0.}
proc `collisionsafeMargin =`*(self: KinematicBody; val: float64) {.gcsafe, locks: 0.}
proc move*(self: KinematicBody; relVec: Vector3): Dictionary {.gcsafe, locks: 0.}
proc moveAndSlide*(self: KinematicBody; linearVelocity: Vector3; @@ -1303,103 +1315,175 @@ function main() { floorMaxAngle: float64 = 0.785398): Vector3 {.gcsafe, locks: 0.}
proc testMove*(self: KinematicBody; fromm: Transform; relVec: Vector3): bool {.gcsafe, locks: 0.}
proc isOnFloor*(self: KinematicBody): bool {.gcsafe, locks: 0.}
proc isOnCeiling*(self: KinematicBody): bool {.gcsafe, locks: 0.}
proc isOnWall*(self: KinematicBody): bool {.gcsafe, locks: 0.}
proc getFloorVelocity*(self: KinematicBody): Vector3 {.gcsafe, locks: 0.}
proc getCollisionCount*(self: KinematicBody): int64 {.gcsafe, locks: 0.}
proc getCollisionPosition*(self: KinematicBody; collision: int64): Vector3 {.gcsafe, locks: 0.}
proc getCollisionNormal*(self: KinematicBody; collision: int64): Vector3 {.gcsafe, locks: 0.}
proc getCollisionTravel*(self: KinematicBody; collision: int64): Vector3 {.gcsafe, locks: 0.}
proc getCollisionRemainder*(self: KinematicBody; collision: int64): Vector3 {.gcsafe, locks: 0.}
proc getCollisionLocalShape*(self: KinematicBody; collision: int64): Object {.gcsafe, locks: 0.}
proc getCollisionCollider*(self: KinematicBody; collision: int64): Object {.gcsafe, locks: 0.}
proc getCollisionColliderId*(self: KinematicBody; collision: int64): int64 {.gcsafe, locks: 0.}
proc getCollisionColliderShape*(self: KinematicBody; collision: int64): Object {.gcsafe, locks: 0.}
proc getCollisionColliderShapeIndex*(self: KinematicBody; collision: int64): int64 {.gcsafe, locks: 0.}
proc getCollisionColliderVelocity*(self: KinematicBody; collision: int64): Vector3 {.gcsafe, locks: 0.}
proc getCollisionColliderMetadata*(self: KinematicBody; collision: int64) {.gcsafe, locks: 0.}
proc collisionsafeMargin*(self: KinematicBody2D): float64 {.gcsafe, locks: 0.}
proc `collisionsafeMargin =`*(self: KinematicBody2D; val: float64) {.gcsafe, locks: 0.}
proc move*(self: KinematicBody2D; relVec: Vector2): Dictionary {.gcsafe, locks: 0.}
proc moveAndSlide*(self: KinematicBody2D; linearVelocity: Vector2; @@ -1303,103 +1315,175 @@ function main() { floorMaxAngle: float64 = 0.785398): Vector2 {.gcsafe, locks: 0.}
proc testMove*(self: KinematicBody2D; fromm: Transform2D; relVec: Vector2): bool {.gcsafe, locks: 0.}
proc isOnFloor*(self: KinematicBody2D): bool {.gcsafe, locks: 0.}
proc isOnCeiling*(self: KinematicBody2D): bool {.gcsafe, locks: 0.}
proc isOnWall*(self: KinematicBody2D): bool {.gcsafe, locks: 0.}
proc getFloorVelocity*(self: KinematicBody2D): Vector2 {.gcsafe, locks: 0.}
proc getCollisionCount*(self: KinematicBody2D): int64 {.gcsafe, locks: 0.}
proc getCollisionPosition*(self: KinematicBody2D; collision: int64): Vector2 {.gcsafe, locks: 0.}
proc getCollisionNormal*(self: KinematicBody2D; collision: int64): Vector2 {.gcsafe, locks: 0.}
proc getCollisionTravel*(self: KinematicBody2D; collision: int64): Vector2 {.gcsafe, locks: 0.}
proc getCollisionRemainder*(self: KinematicBody2D; collision: int64): Vector2 {.gcsafe, locks: 0.}
proc getCollisionLocalShape*(self: KinematicBody2D; collision: int64): Object {.gcsafe, locks: 0.}
proc getCollisionCollider*(self: KinematicBody2D; collision: int64): Object {.gcsafe, locks: 0.}
proc getCollisionColliderId*(self: KinematicBody2D; collision: int64): int64 {.gcsafe, locks: 0.}
proc getCollisionColliderShape*(self: KinematicBody2D; collision: int64): Object {.gcsafe, locks: 0.}
proc getCollisionColliderShapeIndex*(self: KinematicBody2D; collision: int64): int64 {.gcsafe, locks: 0.}
proc getCollisionColliderVelocity*(self: KinematicBody2D; collision: int64): Vector2 {.gcsafe, locks: 0.}
proc getCollisionColliderMetadata*(self: KinematicBody2D; collision: int64) {.gcsafe, locks: 0.}
ALIGN_LEFT* = 0'i64
ALIGN_CENTER* = 1'i64
ALIGN_RIGHT* = 2'i64
ALIGN_FILL* = 3'i64
VALIGN_TOP* = 0'i64
VALIGN_CENTER* = 1'i64
VALIGN_BOTTOM* = 2'i64
VALIGN_FILL* = 3'i64
proc text*(self: Label): string {.gcsafe, locks: 0.}
proc `text =`*(self: Label; val: string) {.gcsafe, locks: 0.}
proc align*(self: Label): int64 {.gcsafe, locks: 0.}
proc `align =`*(self: Label; val: int64) {.gcsafe, locks: 0.}
proc valign*(self: Label): int64 {.gcsafe, locks: 0.}
proc `valign =`*(self: Label; val: int64) {.gcsafe, locks: 0.}
proc autowrap*(self: Label): bool {.gcsafe, locks: 0.}
proc `autowrap =`*(self: Label; val: bool) {.gcsafe, locks: 0.}
proc clipText*(self: Label): bool {.gcsafe, locks: 0.}
proc `clipText =`*(self: Label; val: bool) {.gcsafe, locks: 0.}
proc uppercase*(self: Label): bool {.gcsafe, locks: 0.}
proc `uppercase =`*(self: Label; val: bool) {.gcsafe, locks: 0.}
proc percentVisible*(self: Label): float64 {.gcsafe, locks: 0.}
proc `percentVisible =`*(self: Label; val: float64) {.gcsafe, locks: 0.}
proc linesSkipped*(self: Label): int64 {.gcsafe, locks: 0.}
proc `linesSkipped =`*(self: Label; val: int64) {.gcsafe, locks: 0.}
proc maxLinesVisible*(self: Label): int64 {.gcsafe, locks: 0.}
proc `maxLinesVisible =`*(self: Label; val: int64) {.gcsafe, locks: 0.}
proc getLineHeight*(self: Label): int64 {.gcsafe, locks: 0.}
proc getLineCount*(self: Label): int64 {.gcsafe, locks: 0.}
proc getVisibleLineCount*(self: Label): int64 {.gcsafe, locks: 0.}
proc getTotalCharacterCount*(self: Label): int64 {.gcsafe, locks: 0.}
proc setVisibleCharacters*(self: Label; amount: int64) {.gcsafe, locks: 0.}
proc getVisibleCharacters*(self: Label): int64 {.gcsafe, locks: 0.}
proc data*(self: LargeTexture): Array {.gcsafe, locks: 0.}
proc `data =`*(self: LargeTexture; val: Array) {.gcsafe, locks: 0.}
proc addPiece*(self: LargeTexture; ofs: Vector2; texture: Texture): int64 {.gcsafe, locks: 0.}
proc setPieceOffset*(self: LargeTexture; idx: int64; ofs: Vector2) {.gcsafe, locks: 0.}
proc setPieceTexture*(self: LargeTexture; idx: int64; texture: Texture) {.gcsafe, locks: 0.}
proc setSize*(self: LargeTexture; size: Vector2) {.gcsafe, locks: 0.}
proc clear*(self: LargeTexture) {.gcsafe, locks: 0.}
proc getPieceCount*(self: LargeTexture): int64 {.gcsafe, locks: 0.}
proc getPieceOffset*(self: LargeTexture; idx: int64): Vector2 {.gcsafe, locks: 0.}
proc getPieceTexture*(self: LargeTexture; idx: int64): Texture {.gcsafe, locks: 0.}
PARAM_ENERGY* = 0'i64
PARAM_SPECULAR* = 1'i64
PARAM_RANGE* = 2'i64
PARAM_ATTENUATION* = 3'i64
PARAM_SPOT_ANGLE* = 4'i64
PARAM_SPOT_ATTENUATION* = 5'i64
PARAM_CONTACT_SHADOW_SIZE* = 6'i64
PARAM_SHADOW_MAX_DISTANCE* = 7'i64
PARAM_SHADOW_SPLIT_1_OFFSET* = 8'i64
PARAM_SHADOW_SPLIT_2_OFFSET* = 9'i64
PARAM_SHADOW_SPLIT_3_OFFSET* = 10'i64
PARAM_SHADOW_NORMAL_BIAS* = 11'i64
PARAM_SHADOW_BIAS* = 12'i64
PARAM_MAX* = 13'i64
proc lightColor*(self: Light): Color {.gcsafe, locks: 0.}
proc `lightColor =`*(self: Light; val: Color) {.gcsafe, locks: 0.}
proc lightEnergy*(self: Light): float64 {.gcsafe, locks: 0.}
proc `lightEnergy =`*(self: Light; val: float64) {.gcsafe, locks: 0.}
proc lightNegative*(self: Light): bool {.gcsafe, locks: 0.}
proc `lightNegative =`*(self: Light; val: bool) {.gcsafe, locks: 0.}
proc lightSpecular*(self: Light): float64 {.gcsafe, locks: 0.}
proc `lightSpecular =`*(self: Light; val: float64) {.gcsafe, locks: 0.}
proc lightCullMask*(self: Light): int64 {.gcsafe, locks: 0.}
proc `lightCullMask =`*(self: Light; val: int64) {.gcsafe, locks: 0.}
proc shadowEnabled*(self: Light): bool {.gcsafe, locks: 0.}
proc `shadowEnabled =`*(self: Light; val: bool) {.gcsafe, locks: 0.}
proc shadowColor*(self: Light): Color {.gcsafe, locks: 0.}
proc `shadowColor =`*(self: Light; val: Color) {.gcsafe, locks: 0.}
proc shadowBias*(self: Light): float64 {.gcsafe, locks: 0.}
proc `shadowBias =`*(self: Light; val: float64) {.gcsafe, locks: 0.}
proc shadowContact*(self: Light): float64 {.gcsafe, locks: 0.}
proc `shadowContact =`*(self: Light; val: float64) {.gcsafe, locks: 0.}
proc shadowMaxDistance*(self: Light): float64 {.gcsafe, locks: 0.}
proc `shadowMaxDistance =`*(self: Light; val: float64) {.gcsafe, locks: 0.}
proc editorOnly*(self: Light): bool {.gcsafe, locks: 0.}
proc `editorOnly =`*(self: Light; val: bool) {.gcsafe, locks: 0.}
MODE_ADD* = 0'i64
MODE_SUB* = 1'i64
MODE_MIX* = 2'i64
MODE_MASK* = 3'i64
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.}
proc occluder*(self: LightOccluder2D): OccluderPolygon2D {.gcsafe, locks: 0.}
proc `occluder =`*(self: LightOccluder2D; val: OccluderPolygon2D) {.gcsafe, locks: 0.}
proc lightMask*(self: LightOccluder2D): int64 {.gcsafe, locks: 0.}
proc `lightMask =`*(self: LightOccluder2D; val: int64) {.gcsafe, locks: 0.}
method polyChanged*(self: LightOccluder2D) {.gcsafe, locks: 0, base.}
LINE_JOINT_SHARP* = 0'i64
LINE_JOINT_BEVEL* = 1'i64
LINE_JOINT_ROUND* = 2'i64
LINE_CAP_NONE* = 0'i64
LINE_CAP_BOX* = 1'i64
LINE_CAP_ROUND* = 2'i64
LINE_TEXTURE_NONE* = 0'i64
LINE_TEXTURE_TILE* = 1'i64
proc points*(self: Line2D): PoolVector2Array {.gcsafe, locks: 0.}
proc `points =`*(self: Line2D; val: PoolVector2Array) {.gcsafe, locks: 0.}
proc width*(self: Line2D): float64 {.gcsafe, locks: 0.}
proc `width =`*(self: Line2D; val: float64) {.gcsafe, locks: 0.}
proc defaultColor*(self: Line2D): Color {.gcsafe, locks: 0.}
proc `defaultColor =`*(self: Line2D; val: Color) {.gcsafe, locks: 0.}
proc gradient*(self: Line2D): Gradient {.gcsafe, locks: 0.}
proc `gradient =`*(self: Line2D; val: Gradient) {.gcsafe, locks: 0.}
proc texture*(self: Line2D): Texture {.gcsafe, locks: 0.}
proc `texture =`*(self: Line2D; val: Texture) {.gcsafe, locks: 0.}
proc textureMode*(self: Line2D): int64 {.gcsafe, locks: 0.}
proc `textureMode =`*(self: Line2D; val: int64) {.gcsafe, locks: 0.}
proc jointMode*(self: Line2D): int64 {.gcsafe, locks: 0.}
proc `jointMode =`*(self: Line2D; val: int64) {.gcsafe, locks: 0.}
proc beginCapMode*(self: Line2D): int64 {.gcsafe, locks: 0.}
proc `beginCapMode =`*(self: Line2D; val: int64) {.gcsafe, locks: 0.}
proc endCapMode*(self: Line2D): int64 {.gcsafe, locks: 0.}
proc `endCapMode =`*(self: Line2D; val: int64) {.gcsafe, locks: 0.}
proc sharpLimit*(self: Line2D): float64 {.gcsafe, locks: 0.}
proc `sharpLimit =`*(self: Line2D; val: float64) {.gcsafe, locks: 0.}
proc roundPrecision*(self: Line2D): int64 {.gcsafe, locks: 0.}
proc `roundPrecision =`*(self: Line2D; val: int64) {.gcsafe, locks: 0.}
proc setPointPos*(self: Line2D; i: int64; pos: Vector2) {.gcsafe, locks: 0.}
proc getPointPos*(self: Line2D; i: int64): Vector2 {.gcsafe, locks: 0.}
proc getPointCount*(self: Line2D): int64 {.gcsafe, locks: 0.}
proc addPoint*(self: Line2D; pos: Vector2) {.gcsafe, locks: 0.}
proc removePoint*(self: Line2D; i: int64) {.gcsafe, locks: 0.}
method gradientChanged*(self: Line2D) {.gcsafe, locks: 0, base.}
ALIGN_LEFT* = 0'i64
ALIGN_CENTER* = 1'i64
ALIGN_RIGHT* = 2'i64
ALIGN_FILL* = 3'i64
MENU_CUT* = 0'i64
MENU_COPY* = 1'i64
MENU_PASTE* = 2'i64
MENU_CLEAR* = 3'i64
MENU_SELECT_ALL* = 4'i64
MENU_UNDO* = 5'i64
MENU_MAX* = 6'i64
proc text*(self: LineEdit): string {.gcsafe, locks: 0.}
proc `text =`*(self: LineEdit; val: string) {.gcsafe, locks: 0.}
proc align*(self: LineEdit): int64 {.gcsafe, locks: 0.}
proc `align =`*(self: LineEdit; val: int64) {.gcsafe, locks: 0.}
proc maxLength*(self: LineEdit): int64 {.gcsafe, locks: 0.}
proc `maxLength =`*(self: LineEdit; val: int64) {.gcsafe, locks: 0.}
proc editable*(self: LineEdit): bool {.gcsafe, locks: 0.}
proc `editable =`*(self: LineEdit; val: bool) {.gcsafe, locks: 0.}
proc secret*(self: LineEdit): bool {.gcsafe, locks: 0.}
proc `secret =`*(self: LineEdit; val: bool) {.gcsafe, locks: 0.}
proc expandToLen*(self: LineEdit): bool {.gcsafe, locks: 0.}
proc `expandToLen =`*(self: LineEdit; val: bool) {.gcsafe, locks: 0.}
proc focusMode*(self: LineEdit): int64 {.gcsafe, locks: 0.}
proc `focusMode =`*(self: LineEdit; val: int64) {.gcsafe, locks: 0.}
proc placeholderText*(self: LineEdit): string {.gcsafe, locks: 0.}
proc `placeholderText =`*(self: LineEdit; val: string) {.gcsafe, locks: 0.}
proc placeholderAlpha*(self: LineEdit): float64 {.gcsafe, locks: 0.}
proc `placeholderAlpha =`*(self: LineEdit; val: float64) {.gcsafe, locks: 0.}
proc caretBlink*(self: LineEdit): bool {.gcsafe, locks: 0.}
proc `caretBlink =`*(self: LineEdit; val: bool) {.gcsafe, locks: 0.}
proc caretBlinkSpeed*(self: LineEdit): float64 {.gcsafe, locks: 0.}
proc `caretBlinkSpeed =`*(self: LineEdit; val: float64) {.gcsafe, locks: 0.}
proc clear*(self: LineEdit) {.gcsafe, locks: 0.}
proc selectAll*(self: LineEdit) {.gcsafe, locks: 0.}
proc setCursorPos*(self: LineEdit; pos: int64) {.gcsafe, locks: 0.}
proc getCursorPos*(self: LineEdit): int64 {.gcsafe, locks: 0.}
proc appendAtCursor*(self: LineEdit; text: string) {.gcsafe, locks: 0.}
proc select*(self: LineEdit; fromm: int64 = 0'i64; to: int64 = - 1'i64) {.gcsafe, locks: 0.}
proc menuOption*(self: LineEdit; option: int64) {.gcsafe, locks: 0.}
proc getMenu*(self: LineEdit): PopupMenu {.gcsafe, locks: 0.}
method toggleDrawCaret*(self: LineEdit) {.gcsafe, locks: 0, base.}
method editorSettingsChanged*(self: LineEdit) {.gcsafe, locks: 0, base.}
method guiInput*(self: LineEdit; event: InputEvent) {.gcsafe, locks: 0.}
proc normal*(self: LineShape2D): Vector2 {.gcsafe, locks: 0.}
proc `normal =`*(self: LineShape2D; val: Vector2) {.gcsafe, locks: 0.}
proc d*(self: LineShape2D): float64 {.gcsafe, locks: 0.}
proc `d =`*(self: LineShape2D; val: float64) {.gcsafe, locks: 0.}
UNDERLINE_MODE_ALWAYS* = 0'i64
UNDERLINE_MODE_ON_HOVER* = 1'i64
UNDERLINE_MODE_NEVER* = 2'i64
proc text*(self: LinkButton): string {.gcsafe, locks: 0.}
proc `text =`*(self: LinkButton; val: string) {.gcsafe, locks: 0.}
proc underline*(self: LinkButton): int64 {.gcsafe, locks: 0.}
proc `underline =`*(self: LinkButton; val: int64) {.gcsafe, locks: 0.}
proc makeCurrent*(self: Listener) {.gcsafe, locks: 0.}
proc clearCurrent*(self: Listener) {.gcsafe, locks: 0.}
proc isCurrent*(self: Listener): bool {.gcsafe, locks: 0.}
proc getListenerTransform*(self: Listener): Transform {.gcsafe, locks: 0.}
NOTIFICATION_WM_MOUSE_ENTER* = 2'i64
NOTIFICATION_WM_MOUSE_EXIT* = 3'i64
NOTIFICATION_WM_FOCUS_IN* = 4'i64
NOTIFICATION_WM_FOCUS_OUT* = 5'i64
NOTIFICATION_WM_QUIT_REQUEST* = 6'i64
NOTIFICATION_WM_UNFOCUS_REQUEST* = 8'i64
NOTIFICATION_OS_MEMORY_WARNING* = 9'i64
proc inputEventImpl*(self: MainLoop; ev: InputEvent) {.gcsafe, locks: 0.}
proc inputTextImpl*(self: MainLoop; text: string) {.gcsafe, locks: 0.}
proc init*(self: MainLoop) {.gcsafe, locks: 0.}
proc iterationImpl*(self: MainLoop; delta: float64): bool {.gcsafe, locks: 0.}
proc idleImpl*(self: MainLoop; delta: float64): bool {.gcsafe, locks: 0.}
proc finish*(self: MainLoop) {.gcsafe, locks: 0.}
method inputEvent*(self: MainLoop; ev: InputEvent) {.gcsafe, locks: 0, base.}
method inputText*(self: MainLoop; text: string) {.gcsafe, locks: 0, base.}
method initialize*(self: MainLoop) {.gcsafe, locks: 0, base.}
method iteration*(self: MainLoop; delta: float64) {.gcsafe, locks: 0, base.}
method idle*(self: MainLoop; delta: float64) {.gcsafe, locks: 0, base.}
method dropFiles*(self: MainLoop; files: PoolStringArray; screen: int64) {.gcsafe, locks: 0, base.}
method finalize*(self: MainLoop) {.gcsafe, locks: 0, base.}
proc variantToBase64*(variant: Variant): string {.gcsafe, locks: 0.}
proc base64ToVariant*(base64Str: string): Variant {.gcsafe, locks: 0.}
proc rawToBase64*(array: PoolByteArray): string {.gcsafe, locks: 0.}
proc base64ToRaw*(base64Str: string): PoolByteArray {.gcsafe, locks: 0.}
proc utf8ToBase64*(utf8Str: string): string {.gcsafe, locks: 0.}
proc base64ToUtf8*(base64Str: string): string {.gcsafe, locks: 0.}
proc nextPass*(self: Material): Material {.gcsafe, locks: 0.}
proc `nextPass =`*(self: Material; val: Material) {.gcsafe, locks: 0.}
proc items*(self: MenuButton): Array {.gcsafe, locks: 0.}
proc `items =`*(self: MenuButton; val: Array) {.gcsafe, locks: 0.}
proc getPopup*(self: MenuButton): PopupMenu {.gcsafe, locks: 0.}
method unhandledKeyInput*(self: MenuButton; event: InputEventKey) {.gcsafe, locks: 0.}
PRIMITIVE_POINTS* = 0'i64
PRIMITIVE_LINES* = 1'i64
PRIMITIVE_LINE_STRIP* = 2'i64
PRIMITIVE_LINE_LOOP* = 3'i64
PRIMITIVE_TRIANGLES* = 4'i64
PRIMITIVE_TRIANGLE_STRIP* = 5'i64
PRIMITIVE_TRIANGLE_FAN* = 6'i64
proc createTrimeshShape*(self: Mesh): Shape {.gcsafe, locks: 0.}
proc createConvexShape*(self: Mesh): Shape {.gcsafe, locks: 0.}
proc createOutline*(self: Mesh; margin: float64): ArrayMesh {.gcsafe, locks: 0.}
proc getFaces*(self: Mesh): PoolVector3Array {.gcsafe, locks: 0.}
proc generateTriangleMesh*(self: Mesh): TriangleMesh {.gcsafe, locks: 0.}
proc clear*(self: MeshDataTool) {.gcsafe, locks: 0.}
proc createFromSurface*(self: MeshDataTool; mesh: ArrayMesh; surface: int64): int64 {.gcsafe, locks: 0.}
proc commitToSurface*(self: MeshDataTool; mesh: ArrayMesh): int64 {.gcsafe, locks: 0.}
proc getFormat*(self: MeshDataTool): int64 {.gcsafe, locks: 0.}
proc getVertexCount*(self: MeshDataTool): int64 {.gcsafe, locks: 0.}
proc getEdgeCount*(self: MeshDataTool): int64 {.gcsafe, locks: 0.}
proc getFaceCount*(self: MeshDataTool): int64 {.gcsafe, locks: 0.}
proc setVertex*(self: MeshDataTool; idx: int64; vertex: Vector3) {.gcsafe, locks: 0.}
proc getVertex*(self: MeshDataTool; idx: int64): Vector3 {.gcsafe, locks: 0.}
proc setVertexNormal*(self: MeshDataTool; idx: int64; normal: Vector3) {.gcsafe, locks: 0.}
proc getVertexNormal*(self: MeshDataTool; idx: int64): Vector3 {.gcsafe, locks: 0.}
proc setVertexTangent*(self: MeshDataTool; idx: int64; tangent: Plane) {.gcsafe, locks: 0.}
proc getVertexTangent*(self: MeshDataTool; idx: int64): Plane {.gcsafe, locks: 0.}
proc setVertexUv*(self: MeshDataTool; idx: int64; uv: Vector2) {.gcsafe, locks: 0.}
proc getVertexUv*(self: MeshDataTool; idx: int64): Vector2 {.gcsafe, locks: 0.}
proc setVertexUv2*(self: MeshDataTool; idx: int64; uv2: Vector2) {.gcsafe, locks: 0.}
proc getVertexUv2*(self: MeshDataTool; idx: int64): Vector2 {.gcsafe, locks: 0.}
proc setVertexColor*(self: MeshDataTool; idx: int64; color: Color) {.gcsafe, locks: 0.}
proc getVertexColor*(self: MeshDataTool; idx: int64): Color {.gcsafe, locks: 0.}
proc setVertexBones*(self: MeshDataTool; idx: int64; bones: PoolIntArray) {.gcsafe, locks: 0.}
proc getVertexBones*(self: MeshDataTool; idx: int64): PoolIntArray {.gcsafe, locks: 0.}
proc setVertexWeights*(self: MeshDataTool; idx: int64; weights: PoolRealArray) {.gcsafe, locks: 0.}
proc getVertexWeights*(self: MeshDataTool; idx: int64): PoolRealArray {.gcsafe, locks: 0.}
proc setVertexMeta*(self: MeshDataTool; idx: int64; meta: Variant) {.gcsafe, locks: 0.}
proc getVertexMeta*(self: MeshDataTool; idx: int64): Variant {.gcsafe, locks: 0.}
proc getVertexEdges*(self: MeshDataTool; idx: int64): PoolIntArray {.gcsafe, locks: 0.}
proc getVertexFaces*(self: MeshDataTool; idx: int64): PoolIntArray {.gcsafe, locks: 0.}
proc getEdgeVertex*(self: MeshDataTool; idx: int64; vertex: int64): int64 {.gcsafe, locks: 0.}
proc getEdgeFaces*(self: MeshDataTool; idx: int64): PoolIntArray {.gcsafe, locks: 0.}
proc setEdgeMeta*(self: MeshDataTool; idx: int64; meta: Variant) {.gcsafe, locks: 0.}
proc getEdgeMeta*(self: MeshDataTool; idx: int64): Variant {.gcsafe, locks: 0.}
proc getFaceVertex*(self: MeshDataTool; idx: int64; vertex: int64): int64 {.gcsafe, locks: 0.}
proc getFaceEdge*(self: MeshDataTool; idx: int64; edge: int64): int64 {.gcsafe, locks: 0.}
proc setFaceMeta*(self: MeshDataTool; idx: int64; meta: Variant) {.gcsafe, locks: 0.}
proc getFaceMeta*(self: MeshDataTool; idx: int64): Variant {.gcsafe, locks: 0.}
proc getFaceNormal*(self: MeshDataTool; idx: int64): Vector3 {.gcsafe, locks: 0.}
proc setMaterial*(self: MeshDataTool; material: Material) {.gcsafe, locks: 0.}
proc getMaterial*(self: MeshDataTool): Material {.gcsafe, locks: 0.}
proc mesh*(self: MeshInstance): Mesh {.gcsafe, locks: 0.}
proc `mesh =`*(self: MeshInstance; val: Mesh) {.gcsafe, locks: 0.}
proc skeleton*(self: MeshInstance): NodePath {.gcsafe, locks: 0.}
proc `skeleton =`*(self: MeshInstance; val: NodePath) {.gcsafe, locks: 0.}
proc setSurfaceMaterial*(self: MeshInstance; surface: int64; material: Material) {.gcsafe, locks: 0.}
proc getSurfaceMaterial*(self: MeshInstance; surface: int64): Material {.gcsafe, locks: 0.}
proc createTrimeshCollision*(self: MeshInstance) {.gcsafe, locks: 0.}
proc createConvexCollision*(self: MeshInstance) {.gcsafe, locks: 0.}
proc createDebugTangents*(self: MeshInstance) {.gcsafe, locks: 0.}
method meshChanged*(self: MeshInstance) {.gcsafe, locks: 0, base.}
proc createItem*(self: MeshLibrary; id: int64) {.gcsafe, locks: 0.}
proc setItemName*(self: MeshLibrary; id: int64; name: string) {.gcsafe, locks: 0.}
proc setItemMesh*(self: MeshLibrary; id: int64; mesh: Mesh) {.gcsafe, locks: 0.}
proc setItemNavmesh*(self: MeshLibrary; id: int64; navmesh: NavigationMesh) {.gcsafe, locks: 0.}
proc setItemShape*(self: MeshLibrary; id: int64; shape: Shape) {.gcsafe, locks: 0.}
proc getItemName*(self: MeshLibrary; id: int64): string {.gcsafe, locks: 0.}
proc getItemMesh*(self: MeshLibrary; id: int64): Mesh {.gcsafe, locks: 0.}
proc getItemNavmesh*(self: MeshLibrary; id: int64): NavigationMesh {.gcsafe, locks: 0.}
proc getItemShape*(self: MeshLibrary; id: int64): Shape {.gcsafe, locks: 0.}
proc removeItem*(self: MeshLibrary; id: int64) {.gcsafe, locks: 0.}
proc clear*(self: MeshLibrary) {.gcsafe, locks: 0.}
proc getItemList*(self: MeshLibrary): PoolIntArray {.gcsafe, locks: 0.}
proc getLastUnusedItemId*(self: MeshLibrary): int64 {.gcsafe, locks: 0.}
TRANSFORM_2D* = 0'i64
TRANSFORM_3D* = 1'i64
COLOR_NONE* = 0'i64
COLOR_8BIT* = 1'i64
COLOR_FLOAT* = 2'i64
proc colorFormat*(self: MultiMesh): int64 {.gcsafe, locks: 0.}
proc `colorFormat =`*(self: MultiMesh; val: int64) {.gcsafe, locks: 0.}
proc transformFormat*(self: MultiMesh): int64 {.gcsafe, locks: 0.}
proc `transformFormat =`*(self: MultiMesh; val: int64) {.gcsafe, locks: 0.}
proc instanceCount*(self: MultiMesh): int64 {.gcsafe, locks: 0.}
proc `instanceCount =`*(self: MultiMesh; val: int64) {.gcsafe, locks: 0.}
proc mesh*(self: MultiMesh): Mesh {.gcsafe, locks: 0.}
proc `mesh =`*(self: MultiMesh; val: Mesh) {.gcsafe, locks: 0.}
proc transformArray*(self: MultiMesh): PoolVector3Array {.gcsafe, locks: 0.}
proc `transformArray =`*(self: MultiMesh; val: PoolVector3Array) {.gcsafe, locks: 0.}
proc colorArray*(self: MultiMesh): PoolColorArray {.gcsafe, locks: 0.}
proc `colorArray =`*(self: MultiMesh; val: PoolColorArray) {.gcsafe, locks: 0.}
proc setInstanceTransform*(self: MultiMesh; instance: int64; transform: Transform) {.gcsafe, locks: 0.}
proc getInstanceTransform*(self: MultiMesh; instance: int64): Transform {.gcsafe, locks: 0.}
proc setInstanceColor*(self: MultiMesh; instance: int64; color: Color) {.gcsafe, locks: 0.}
proc getInstanceColor*(self: MultiMesh; instance: int64): Color {.gcsafe, locks: 0.}
proc getAabb*(self: MultiMesh): Rect3 {.gcsafe, locks: 0.}
proc multimesh*(self: MultiMeshInstance): MultiMesh {.gcsafe, locks: 0.}
proc `multimesh =`*(self: MultiMeshInstance; val: MultiMesh) {.gcsafe, locks: 0.}
proc lock*(self: Mutex) {.gcsafe, locks: 0.}
proc tryLock*(self: Mutex): Error {.gcsafe, locks: 0.}
proc unlock*(self: Mutex) {.gcsafe, locks: 0.}
proc className*(self: NativeScript): string {.gcsafe, locks: 0.}
proc `className =`*(self: NativeScript; val: string) {.gcsafe, locks: 0.}
proc library*(self: NativeScript): GDNativeLibrary {.gcsafe, locks: 0.}
proc `library =`*(self: NativeScript; val: GDNativeLibrary) {.gcsafe, locks: 0.}
proc new*(self: NativeScript; variantArgs: varargs[Variant]): Object {.gcsafe, locks: 0.}
proc upVector*(self: Navigation): Vector3 {.gcsafe, locks: 0.}
proc `upVector =`*(self: Navigation; val: Vector3) {.gcsafe, locks: 0.}
proc navmeshCreate*(self: Navigation; mesh: NavigationMesh; xform: Transform; owner: Object = nil): int64 {.gcsafe, locks: 0.}
proc navmeshSetTransform*(self: Navigation; id: int64; xform: Transform) {.gcsafe, locks: 0.}
proc navmeshRemove*(self: Navigation; id: int64) {.gcsafe, locks: 0.}
proc getSimplePath*(self: Navigation; start: Vector3; endd: Vector3; optimize: bool = true): PoolVector3Array {.gcsafe, locks: 0.}
proc getClosestPointToSegment*(self: Navigation; start: Vector3; endd: Vector3; useCollision: bool = false): Vector3 {.gcsafe, locks: 0.}
proc getClosestPoint*(self: Navigation; toPoint: Vector3): Vector3 {.gcsafe, locks: 0.}
proc getClosestPointNormal*(self: Navigation; toPoint: Vector3): Vector3 {.gcsafe, locks: 0.}
proc getClosestPointOwner*(self: Navigation; toPoint: Vector3): Object {.gcsafe, locks: 0.}
proc navpolySetTransform*(self: Navigation2D; id: int64; xform: Transform2D) {.gcsafe, locks: 0.}
proc navpolyRemove*(self: Navigation2D; id: int64) {.gcsafe, locks: 0.}
proc getSimplePath*(self: Navigation2D; start: Vector2; endd: Vector2; optimize: bool = true): PoolVector2Array {.gcsafe, locks: 0.}
proc getClosestPoint*(self: Navigation2D; toPoint: Vector2): Vector2 {.gcsafe, locks: 0.}
proc getClosestPointOwner*(self: Navigation2D; toPoint: Vector2): Object {.gcsafe, locks: 0.}
proc vertices*(self: NavigationMesh): PoolVector3Array {.gcsafe, locks: 0.}
proc `vertices =`*(self: NavigationMesh; val: PoolVector3Array) {.gcsafe, locks: 0.}
proc polygons*(self: NavigationMesh): Array {.gcsafe, locks: 0.}
proc `polygons =`*(self: NavigationMesh; val: Array) {.gcsafe, locks: 0.}
proc addPolygon*(self: NavigationMesh; polygon: PoolIntArray) {.gcsafe, locks: 0.}
proc getPolygonCount*(self: NavigationMesh): int64 {.gcsafe, locks: 0.}
proc getPolygon*(self: NavigationMesh; idx: int64): PoolIntArray {.gcsafe, locks: 0.}
proc clearPolygons*(self: NavigationMesh) {.gcsafe, locks: 0.}
proc navmesh*(self: NavigationMeshInstance): NavigationMesh {.gcsafe, locks: 0.}
proc `navmesh =`*(self: NavigationMeshInstance; val: NavigationMesh) {.gcsafe, locks: 0.}
proc enabled*(self: NavigationMeshInstance): bool {.gcsafe, locks: 0.}
proc `enabled =`*(self: NavigationMeshInstance; val: bool) {.gcsafe, locks: 0.}
proc vertices*(self: NavigationPolygon): PoolVector3Array {.gcsafe, locks: 0.}
proc `vertices =`*(self: NavigationPolygon; val: PoolVector3Array) {.gcsafe, locks: 0.}
proc polygons*(self: NavigationPolygon): Array {.gcsafe, locks: 0.}
proc `polygons =`*(self: NavigationPolygon; val: Array) {.gcsafe, locks: 0.}
proc outlines*(self: NavigationPolygon): Array {.gcsafe, locks: 0.}
proc `outlines =`*(self: NavigationPolygon; val: Array) {.gcsafe, locks: 0.}
proc addPolygon*(self: NavigationPolygon; polygon: PoolIntArray) {.gcsafe, locks: 0.}
proc getPolygonCount*(self: NavigationPolygon): int64 {.gcsafe, locks: 0.}
proc getPolygon*(self: NavigationPolygon; idx: int64): PoolIntArray {.gcsafe, locks: 0.}
proc clearPolygons*(self: NavigationPolygon) {.gcsafe, locks: 0.}
proc addOutline*(self: NavigationPolygon; outline: PoolVector2Array) {.gcsafe, locks: 0.}
proc addOutlineAtIndex*(self: NavigationPolygon; outline: PoolVector2Array; index: int64) {.gcsafe, locks: 0.}
proc getOutlineCount*(self: NavigationPolygon): int64 {.gcsafe, locks: 0.}
proc setOutline*(self: NavigationPolygon; idx: int64; outline: PoolVector2Array) {.gcsafe, locks: 0.}
proc getOutline*(self: NavigationPolygon; idx: int64): PoolVector2Array {.gcsafe, locks: 0.}
proc removeOutline*(self: NavigationPolygon; idx: int64) {.gcsafe, locks: 0.}
proc clearOutlines*(self: NavigationPolygon) {.gcsafe, locks: 0.}
proc makePolygonsFromOutlines*(self: NavigationPolygon) {.gcsafe, locks: 0.}
proc navpoly*(self: NavigationPolygonInstance): NavigationPolygon {.gcsafe, locks: 0.}
proc `navpoly =`*(self: NavigationPolygonInstance; val: NavigationPolygon) {.gcsafe, locks: 0.}
proc enabled*(self: NavigationPolygonInstance): bool {.gcsafe, locks: 0.}
proc `enabled =`*(self: NavigationPolygonInstance; val: bool) {.gcsafe, locks: 0.}
method navpolyChanged*(self: NavigationPolygonInstance) {.gcsafe, locks: 0, base.}
COMPRESS_NONE* = 0'i64
COMPRESS_RANGE_CODER* = 1'i64
COMPRESS_FASTLZ* = 2'i64
COMPRESS_ZLIB* = 3'i64
COMPRESS_ZSTD* = 4'i64
proc createClient*(self: NetworkedMultiplayerENet; ip: string; port: int64; @@ -1310,27 +1334,47 @@ function main() { gcsafe, locks: 0.}
proc closeConnection*(self: NetworkedMultiplayerENet) {.gcsafe, locks: 0.}
proc setCompressionMode*(self: NetworkedMultiplayerENet; mode: int64) {.gcsafe, locks: 0.}
proc getCompressionMode*(self: NetworkedMultiplayerENet): int64 {.gcsafe, locks: 0.}
proc setBindIp*(self: NetworkedMultiplayerENet; ip: string) {.gcsafe, locks: 0.}
TRANSFER_MODE_UNRELIABLE* = 0'i64
TRANSFER_MODE_UNRELIABLE_ORDERED* = 1'i64
TRANSFER_MODE_RELIABLE* = 2'i64
CONNECTION_DISCONNECTED* = 0'i64
CONNECTION_CONNECTING* = 1'i64
CONNECTION_CONNECTED* = 2'i64
TARGET_PEER_BROADCAST* = 0'i64
TARGET_PEER_SERVER* = 1'i64
proc setTransferMode*(self: NetworkedMultiplayerPeer; mode: int64) {.gcsafe, locks: 0.}
proc setTargetPeer*(self: NetworkedMultiplayerPeer; id: int64) {.gcsafe, locks: 0.}
proc getPacketPeer*(self: NetworkedMultiplayerPeer): int64 {.gcsafe, locks: 0.}
proc poll*(self: NetworkedMultiplayerPeer) {.gcsafe, locks: 0.}
proc getConnectionStatus*(self: NetworkedMultiplayerPeer): int64 {.gcsafe, locks: 0.}
proc getUniqueId*(self: NetworkedMultiplayerPeer): int64 {.gcsafe, locks: 0.}
proc setRefuseNewConnections*(self: NetworkedMultiplayerPeer; enable: bool) {.gcsafe, locks: 0.}
proc isRefusingNewConnections*(self: NetworkedMultiplayerPeer): bool {.gcsafe, locks: 0.}
AXIS_STRETCH_MODE_STRETCH* = 0'i64
AXIS_STRETCH_MODE_TILE* = 1'i64
AXIS_STRETCH_MODE_TILE_FIT* = 2'i64
proc texture*(self: NinePatchRect): Texture {.gcsafe, locks: 0.}
proc `texture =`*(self: NinePatchRect; val: Texture) {.gcsafe, locks: 0.}
proc drawCenter*(self: NinePatchRect): bool {.gcsafe, locks: 0.}
proc `drawCenter =`*(self: NinePatchRect; val: bool) {.gcsafe, locks: 0.}
proc regionRect*(self: NinePatchRect): Rect2 {.gcsafe, locks: 0.}
proc `regionRect =`*(self: NinePatchRect; val: Rect2) {.gcsafe, locks: 0.}
proc patchMarginLeft*(self: NinePatchRect): int64 {.gcsafe, locks: 0.}
proc `patchMarginLeft =`*(self: NinePatchRect; val: int64) {.gcsafe, locks: 0.}
proc patchMarginTop*(self: NinePatchRect): int64 {.gcsafe, locks: 0.}
proc `patchMarginTop =`*(self: NinePatchRect; val: int64) {.gcsafe, locks: 0.}
proc patchMarginRight*(self: NinePatchRect): int64 {.gcsafe, locks: 0.}
proc `patchMarginRight =`*(self: NinePatchRect; val: int64) {.gcsafe, locks: 0.}
proc patchMarginBottom*(self: NinePatchRect): int64 {.gcsafe, locks: 0.}
proc `patchMarginBottom =`*(self: NinePatchRect; val: int64) {.gcsafe, locks: 0.}
proc axisStretchHorizontal*(self: NinePatchRect): int64 {.gcsafe, locks: 0.}
proc `axisStretchHorizontal =`*(self: NinePatchRect; val: int64) {.gcsafe, locks: 0.}
proc axisStretchVertical*(self: NinePatchRect): int64 {.gcsafe, locks: 0.}
proc `axisStretchVertical =`*(self: NinePatchRect; val: int64) {.gcsafe, locks: 0.}
NOTIFICATION_ENTER_TREE* = 10'i64
NOTIFICATION_EXIT_TREE* = 11'i64
NOTIFICATION_MOVED_IN_PARENT* = 12'i64
NOTIFICATION_READY* = 13'i64
NOTIFICATION_FIXED_PROCESS* = 16'i64
NOTIFICATION_PROCESS* = 17'i64
NOTIFICATION_PARENTED* = 18'i64
NOTIFICATION_UNPARENTED* = 19'i64
NOTIFICATION_PAUSED* = 14'i64
NOTIFICATION_UNPAUSED* = 15'i64
NOTIFICATION_INSTANCED* = 20'i64
NOTIFICATION_DRAG_BEGIN* = 21'i64
NOTIFICATION_DRAG_END* = 22'i64
NOTIFICATION_PATH_CHANGED* = 23'i64
NOTIFICATION_TRANSLATION_CHANGED* = 24'i64
NOTIFICATION_INTERNAL_PROCESS* = 25'i64
NOTIFICATION_INTERNAL_FIXED_PROCESS* = 26'i64
RPC_MODE_DISABLED* = 0'i64
RPC_MODE_REMOTE* = 1'i64
RPC_MODE_SYNC* = 2'i64
RPC_MODE_MASTER* = 3'i64
RPC_MODE_SLAVE* = 4'i64
PAUSE_MODE_INHERIT* = 0'i64
PAUSE_MODE_STOP* = 1'i64
PAUSE_MODE_PROCESS* = 2'i64
DUPLICATE_SIGNALS* = 1'i64
DUPLICATE_GROUPS* = 2'i64
DUPLICATE_SCRIPTS* = 4'i64
DUPLICATE_USE_INSTANCING* = 8'i64
proc importPath*(self: Node): NodePath {.gcsafe, locks: 0.}
proc `importPath =`*(self: Node; val: NodePath) {.gcsafe, locks: 0.}
proc pauseMode*(self: Node): int64 {.gcsafe, locks: 0.}
proc `pauseMode =`*(self: Node; val: int64) {.gcsafe, locks: 0.}
proc editordisplayFolded*(self: Node): bool {.gcsafe, locks: 0.}
proc `editordisplayFolded =`*(self: Node; val: bool) {.gcsafe, locks: 0.}
proc setName*(self: Node; name: string) {.gcsafe, locks: 0.}
proc getName*(self: Node): string {.gcsafe, locks: 0.}
proc addChild*(self: Node; node: Node; legibleUniqueName: bool = false) {.gcsafe, locks: 0.}
proc removeChild*(self: Node; node: Node) {.gcsafe, locks: 0.}
proc getChildCount*(self: Node): int64 {.gcsafe, locks: 0.}
proc getChildren*(self: Node): Array {.gcsafe, locks: 0.}
proc getChild*(self: Node; idx: int64): Node {.gcsafe, locks: 0.}
proc hasNode*(self: Node; path: NodePath): bool {.gcsafe, locks: 0.}
proc getNode*(self: Node; path: NodePath): Node {.gcsafe, locks: 0.}
proc getParent*(self: Node): Node {.gcsafe, locks: 0.}
proc findNode*(self: Node; mask: string; recursive: bool = true; owned: bool = true): Node {.gcsafe, locks: 0.}
proc hasNodeAndResource*(self: Node; path: NodePath): bool {.gcsafe, locks: 0.}
proc getNodeAndResource*(self: Node; path: NodePath): Array {.gcsafe, locks: 0.}
proc isInsideTree*(self: Node): bool {.gcsafe, locks: 0.}
proc isAParentOf*(self: Node; node: Node): bool {.gcsafe, locks: 0.}
proc isGreaterThan*(self: Node; node: Node): bool {.gcsafe, locks: 0.}
proc getPath*(self: Node): NodePath {.gcsafe, locks: 0.}
proc getPathTo*(self: Node; node: Node): NodePath {.gcsafe, locks: 0.}
proc addToGroup*(self: Node; group: string; persistent: bool = false) {.gcsafe, locks: 0.}
proc removeFromGroup*(self: Node; group: string) {.gcsafe, locks: 0.}
proc isInGroup*(self: Node; group: string): bool {.gcsafe, locks: 0.}
proc moveChild*(self: Node; childNode: Node; toPos: int64) {.gcsafe, locks: 0.}
proc getGroups*(self: Node): Array {.gcsafe, locks: 0.}
proc raisee*(self: Node) {.gcsafe, locks: 0.}
proc setOwner*(self: Node; owner: Node) {.gcsafe, locks: 0.}
proc getOwner*(self: Node): Node {.gcsafe, locks: 0.}
proc removeAndSkip*(self: Node) {.gcsafe, locks: 0.}
proc getIndex*(self: Node): int64 {.gcsafe, locks: 0.}
proc printTree*(self: Node) {.gcsafe, locks: 0.}
proc setFilename*(self: Node; filename: string) {.gcsafe, locks: 0.}
proc getFilename*(self: Node): string {.gcsafe, locks: 0.}
proc propagateNotification*(self: Node; what: int64) {.gcsafe, locks: 0.}
proc setFixedProcess*(self: Node; enable: bool) {.gcsafe, locks: 0.}
proc getFixedProcessDeltaTime*(self: Node): float64 {.gcsafe, locks: 0.}
proc isFixedProcessing*(self: Node): bool {.gcsafe, locks: 0.}
proc getProcessDeltaTime*(self: Node): float64 {.gcsafe, locks: 0.}
proc setProcess*(self: Node; enable: bool) {.gcsafe, locks: 0.}
proc isProcessing*(self: Node): bool {.gcsafe, locks: 0.}
proc setProcessInput*(self: Node; enable: bool) {.gcsafe, locks: 0.}
proc isProcessingInput*(self: Node): bool {.gcsafe, locks: 0.}
proc setProcessUnhandledInput*(self: Node; enable: bool) {.gcsafe, locks: 0.}
proc isProcessingUnhandledInput*(self: Node): bool {.gcsafe, locks: 0.}
proc setProcessUnhandledKeyInput*(self: Node; enable: bool) {.gcsafe, locks: 0.}
proc isProcessingUnhandledKeyInput*(self: Node): bool {.gcsafe, locks: 0.}
proc canProcess*(self: Node): bool {.gcsafe, locks: 0.}
proc printStrayNodes*(self: Node) {.gcsafe, locks: 0.}
proc getPositionInParent*(self: Node): int64 {.gcsafe, locks: 0.}
proc setProcessInternal*(self: Node; enable: bool) {.gcsafe, locks: 0.}
proc isProcessingInternal*(self: Node): bool {.gcsafe, locks: 0.}
proc setFixedProcessInternal*(self: Node; enable: bool) {.gcsafe, locks: 0.}
proc isFixedProcessingInternal*(self: Node): bool {.gcsafe, locks: 0.}
proc getTree*(self: Node): SceneTree {.gcsafe, locks: 0.}
proc duplicate*(self: Node; flags: int64 = 15'i64): Node {.gcsafe, locks: 0.}
proc replaceBy*(self: Node; node: Node; keepData: bool = false) {.gcsafe, locks: 0.}
proc setSceneInstanceLoadPlaceholder*(self: Node; loadPlaceholder: bool) {.gcsafe, locks: 0.}
proc getSceneInstanceLoadPlaceholder*(self: Node): bool {.gcsafe, locks: 0.}
proc getViewport*(self: Node): Viewport {.gcsafe, locks: 0.}
proc queueFree*(self: Node) {.gcsafe, locks: 0.}
proc requestReady*(self: Node) {.gcsafe, locks: 0.}
proc setNetworkMaster*(self: Node; id: int64; recursive: bool = true) {.gcsafe, locks: 0.}
proc getNetworkMaster*(self: Node): int64 {.gcsafe, locks: 0.}
proc isNetworkMaster*(self: Node): bool {.gcsafe, locks: 0.}
proc rpcConfig*(self: Node; methodd: string; mode: int64) {.gcsafe, locks: 0.}
proc rsetConfig*(self: Node; property: string; mode: int64) {.gcsafe, locks: 0.}
proc rpc*(self: Node; methodd: string; variantArgs: varargs[Variant]) {.gcsafe, locks: 0.}
proc rpcUnreliable*(self: Node; methodd: string; variantArgs: varargs[Variant]) {.gcsafe, locks: 0.}
proc rpcId*(self: Node; peerId: int64; methodd: string; variantArgs: varargs[Variant]) {.gcsafe, locks: 0.}
proc rpcUnreliableId*(self: Node; peerId: int64; methodd: string; variantArgs: varargs[Variant]) {.gcsafe, locks: 0.}
proc rset*(self: Node; property: string; value: Variant) {.gcsafe, locks: 0.}
proc rsetId*(self: Node; peerId: int64; property: string; value: Variant) {.gcsafe, locks: 0.}
proc rsetUnreliable*(self: Node; property: string; value: Variant) {.gcsafe, locks: 0.}
proc rsetUnreliableId*(self: Node; peerId: int64; property: string; value: Variant) {.gcsafe, locks: 0.}
method process*(self: Node; delta: float64) {.gcsafe, locks: 0, base.}
method fixedProcess*(self: Node; delta: float64) {.gcsafe, locks: 0, base.}
method enterTree*(self: Node) {.gcsafe, locks: 0, base.}
method exitTree*(self: Node) {.gcsafe, locks: 0, base.}
method ready*(self: Node) {.gcsafe, locks: 0, base.}
method input*(self: Node; event: InputEvent) {.gcsafe, locks: 0, base.}
method unhandledInput*(self: Node; event: InputEvent) {.gcsafe, locks: 0, base.}
method unhandledKeyInput*(self: Node; event: InputEventKey) {.gcsafe, locks: 0, base.}
method addChildBelowNode*(self: Node; node: Node; childNode: Node; legibleUniqueName: bool = false) {.gcsafe, locks: 0, base.}
proc position*(self: Node2D): Vector2 {.gcsafe, locks: 0.}
proc `position =`*(self: Node2D; val: Vector2) {.gcsafe, locks: 0.}
proc rotation*(self: Node2D): float64 {.gcsafe, locks: 0.}
proc `rotation =`*(self: Node2D; val: float64) {.gcsafe, locks: 0.}
proc rotationDeg*(self: Node2D): float64 {.gcsafe, locks: 0.}
proc `rotationDeg =`*(self: Node2D; val: float64) {.gcsafe, locks: 0.}
proc scale*(self: Node2D): Vector2 {.gcsafe, locks: 0.}
proc `scale =`*(self: Node2D; val: Vector2) {.gcsafe, locks: 0.}
proc transform*(self: Node2D): Transform2D {.gcsafe, locks: 0.}
proc `transform =`*(self: Node2D; val: Transform2D) {.gcsafe, locks: 0.}
proc globalPosition*(self: Node2D): float64 {.gcsafe, locks: 0.}
proc `globalPosition =`*(self: Node2D; val: float64) {.gcsafe, locks: 0.}
proc globalRotation*(self: Node2D): float64 {.gcsafe, locks: 0.}
proc `globalRotation =`*(self: Node2D; val: float64) {.gcsafe, locks: 0.}
proc globalRotationDeg*(self: Node2D): float64 {.gcsafe, locks: 0.}
proc `globalRotationDeg =`*(self: Node2D; val: float64) {.gcsafe, locks: 0.}
proc globalScale*(self: Node2D): float64 {.gcsafe, locks: 0.}
proc `globalScale =`*(self: Node2D; val: float64) {.gcsafe, locks: 0.}
proc globalTransform*(self: Node2D): Transform2D {.gcsafe, locks: 0.}
proc `globalTransform =`*(self: Node2D; val: Transform2D) {.gcsafe, locks: 0.}
proc z*(self: Node2D): int64 {.gcsafe, locks: 0.}
proc `z =`*(self: Node2D; val: int64) {.gcsafe, locks: 0.}
proc zAsRelative*(self: Node2D): bool {.gcsafe, locks: 0.}
proc `zAsRelative =`*(self: Node2D; val: bool) {.gcsafe, locks: 0.}
proc rotate*(self: Node2D; radians: float64) {.gcsafe, locks: 0.}
proc moveLocalX*(self: Node2D; delta: float64; scaled: bool = false) {.gcsafe, locks: 0.}
proc moveLocalY*(self: Node2D; delta: float64; scaled: bool = false) {.gcsafe, locks: 0.}
proc translate*(self: Node2D; offset: Vector2) {.gcsafe, locks: 0.}
proc globalTranslate*(self: Node2D; offset: Vector2) {.gcsafe, locks: 0.}
proc scale*(self: Node2D; ratio: Vector2) {.gcsafe, locks: 0.}
proc lookAt*(self: Node2D; point: Vector2) {.gcsafe, locks: 0.}
proc getAngleTo*(self: Node2D; point: Vector2): float64 {.gcsafe, locks: 0.}
proc toLocal*(self: Node2D; globalPoint: Vector2): Vector2 {.gcsafe, locks: 0.}
proc toGlobal*(self: Node2D; localPoint: Vector2): Vector2 {.gcsafe, locks: 0.}
proc editSetPivot*(self: Node2D; pivot: Vector2) {.gcsafe, locks: 0.}
proc getRelativeTransformToParent*(self: Node2D; parent: Node): Transform2D {.gcsafe, locks: 0.}
method getRotd*(self: Node2D): float64 {.gcsafe, locks: 0, base.}
method setRotd*(self: Node2D; degrees: float64) {.gcsafe, locks: 0, base.}
NOTIFICATION_POSTINITIALIZE* = 0'i64
NOTIFICATION_PREDELETE* = 1'i64
CONNECT_DEFERRED* = 1'i64
CONNECT_PERSIST* = 2'i64
CONNECT_ONESHOT* = 4'i64
proc free*(self: Object) {.gcsafe, locks: 0.}
proc getClass*(self: Object): string {.gcsafe, locks: 0.}
proc isClass*(self: Object; typee: string): bool {.gcsafe, locks: 0.}
proc setImpl*(self: Object; property: string; value: Variant) {.gcsafe, locks: 0.}
proc getImpl*(self: Object; property: string): Variant {.gcsafe, locks: 0.}
proc getPropertyListImpl*(self: Object): Array {.gcsafe, locks: 0.}
proc getMethodList*(self: Object): Array {.gcsafe, locks: 0.}
proc notificationImpl*(self: Object; what: int64; reversed: bool = false) {.gcsafe, locks: 0.}
proc getInstanceID*(self: Object): int64 {.gcsafe, locks: 0.}
proc setScript*(self: Object; script: Script) {.gcsafe, locks: 0.}
proc getScript*(self: Object): Script {.gcsafe, locks: 0.}
proc setMeta*(self: Object; name: string; value: Variant) {.gcsafe, locks: 0.}
proc getMeta*(self: Object; name: string): Variant {.gcsafe, locks: 0.}
proc hasMeta*(self: Object; name: string): bool {.gcsafe, locks: 0.}
proc getMetaList*(self: Object): PoolStringArray {.gcsafe, locks: 0.}
proc addUserSignal*(self: Object; signal: string; arguments: Array) {.gcsafe, locks: 0.}
proc hasUserSignal*(self: Object; signal: string): bool {.gcsafe, locks: 0.}
proc emitSignal*(self: Object; signal: string; variantArgs: varargs[Variant]) {.gcsafe, locks: 0.}
proc call*(self: Object; methodd: string; variantArgs: varargs[Variant]): Variant {.gcsafe, locks: 0.}
proc callDeferred*(self: Object; methodd: string; variantArgs: varargs[Variant]) {.gcsafe, locks: 0.}
proc callv*(self: Object; methodd: string; argArray: Array): Variant {.gcsafe, locks: 0.}
proc hasMethod*(self: Object; methodd: string): bool {.gcsafe, locks: 0.}
proc getSignalList*(self: Object): Array {.gcsafe, locks: 0.}
proc getSignalConnectionList*(self: Object; signal: string): Array {.gcsafe, locks: 0.}
proc getIncomingConnections*(self: Object): Array {.gcsafe, locks: 0.}
proc connect*(self: Object; signal: string; target: Object; methodd: string; binds: Array; flags: int64 = 0'i64): int64 {.gcsafe, locks: 0.}
proc disconnect*(self: Object; signal: string; target: Object; methodd: string) {.gcsafe, locks: 0.}
proc isConnected*(self: Object; signal: string; target: Object; methodd: string): bool {.gcsafe, locks: 0.}
proc setBlockSignals*(self: Object; enable: bool) {.gcsafe, locks: 0.}
proc isBlockingSignals*(self: Object): bool {.gcsafe, locks: 0.}
proc setMessageTranslation*(self: Object; enable: bool) {.gcsafe, locks: 0.}
proc canTranslateMessages*(self: Object): bool {.gcsafe, locks: 0.}
proc propertyListChangedNotify*(self: Object) {.gcsafe, locks: 0.}
proc XLMESSAGE*(self: Object; message: string): string {.gcsafe, locks: 0.}
proc tr*(self: Object; message: string): string {.gcsafe, locks: 0.}
proc isQueuedForDeletion*(self: Object): bool {.gcsafe, locks: 0.}
method notification*(self: Object; what: int64) {.gcsafe, locks: 0, base.}
method set*(self: Object; property: string; value: Variant) {.gcsafe, locks: 0, base.}
method get*(self: Object; property: string): Variant {.gcsafe, locks: 0, base.}
method getPropertyList*(self: Object): Array {.gcsafe, locks: 0, base.}
method init*(self: Object) {.gcsafe, locks: 0, base.}
CULL_DISABLED* = 0'i64
CULL_CLOCKWISE* = 1'i64
CULL_COUNTER_CLOCKWISE* = 2'i64
proc closed*(self: OccluderPolygon2D): bool {.gcsafe, locks: 0.}
proc `closed =`*(self: OccluderPolygon2D; val: bool) {.gcsafe, locks: 0.}
proc cullMode*(self: OccluderPolygon2D): int64 {.gcsafe, locks: 0.}
proc `cullMode =`*(self: OccluderPolygon2D; val: int64) {.gcsafe, locks: 0.}
proc polygon*(self: OccluderPolygon2D): PoolVector2Array {.gcsafe, locks: 0.}
proc `polygon =`*(self: OccluderPolygon2D; val: PoolVector2Array) {.gcsafe, locks: 0.}
proc omniRange*(self: OmniLight): float64 {.gcsafe, locks: 0.}
proc `omniRange =`*(self: OmniLight; val: float64) {.gcsafe, locks: 0.}
proc omniAttenuation*(self: OmniLight): float64 {.gcsafe, locks: 0.}
proc `omniAttenuation =`*(self: OmniLight; val: float64) {.gcsafe, locks: 0.}
proc omniShadowMode*(self: OmniLight): int64 {.gcsafe, locks: 0.}
proc `omniShadowMode =`*(self: OmniLight; val: int64) {.gcsafe, locks: 0.}
proc omniShadowDetail*(self: OmniLight): int64 {.gcsafe, locks: 0.}
proc `omniShadowDetail =`*(self: OmniLight; val: int64) {.gcsafe, locks: 0.}
proc selected*(self: OptionButton): int64 {.gcsafe, locks: 0.}
proc `selected =`*(self: OptionButton; val: int64) {.gcsafe, locks: 0.}
proc items*(self: OptionButton): Array {.gcsafe, locks: 0.}
proc `items =`*(self: OptionButton; val: Array) {.gcsafe, locks: 0.}
proc addItem*(self: OptionButton; label: string; id: int64 = - 1'i64) {.gcsafe, locks: 0.}
proc addIconItem*(self: OptionButton; texture: Texture; label: string; id: int64) {.gcsafe, locks: 0.}
proc setItemText*(self: OptionButton; idx: int64; text: string) {.gcsafe, locks: 0.}
proc setItemIcon*(self: OptionButton; idx: int64; texture: Texture) {.gcsafe, locks: 0.}
proc setItemDisabled*(self: OptionButton; idx: int64; disabled: bool) {.gcsafe, locks: 0.}
proc setItemID*(self: OptionButton; idx: int64; id: int64) {.gcsafe, locks: 0.}
proc setItemMetadata*(self: OptionButton; idx: int64; metadata: Variant) {.gcsafe, locks: 0.}
proc getItemText*(self: OptionButton; idx: int64): string {.gcsafe, locks: 0.}
proc getItemIcon*(self: OptionButton; idx: int64): Texture {.gcsafe, locks: 0.}
proc getItemID*(self: OptionButton; idx: int64): int64 {.gcsafe, locks: 0.}
proc getItemMetadata*(self: OptionButton; idx: int64): Variant {.gcsafe, locks: 0.}
proc isItemDisabled*(self: OptionButton; idx: int64): bool {.gcsafe, locks: 0.}
proc getItemCount*(self: OptionButton): int64 {.gcsafe, locks: 0.}
proc addSeparator*(self: OptionButton) {.gcsafe, locks: 0.}
proc clear*(self: OptionButton) {.gcsafe, locks: 0.}
proc select*(self: OptionButton; idx: int64) {.gcsafe, locks: 0.}
proc getSelectedID*(self: OptionButton): int64 {.gcsafe, locks: 0.}
proc getSelectedMetadata*(self: OptionButton): Variant {.gcsafe, locks: 0.}
proc removeItem*(self: OptionButton; idx: int64) {.gcsafe, locks: 0.}
method selected*(self: OptionButton; arg0: int64) {.gcsafe, locks: 0, base.}
proc generate*(self: PHashTranslation; fromm: Translation) {.gcsafe, locks: 0.}
proc data*(self: PackedDataContainer): PoolByteArray {.gcsafe, locks: 0.}
proc `data =`*(self: PackedDataContainer; val: PoolByteArray) {.gcsafe, locks: 0.}
proc pack*(self: PackedDataContainer; value: Variant): Error {.gcsafe, locks: 0.}
proc size*(self: PackedDataContainer): int64 {.gcsafe, locks: 0.}
method iterInit*(self: PackedDataContainer; arg0: Array) {.gcsafe, locks: 0, base.}
method iterGet*(self: PackedDataContainer; arg0: Variant) {.gcsafe, locks: 0, base.}
method iterNext*(self: PackedDataContainer; arg0: Array) {.gcsafe, locks: 0, base.}
proc size*(self: PackedDataContainerRef): int64 {.gcsafe, locks: 0.}
method iterInit*(self: PackedDataContainerRef; arg0: Array) {.gcsafe, locks: 0, base.}
method iterGet*(self: PackedDataContainerRef; arg0: Variant) {.gcsafe, locks: 0, base.}
method iterNext*(self: PackedDataContainerRef; arg0: Array) {.gcsafe, locks: 0, base.}
method isDictionary*(self: PackedDataContainerRef): bool {.gcsafe, locks: 0, base.}
GEN_EDIT_STATE_DISABLED* = 0'i64
GEN_EDIT_STATE_INSTANCE* = 1'i64
GEN_EDIT_STATE_MAIN* = 2'i64
proc bundled*(self: PackedScene): Dictionary {.gcsafe, locks: 0.}
proc `bundled =`*(self: PackedScene; val: Dictionary) {.gcsafe, locks: 0.}
proc pack*(self: PackedScene; path: Node): int64 {.gcsafe, locks: 0.}
proc instance*(self: PackedScene; editState: int64 = 0'i64): Node {.gcsafe, locks: 0.}
proc canInstance*(self: PackedScene): bool {.gcsafe, locks: 0.}
proc getState*(self: PackedScene): SceneState {.gcsafe, locks: 0.}
proc getVar*(self: PacketPeer): Variant {.gcsafe, locks: 0.}
proc putVar*(self: PacketPeer; varr: Variant): int64 {.gcsafe, locks: 0.}
proc getPacket*(self: PacketPeer): PoolByteArray {.gcsafe, locks: 0.}
proc putPacket*(self: PacketPeer; buffer: PoolByteArray): Error {.gcsafe, locks: 0.}
proc getPacketError*(self: PacketPeer): Error {.gcsafe, locks: 0.}
proc getAvailablePacketCount*(self: PacketPeer): int64 {.gcsafe, locks: 0.}
proc setStreamPeer*(self: PacketPeerStream; peer: StreamPeer) {.gcsafe, locks: 0.}
proc close*(self: PacketPeerUDP) {.gcsafe, locks: 0.}
proc wait*(self: PacketPeerUDP): Error {.gcsafe, locks: 0.}
proc isListening*(self: PacketPeerUDP): bool {.gcsafe, locks: 0.}
proc getPacketIp*(self: PacketPeerUDP): string {.gcsafe, locks: 0.}
proc getPacketPort*(self: PacketPeerUDP): int64 {.gcsafe, locks: 0.}
proc setDestAddress*(self: PacketPeerUDP; host: string; port: int64): int64 {.gcsafe, locks: 0.}
proc panorama*(self: PanoramaSky): Texture {.gcsafe, locks: 0.}
proc `panorama =`*(self: PanoramaSky; val: Texture) {.gcsafe, locks: 0.}
proc scrollOffset*(self: ParallaxBackground): Vector2 {.gcsafe, locks: 0.}
proc `scrollOffset =`*(self: ParallaxBackground; val: Vector2) {.gcsafe, locks: 0.}
proc scrollBaseOffset*(self: ParallaxBackground): Vector2 {.gcsafe, locks: 0.}
proc `scrollBaseOffset =`*(self: ParallaxBackground; val: Vector2) {.gcsafe, locks: 0.}
proc scrollBaseScale*(self: ParallaxBackground): Vector2 {.gcsafe, locks: 0.}
proc `scrollBaseScale =`*(self: ParallaxBackground; val: Vector2) {.gcsafe, locks: 0.}
proc scrollLimitBegin*(self: ParallaxBackground): Vector2 {.gcsafe, locks: 0.}
proc `scrollLimitBegin =`*(self: ParallaxBackground; val: Vector2) {.gcsafe, locks: 0.}
proc scrollLimitEnd*(self: ParallaxBackground): Vector2 {.gcsafe, locks: 0.}
proc `scrollLimitEnd =`*(self: ParallaxBackground; val: Vector2) {.gcsafe, locks: 0.}
proc scrollIgnoreCameraZoom*(self: ParallaxBackground): bool {.gcsafe, locks: 0.}
proc `scrollIgnoreCameraZoom =`*(self: ParallaxBackground; val: bool) {.gcsafe, locks: 0.}
proc motionScale*(self: ParallaxLayer): Vector2 {.gcsafe, locks: 0.}
proc `motionScale =`*(self: ParallaxLayer; val: Vector2) {.gcsafe, locks: 0.}
proc motionOffset*(self: ParallaxLayer): Vector2 {.gcsafe, locks: 0.}
proc `motionOffset =`*(self: ParallaxLayer; val: Vector2) {.gcsafe, locks: 0.}
proc motionMirroring*(self: ParallaxLayer): Vector2 {.gcsafe, locks: 0.}
proc `motionMirroring =`*(self: ParallaxLayer; val: Vector2) {.gcsafe, locks: 0.}
DRAW_ORDER_INDEX* = 0'i64
DRAW_ORDER_LIFETIME* = 1'i64
DRAW_ORDER_VIEW_DEPTH* = 2'i64
MAX_DRAW_PASSES* = 4'i64
proc emitting*(self: Particles): bool {.gcsafe, locks: 0.}
proc `emitting =`*(self: Particles; val: bool) {.gcsafe, locks: 0.}
proc amount*(self: Particles): int64 {.gcsafe, locks: 0.}
proc `amount =`*(self: Particles; val: int64) {.gcsafe, locks: 0.}
proc lifetime*(self: Particles): float64 {.gcsafe, locks: 0.}
proc `lifetime =`*(self: Particles; val: float64) {.gcsafe, locks: 0.}
proc oneShot*(self: Particles): bool {.gcsafe, locks: 0.}
proc `oneShot =`*(self: Particles; val: bool) {.gcsafe, locks: 0.}
proc preprocess*(self: Particles): float64 {.gcsafe, locks: 0.}
proc `preprocess =`*(self: Particles; val: float64) {.gcsafe, locks: 0.}
proc speedScale*(self: Particles): float64 {.gcsafe, locks: 0.}
proc `speedScale =`*(self: Particles; val: float64) {.gcsafe, locks: 0.}
proc explosiveness*(self: Particles): float64 {.gcsafe, locks: 0.}
proc `explosiveness =`*(self: Particles; val: float64) {.gcsafe, locks: 0.}
proc randomness*(self: Particles): float64 {.gcsafe, locks: 0.}
proc `randomness =`*(self: Particles; val: float64) {.gcsafe, locks: 0.}
proc fixedFps*(self: Particles): int64 {.gcsafe, locks: 0.}
proc `fixedFps =`*(self: Particles; val: int64) {.gcsafe, locks: 0.}
proc fractDelta*(self: Particles): bool {.gcsafe, locks: 0.}
proc `fractDelta =`*(self: Particles; val: bool) {.gcsafe, locks: 0.}
proc visibilityAabb*(self: Particles): Rect3 {.gcsafe, locks: 0.}
proc `visibilityAabb =`*(self: Particles; val: Rect3) {.gcsafe, locks: 0.}
proc localCoords*(self: Particles): bool {.gcsafe, locks: 0.}
proc `localCoords =`*(self: Particles; val: bool) {.gcsafe, locks: 0.}
proc drawOrder*(self: Particles): int64 {.gcsafe, locks: 0.}
proc `drawOrder =`*(self: Particles; val: int64) {.gcsafe, locks: 0.}
proc processMaterial*(self: Particles): Material {.gcsafe, locks: 0.}
proc `processMaterial =`*(self: Particles; val: Material) {.gcsafe, locks: 0.}
proc drawPasses*(self: Particles): int64 {.gcsafe, locks: 0.}
proc `drawPasses =`*(self: Particles; val: int64) {.gcsafe, locks: 0.}
proc drawPass1*(self: Particles): Mesh {.gcsafe, locks: 0.}
proc `drawPass1 =`*(self: Particles; val: Mesh) {.gcsafe, locks: 0.}
proc drawPass2*(self: Particles): Mesh {.gcsafe, locks: 0.}
proc `drawPass2 =`*(self: Particles; val: Mesh) {.gcsafe, locks: 0.}
proc drawPass3*(self: Particles): Mesh {.gcsafe, locks: 0.}
proc `drawPass3 =`*(self: Particles; val: Mesh) {.gcsafe, locks: 0.}
proc drawPass4*(self: Particles): Mesh {.gcsafe, locks: 0.}
proc `drawPass4 =`*(self: Particles; val: Mesh) {.gcsafe, locks: 0.}
proc restart*(self: Particles) {.gcsafe, locks: 0.}
proc captureAabb*(self: Particles): Rect3 {.gcsafe, locks: 0.}
DRAW_ORDER_INDEX* = 0'i64
DRAW_ORDER_LIFETIME* = 1'i64
proc emitting*(self: Particles2D): bool {.gcsafe, locks: 0.}
proc `emitting =`*(self: Particles2D; val: bool) {.gcsafe, locks: 0.}
proc amount*(self: Particles2D): int64 {.gcsafe, locks: 0.}
proc `amount =`*(self: Particles2D; val: int64) {.gcsafe, locks: 0.}
proc lifetime*(self: Particles2D): float64 {.gcsafe, locks: 0.}
proc `lifetime =`*(self: Particles2D; val: float64) {.gcsafe, locks: 0.}
proc oneShot*(self: Particles2D): bool {.gcsafe, locks: 0.}
proc `oneShot =`*(self: Particles2D; val: bool) {.gcsafe, locks: 0.}
proc preprocess*(self: Particles2D): float64 {.gcsafe, locks: 0.}
proc `preprocess =`*(self: Particles2D; val: float64) {.gcsafe, locks: 0.}
proc speedScale*(self: Particles2D): float64 {.gcsafe, locks: 0.}
proc `speedScale =`*(self: Particles2D; val: float64) {.gcsafe, locks: 0.}
proc explosiveness*(self: Particles2D): float64 {.gcsafe, locks: 0.}
proc `explosiveness =`*(self: Particles2D; val: float64) {.gcsafe, locks: 0.}
proc randomness*(self: Particles2D): float64 {.gcsafe, locks: 0.}
proc `randomness =`*(self: Particles2D; val: float64) {.gcsafe, locks: 0.}
proc fixedFps*(self: Particles2D): int64 {.gcsafe, locks: 0.}
proc `fixedFps =`*(self: Particles2D; val: int64) {.gcsafe, locks: 0.}
proc fractDelta*(self: Particles2D): bool {.gcsafe, locks: 0.}
proc `fractDelta =`*(self: Particles2D; val: bool) {.gcsafe, locks: 0.}
proc visibilityRect*(self: Particles2D): Rect3 {.gcsafe, locks: 0.}
proc `visibilityRect =`*(self: Particles2D; val: Rect3) {.gcsafe, locks: 0.}
proc localCoords*(self: Particles2D): bool {.gcsafe, locks: 0.}
proc `localCoords =`*(self: Particles2D; val: bool) {.gcsafe, locks: 0.}
proc drawOrder*(self: Particles2D): int64 {.gcsafe, locks: 0.}
proc `drawOrder =`*(self: Particles2D; val: int64) {.gcsafe, locks: 0.}
proc processMaterial*(self: Particles2D): Material {.gcsafe, locks: 0.}
proc `processMaterial =`*(self: Particles2D; val: Material) {.gcsafe, locks: 0.}
proc texture*(self: Particles2D): Texture {.gcsafe, locks: 0.}
proc `texture =`*(self: Particles2D; val: Texture) {.gcsafe, locks: 0.}
proc normalMap*(self: Particles2D): Texture {.gcsafe, locks: 0.}
proc `normalMap =`*(self: Particles2D; val: Texture) {.gcsafe, locks: 0.}
proc hFrames*(self: Particles2D): int64 {.gcsafe, locks: 0.}
proc `hFrames =`*(self: Particles2D; val: int64) {.gcsafe, locks: 0.}
proc vFrames*(self: Particles2D): int64 {.gcsafe, locks: 0.}
proc `vFrames =`*(self: Particles2D; val: int64) {.gcsafe, locks: 0.}
proc captureRect*(self: Particles2D): Rect2 {.gcsafe, locks: 0.}
proc restart*(self: Particles2D) {.gcsafe, locks: 0.}
PARAM_INITIAL_LINEAR_VELOCITY* = 0'i64
PARAM_ANGULAR_VELOCITY* = 1'i64
PARAM_ORBIT_VELOCITY* = 2'i64
PARAM_LINEAR_ACCEL* = 3'i64
PARAM_RADIAL_ACCEL* = 4'i64
PARAM_TANGENTIAL_ACCEL* = 5'i64
PARAM_DAMPING* = 6'i64
PARAM_ANGLE* = 7'i64
PARAM_SCALE* = 8'i64
PARAM_HUE_VARIATION* = 9'i64
PARAM_ANIM_SPEED* = 10'i64
PARAM_ANIM_OFFSET* = 11'i64
PARAM_MAX* = 12'i64
FLAG_ALIGN_Y_TO_VELOCITY* = 0'i64
FLAG_ROTATE_Y* = 1'i64
FLAG_MAX* = 4'i64
EMISSION_SHAPE_POINT* = 0'i64
EMISSION_SHAPE_SPHERE* = 1'i64
EMISSION_SHAPE_BOX* = 2'i64
EMISSION_SHAPE_POINTS* = 3'i64
EMISSION_SHAPE_DIRECTED_POINTS* = 4'i64
proc trailDivisor*(self: ParticlesMaterial): int64 {.gcsafe, locks: 0.}
proc `trailDivisor =`*(self: ParticlesMaterial; val: int64) {.gcsafe, locks: 0.}
proc trailSizeModifier*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `trailSizeModifier =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc trailColorModifier*(self: ParticlesMaterial): GradientTexture {.gcsafe, locks: 0.}
proc `trailColorModifier =`*(self: ParticlesMaterial; val: GradientTexture) {.gcsafe, locks: 0.}
proc emissionShape*(self: ParticlesMaterial): int64 {.gcsafe, locks: 0.}
proc `emissionShape =`*(self: ParticlesMaterial; val: int64) {.gcsafe, locks: 0.}
proc emissionSphereRadius*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `emissionSphereRadius =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc emissionBoxExtents*(self: ParticlesMaterial): Vector3 {.gcsafe, locks: 0.}
proc `emissionBoxExtents =`*(self: ParticlesMaterial; val: Vector3) {.gcsafe, locks: 0.}
proc emissionPointTexture*(self: ParticlesMaterial): Texture {.gcsafe, locks: 0.}
proc `emissionPointTexture =`*(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0.}
proc emissionNormalTexture*(self: ParticlesMaterial): Texture {.gcsafe, locks: 0.}
proc `emissionNormalTexture =`*(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0.}
proc emissionColorTexture*(self: ParticlesMaterial): Texture {.gcsafe, locks: 0.}
proc `emissionColorTexture =`*(self: ParticlesMaterial; val: Texture) {.gcsafe, locks: 0.}
proc emissionPointCount*(self: ParticlesMaterial): int64 {.gcsafe, locks: 0.}
proc `emissionPointCount =`*(self: ParticlesMaterial; val: int64) {.gcsafe, locks: 0.}
proc flagAlignY*(self: ParticlesMaterial): bool {.gcsafe, locks: 0.}
proc `flagAlignY =`*(self: ParticlesMaterial; val: bool) {.gcsafe, locks: 0.}
proc flagRotateY*(self: ParticlesMaterial): bool {.gcsafe, locks: 0.}
proc `flagRotateY =`*(self: ParticlesMaterial; val: bool) {.gcsafe, locks: 0.}
proc flagDisableZ*(self: ParticlesMaterial): bool {.gcsafe, locks: 0.}
proc `flagDisableZ =`*(self: ParticlesMaterial; val: bool) {.gcsafe, locks: 0.}
proc spread*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `spread =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc flatness*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `flatness =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc gravity*(self: ParticlesMaterial): Vector3 {.gcsafe, locks: 0.}
proc `gravity =`*(self: ParticlesMaterial; val: Vector3) {.gcsafe, locks: 0.}
proc initialVelocity*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `initialVelocity =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc initialVelocityRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `initialVelocityRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc angularVelocity*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `angularVelocity =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc angularVelocityRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `angularVelocityRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc angularVelocityCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `angularVelocityCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc orbitVelocity*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `orbitVelocity =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc orbitVelocityRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `orbitVelocityRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc orbitVelocityCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `orbitVelocityCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc linearAccel*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `linearAccel =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc linearAccelRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `linearAccelRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc linearAccelCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `linearAccelCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc radialAccel*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `radialAccel =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc radialAccelRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `radialAccelRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc radialAccelCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `radialAccelCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc tangentialAccel*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `tangentialAccel =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc tangentialAccelRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `tangentialAccelRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc tangentialAccelCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `tangentialAccelCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc damping*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `damping =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc dampingRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `dampingRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc dampingCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `dampingCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc angle*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `angle =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc angleRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `angleRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc angleCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `angleCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc scale*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `scale =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc scaleRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `scaleRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc scaleCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `scaleCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc color*(self: ParticlesMaterial): Color {.gcsafe, locks: 0.}
proc `color =`*(self: ParticlesMaterial; val: Color) {.gcsafe, locks: 0.}
proc colorRamp*(self: ParticlesMaterial): GradientTexture {.gcsafe, locks: 0.}
proc `colorRamp =`*(self: ParticlesMaterial; val: GradientTexture) {.gcsafe, locks: 0.}
proc hueVariation*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `hueVariation =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc hueVariationRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `hueVariationRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc hueVariationCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `hueVariationCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc animSpeed*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `animSpeed =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc animSpeedRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `animSpeedRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc animSpeedCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `animSpeedCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc animOffset*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `animOffset =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc animOffsetRandom*(self: ParticlesMaterial): float64 {.gcsafe, locks: 0.}
proc `animOffsetRandom =`*(self: ParticlesMaterial; val: float64) {.gcsafe, locks: 0.}
proc animOffsetCurve*(self: ParticlesMaterial): CurveTexture {.gcsafe, locks: 0.}
proc `animOffsetCurve =`*(self: ParticlesMaterial; val: CurveTexture) {.gcsafe, locks: 0.}
proc animLoop*(self: ParticlesMaterial): bool {.gcsafe, locks: 0.}
proc `animLoop =`*(self: ParticlesMaterial; val: bool) {.gcsafe, locks: 0.}
proc curve*(self: Path): Curve3D {.gcsafe, locks: 0.}
proc `curve =`*(self: Path; val: Curve3D) {.gcsafe, locks: 0.}
method curveChanged*(self: Path) {.gcsafe, locks: 0, base.}
proc curve*(self: Path2D): Curve2D {.gcsafe, locks: 0.}
proc `curve =`*(self: Path2D; val: Curve2D) {.gcsafe, locks: 0.}
method curveChanged*(self: Path2D) {.gcsafe, locks: 0, base.}
ROTATION_NONE* = 0'i64
ROTATION_Y* = 1'i64
ROTATION_XY* = 2'i64
ROTATION_XYZ* = 3'i64
proc setOffset*(self: PathFollow; offset: float64) {.gcsafe, locks: 0.}
proc getOffset*(self: PathFollow): float64 {.gcsafe, locks: 0.}
proc setHOffset*(self: PathFollow; hOffset: float64) {.gcsafe, locks: 0.}
proc getHOffset*(self: PathFollow): float64 {.gcsafe, locks: 0.}
proc setVOffset*(self: PathFollow; vOffset: float64) {.gcsafe, locks: 0.}
proc getVOffset*(self: PathFollow): float64 {.gcsafe, locks: 0.}
proc setUnitOffset*(self: PathFollow; unitOffset: float64) {.gcsafe, locks: 0.}
proc getUnitOffset*(self: PathFollow): float64 {.gcsafe, locks: 0.}
proc setRotationMode*(self: PathFollow; rotationMode: int64) {.gcsafe, locks: 0.}
proc getRotationMode*(self: PathFollow): int64 {.gcsafe, locks: 0.}
proc setCubicInterpolation*(self: PathFollow; enable: bool) {.gcsafe, locks: 0.}
proc getCubicInterpolation*(self: PathFollow): bool {.gcsafe, locks: 0.}
proc setLoop*(self: PathFollow; loop: bool) {.gcsafe, locks: 0.}
proc hasLoop*(self: PathFollow): bool {.gcsafe, locks: 0.}
proc setOffset*(self: PathFollow2D; offset: float64) {.gcsafe, locks: 0.}
proc getOffset*(self: PathFollow2D): float64 {.gcsafe, locks: 0.}
proc setHOffset*(self: PathFollow2D; hOffset: float64) {.gcsafe, locks: 0.}
proc getHOffset*(self: PathFollow2D): float64 {.gcsafe, locks: 0.}
proc setVOffset*(self: PathFollow2D; vOffset: float64) {.gcsafe, locks: 0.}
proc getVOffset*(self: PathFollow2D): float64 {.gcsafe, locks: 0.}
proc setUnitOffset*(self: PathFollow2D; unitOffset: float64) {.gcsafe, locks: 0.}
proc getUnitOffset*(self: PathFollow2D): float64 {.gcsafe, locks: 0.}
proc setRotate*(self: PathFollow2D; enable: bool) {.gcsafe, locks: 0.}
proc isRotating*(self: PathFollow2D): bool {.gcsafe, locks: 0.}
proc setCubicInterpolation*(self: PathFollow2D; enable: bool) {.gcsafe, locks: 0.}
proc getCubicInterpolation*(self: PathFollow2D): bool {.gcsafe, locks: 0.}
proc setLoop*(self: PathFollow2D; loop: bool) {.gcsafe, locks: 0.}
proc hasLoop*(self: PathFollow2D): bool {.gcsafe, locks: 0.}
proc addFile*(self: PCKPacker; pckPath: string; sourcePath: string): int64 {.gcsafe, locks: 0.}
proc flush*(self: PCKPacker; verbose: bool): int64 {.gcsafe, locks: 0.}
TIME_FPS* = 0'i64
TIME_PROCESS* = 1'i64
TIME_FIXED_PROCESS* = 2'i64
MEMORY_STATIC* = 3'i64
MEMORY_DYNAMIC* = 4'i64
MEMORY_STATIC_MAX* = 5'i64
MEMORY_DYNAMIC_MAX* = 6'i64
MEMORY_MESSAGE_BUFFER_MAX* = 7'i64
OBJECT_COUNT* = 8'i64
OBJECT_RESOURCE_COUNT* = 9'i64
OBJECT_NODE_COUNT* = 10'i64
RENDER_OBJECTS_IN_FRAME* = 11'i64
RENDER_VERTICES_IN_FRAME* = 12'i64
RENDER_MATERIAL_CHANGES_IN_FRAME* = 13'i64
RENDER_SHADER_CHANGES_IN_FRAME* = 14'i64
RENDER_SURFACE_CHANGES_IN_FRAME* = 15'i64
RENDER_DRAW_CALLS_IN_FRAME* = 16'i64
RENDER_USAGE_VIDEO_MEM_TOTAL* = 20'i64
RENDER_VIDEO_MEM_USED* = 17'i64
RENDER_TEXTURE_MEM_USED* = 18'i64
RENDER_VERTEX_MEM_USED* = 19'i64
PHYSICS_2D_ACTIVE_OBJECTS* = 21'i64
PHYSICS_2D_COLLISION_PAIRS* = 22'i64
PHYSICS_2D_ISLAND_COUNT* = 23'i64
PHYSICS_3D_ACTIVE_OBJECTS* = 24'i64
PHYSICS_3D_COLLISION_PAIRS* = 25'i64
PHYSICS_3D_ISLAND_COUNT* = 26'i64
MONITOR_MAX* = 27'i64
proc getMonitor*(monitor: int64): float64 {.gcsafe, locks: 0.}
proc getTotalGravity*(self: Physics2DDirectBodyState): Vector2 {.gcsafe, locks: 0.}
proc getTotalLinearDamp*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0.}
proc getTotalAngularDamp*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0.}
proc getInverseMass*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0.}
proc getInverseInertia*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0.}
proc setLinearVelocity*(self: Physics2DDirectBodyState; velocity: Vector2) {.gcsafe, locks: 0.}
proc getLinearVelocity*(self: Physics2DDirectBodyState): Vector2 {.gcsafe, locks: 0.}
proc setAngularVelocity*(self: Physics2DDirectBodyState; velocity: float64) {.gcsafe, locks: 0.}
proc getAngularVelocity*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0.}
proc setTransform*(self: Physics2DDirectBodyState; transform: Transform2D) {.gcsafe, locks: 0.}
proc getTransform*(self: Physics2DDirectBodyState): Transform2D {.gcsafe, locks: 0.}
proc setSleepState*(self: Physics2DDirectBodyState; enabled: bool) {.gcsafe, locks: 0.}
proc isSleeping*(self: Physics2DDirectBodyState): bool {.gcsafe, locks: 0.}
proc getContactCount*(self: Physics2DDirectBodyState): int64 {.gcsafe, locks: 0.}
proc getContactLocalPos*(self: Physics2DDirectBodyState; contactIdx: int64): Vector2 {.gcsafe, locks: 0.}
proc getContactLocalNormal*(self: Physics2DDirectBodyState; contactIdx: int64): Vector2 {.gcsafe, locks: 0.}
proc getContactLocalShape*(self: Physics2DDirectBodyState; contactIdx: int64): int64 {.gcsafe, locks: 0.}
proc getContactCollider*(self: Physics2DDirectBodyState; contactIdx: int64): RID {.gcsafe, locks: 0.}
proc getContactColliderPos*(self: Physics2DDirectBodyState; contactIdx: int64): Vector2 {.gcsafe, locks: 0.}
proc getContactColliderId*(self: Physics2DDirectBodyState; contactIdx: int64): int64 {.gcsafe, locks: 0.}
proc getContactColliderObject*(self: Physics2DDirectBodyState; contactIdx: int64): Object {.gcsafe, locks: 0.}
proc getContactColliderShape*(self: Physics2DDirectBodyState; contactIdx: int64): int64 {.gcsafe, locks: 0.}
proc getContactColliderShapeMetadata*(self: Physics2DDirectBodyState; contactIdx: int64): Variant {.gcsafe, locks: 0.}
proc getContactColliderVelocityAtPos*(self: Physics2DDirectBodyState; contactIdx: int64): Vector2 {.gcsafe, locks: 0.}
proc getStep*(self: Physics2DDirectBodyState): float64 {.gcsafe, locks: 0.}
proc integrateForces*(self: Physics2DDirectBodyState) {.gcsafe, locks: 0.}
proc getSpaceState*(self: Physics2DDirectBodyState): Physics2DDirectSpaceState {.gcsafe, locks: 0.}
TYPE_MASK_STATIC_BODY* = 1'i64
TYPE_MASK_KINEMATIC_BODY* = 2'i64
TYPE_MASK_RIGID_BODY* = 4'i64
TYPE_MASK_CHARACTER_BODY* = 8'i64
TYPE_MASK_AREA* = 16'i64
TYPE_MASK_COLLISION* = 15'i64
proc intersectRay*(self: Physics2DDirectSpaceState; fromm: Vector2; to: Vector2; @@ -1321,6 +1349,10 @@ function main() { typeMask: int64 = 15'i64): Dictionary {.gcsafe, locks: 0.}
proc intersectShape*(self: Physics2DDirectSpaceState; @@ -1328,12 +1360,20 @@ function main() { maxResults: int64 = 32'i64): Array {.gcsafe, locks: 0.}
proc castMotion*(self: Physics2DDirectSpaceState; shape: Physics2DShapeQueryParameters): Array {.gcsafe, locks: 0.}
proc collideShape*(self: Physics2DDirectSpaceState; @@ -1341,6 +1381,10 @@ function main() { gcsafe, locks: 0.}
proc getRestInfo*(self: Physics2DDirectSpaceState; @@ -1348,6 +1392,10 @@ function main() { locks: 0.}
SPACE_PARAM_CONTACT_RECYCLE_RADIUS* = 0'i64
SPACE_PARAM_CONTACT_MAX_SEPARATION* = 1'i64
SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION* = 2'i64
SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD* = 3'i64
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD* = 4'i64
SPACE_PARAM_BODY_TIME_TO_SLEEP* = 5'i64
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS* = 6'i64
SHAPE_LINE* = 0'i64
SHAPE_SEGMENT* = 2'i64
SHAPE_CIRCLE* = 3'i64
SHAPE_RECTANGLE* = 4'i64
SHAPE_CAPSULE* = 5'i64
SHAPE_CONVEX_POLYGON* = 6'i64
SHAPE_CONCAVE_POLYGON* = 7'i64
SHAPE_CUSTOM* = 8'i64
AREA_PARAM_GRAVITY* = 0'i64
AREA_PARAM_GRAVITY_VECTOR* = 1'i64
AREA_PARAM_GRAVITY_IS_POINT* = 2'i64
AREA_PARAM_GRAVITY_DISTANCE_SCALE* = 3'i64
AREA_PARAM_GRAVITY_POINT_ATTENUATION* = 4'i64
AREA_PARAM_LINEAR_DAMP* = 5'i64
AREA_PARAM_ANGULAR_DAMP* = 6'i64
AREA_PARAM_PRIORITY* = 7'i64
AREA_SPACE_OVERRIDE_DISABLED* = 0'i64
AREA_SPACE_OVERRIDE_COMBINE* = 1'i64
AREA_SPACE_OVERRIDE_COMBINE_REPLACE* = 2'i64
AREA_SPACE_OVERRIDE_REPLACE* = 3'i64
AREA_SPACE_OVERRIDE_REPLACE_COMBINE* = 4'i64
BODY_MODE_STATIC* = 0'i64
BODY_MODE_KINEMATIC* = 1'i64
BODY_MODE_RIGID* = 2'i64
BODY_MODE_CHARACTER* = 3'i64
BODY_PARAM_BOUNCE* = 0'i64
BODY_PARAM_FRICTION* = 1'i64
BODY_PARAM_MASS* = 2'i64
BODY_PARAM_INERTIA* = 3'i64
BODY_PARAM_GRAVITY_SCALE* = 4'i64
BODY_PARAM_LINEAR_DAMP* = 5'i64
BODY_PARAM_ANGULAR_DAMP* = 6'i64
BODY_PARAM_MAX* = 7'i64
BODY_STATE_TRANSFORM* = 0'i64
BODY_STATE_LINEAR_VELOCITY* = 1'i64
BODY_STATE_ANGULAR_VELOCITY* = 2'i64
BODY_STATE_SLEEPING* = 3'i64
BODY_STATE_CAN_SLEEP* = 4'i64
JOINT_PIN* = 0'i64
JOINT_GROOVE* = 1'i64
JOINT_DAMPED_SPRING* = 2'i64
DAMPED_STRING_REST_LENGTH* = 0'i64
DAMPED_STRING_STIFFNESS* = 1'i64
DAMPED_STRING_DAMPING* = 2'i64
CCD_MODE_DISABLED* = 0'i64
CCD_MODE_CAST_RAY* = 1'i64
CCD_MODE_CAST_SHAPE* = 2'i64
AREA_BODY_ADDED* = 0'i64
AREA_BODY_REMOVED* = 1'i64
INFO_ACTIVE_OBJECTS* = 0'i64
INFO_COLLISION_PAIRS* = 1'i64
INFO_ISLAND_COUNT* = 2'i64
proc shapeCreate*(typee: int64): RID {.gcsafe, locks: 0.}
proc shapeSetData*(shape: RID; data: Variant) {.gcsafe, locks: 0.}
proc shapeGetType*(shape: RID): int64 {.gcsafe, locks: 0.}
proc shapeGetData*(shape: RID) {.gcsafe, locks: 0.}
proc spaceCreate*(): RID {.gcsafe, locks: 0.}
proc spaceSetActive*(space: RID; active: bool) {.gcsafe, locks: 0.}
proc spaceIsActive*(space: RID): bool {.gcsafe, locks: 0.}
proc spaceSetParam*(space: RID; param: int64; value: float64) {.gcsafe, locks: 0.}
proc spaceGetParam*(space: RID; param: int64): float64 {.gcsafe, locks: 0.}
proc spaceGetDirectState*(space: RID): Physics2DDirectSpaceState {.gcsafe, locks: 0.}
proc areaCreate*(): RID {.gcsafe, locks: 0.}
proc areaSetSpace*(area: RID; space: RID) {.gcsafe, locks: 0.}
proc areaGetSpace*(area: RID): RID {.gcsafe, locks: 0.}
proc areaSetSpaceOverrideMode*(area: RID; mode: int64) {.gcsafe, locks: 0.}
proc areaGetSpaceOverrideMode*(area: RID): int64 {.gcsafe, locks: 0.}
proc areaAddShape*(area: RID; shape: RID; transform: Transform2D) {.gcsafe, locks: 0.}
proc areaSetShape*(area: RID; shapeIdx: int64; shape: RID) {.gcsafe, locks: 0.}
proc areaSetShapeTransform*(area: RID; shapeIdx: int64; transform: Transform2D) {.gcsafe, locks: 0.}
proc areaSetShapeDisabled*(area: RID; shapeIdx: int64; disable: bool) {.gcsafe, locks: 0.}
proc areaGetShapeCount*(area: RID): int64 {.gcsafe, locks: 0.}
proc areaGetShape*(area: RID; shapeIdx: int64): RID {.gcsafe, locks: 0.}
proc areaGetShapeTransform*(area: RID; shapeIdx: int64): Transform2D {.gcsafe, locks: 0.}
proc areaRemoveShape*(area: RID; shapeIdx: int64) {.gcsafe, locks: 0.}
proc areaClearShapes*(area: RID) {.gcsafe, locks: 0.}
proc areaSetCollisionLayer*(area: RID; layer: int64) {.gcsafe, locks: 0.}
proc areaSetCollisionMask*(area: RID; mask: int64) {.gcsafe, locks: 0.}
proc areaSetParam*(area: RID; param: int64; value: Variant) {.gcsafe, locks: 0.}
proc areaSetTransform*(area: RID; transform: Transform2D) {.gcsafe, locks: 0.}
proc areaGetParam*(area: RID; param: int64) {.gcsafe, locks: 0.}
proc areaGetTransform*(area: RID): Transform2D {.gcsafe, locks: 0.}
proc areaAttachObjectInstanceID*(area: RID; id: int64) {.gcsafe, locks: 0.}
proc areaGetObjectInstanceID*(area: RID): int64 {.gcsafe, locks: 0.}
proc areaSetMonitorCallback*(area: RID; receiver: Object; methodd: string) {.gcsafe, locks: 0.}
proc bodyCreate*(mode: int64 = 2'i64; initSleeping: bool = false): RID {.gcsafe, locks: 0.}
proc bodySetSpace*(body: RID; space: RID) {.gcsafe, locks: 0.}
proc bodyGetSpace*(body: RID): RID {.gcsafe, locks: 0.}
proc bodySetMode*(body: RID; mode: int64) {.gcsafe, locks: 0.}
proc bodyGetMode*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodyAddShape*(body: RID; shape: RID; transform: Transform2D) {.gcsafe, locks: 0.}
proc bodySetShape*(body: RID; shapeIdx: int64; shape: RID) {.gcsafe, locks: 0.}
proc bodySetShapeTransform*(body: RID; shapeIdx: int64; transform: Transform2D) {.gcsafe, locks: 0.}
proc bodySetShapeMetadata*(body: RID; shapeIdx: int64; metadata: Variant) {.gcsafe, locks: 0.}
proc bodyGetShapeCount*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodyGetShape*(body: RID; shapeIdx: int64): RID {.gcsafe, locks: 0.}
proc bodyGetShapeTransform*(body: RID; shapeIdx: int64): Transform2D {.gcsafe, locks: 0.}
proc bodyGetShapeMetadata*(body: RID; shapeIdx: int64) {.gcsafe, locks: 0.}
proc bodyRemoveShape*(body: RID; shapeIdx: int64) {.gcsafe, locks: 0.}
proc bodyClearShapes*(body: RID) {.gcsafe, locks: 0.}
proc bodySetShapeDisabled*(body: RID; shapeIdx: int64; disable: bool) {.gcsafe, locks: 0.}
proc bodySetShapeAsOneWayCollision*(body: RID; shapeIdx: int64; enable: bool) {.gcsafe, locks: 0.}
proc bodyAttachObjectInstanceID*(body: RID; id: int64) {.gcsafe, locks: 0.}
proc bodyGetObjectInstanceID*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodySetContinuousCollisionDetectionMode*(body: RID; mode: int64) {.gcsafe, locks: 0.}
proc bodyGetContinuousCollisionDetectionMode*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodySetCollisionLayer*(body: RID; layer: int64) {.gcsafe, locks: 0.}
proc bodyGetCollisionLayer*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodySetCollisionMask*(body: RID; mask: int64) {.gcsafe, locks: 0.}
proc bodyGetCollisionMask*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodySetParam*(body: RID; param: int64; value: float64) {.gcsafe, locks: 0.}
proc bodyGetParam*(body: RID; param: int64): float64 {.gcsafe, locks: 0.}
proc bodySetState*(body: RID; state: int64; value: Variant) {.gcsafe, locks: 0.}
proc bodyGetState*(body: RID; state: int64) {.gcsafe, locks: 0.}
proc bodyApplyImpulse*(body: RID; pos: Vector2; impulse: Vector2) {.gcsafe, locks: 0.}
proc bodyAddForce*(body: RID; offset: Vector2; force: Vector2) {.gcsafe, locks: 0.}
proc bodySetAxisVelocity*(body: RID; axisVelocity: Vector2) {.gcsafe, locks: 0.}
proc bodyAddCollisionException*(body: RID; exceptedBody: RID) {.gcsafe, locks: 0.}
proc bodyRemoveCollisionException*(body: RID; exceptedBody: RID) {.gcsafe, locks: 0.}
proc bodySetMaxContactsReported*(body: RID; amount: int64) {.gcsafe, locks: 0.}
proc bodyGetMaxContactsReported*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodySetOmitForceIntegration*(body: RID; enable: bool) {.gcsafe, locks: 0.}
proc bodyIsOmittingForceIntegration*(body: RID): bool {.gcsafe, locks: 0.}
proc bodySetForceIntegrationCallback*(body: RID; receiver: Object; methodd: string; @@ -2199,6 +2719,10 @@ function main() { locks: 0.}
proc bodyTestMotion*(body: RID; fromm: Transform2D; motion: Vector2; @@ -2207,22 +2731,38 @@ function main() { locks: 0.}
proc jointSetParam*(joint: RID; param: int64; value: float64) {.gcsafe, locks: 0.}
proc jointGetParam*(joint: RID; param: int64): float64 {.gcsafe, locks: 0.}
proc pinJointCreate*(anchor: Vector2; bodyA: RID; bodyB: RID = initRID()): RID {.gcsafe, locks: 0.}
proc grooveJointCreate*(groove1A: Vector2; groove2A: Vector2; anchorB: Vector2; @@ -2230,43 +2770,75 @@ function main() { locks: 0.}
proc dampedSpringJointCreate*(anchorA: Vector2; anchorB: Vector2; bodyA: RID; bodyB: RID = initRID()): RID {.gcsafe, locks: 0.}
proc dampedStringJointSetParam*(joint: RID; param: int64; value: float64) {.gcsafe, locks: 0.}
proc dampedStringJointGetParam*(joint: RID; param: int64): float64 {.gcsafe, locks: 0.}
proc jointGetType*(joint: RID): int64 {.gcsafe, locks: 0.}
proc freeRid*(rid: RID) {.gcsafe, locks: 0.}
proc setActive*(active: bool) {.gcsafe, locks: 0.}
proc getProcessInfo*(processInfo: int64): int64 {.gcsafe, locks: 0.}
proc setShape*(self: Physics2DShapeQueryParameters; shape: Shape2D) {.gcsafe, locks: 0.}
proc setShapeRid*(self: Physics2DShapeQueryParameters; shape: RID) {.gcsafe, locks: 0.}
proc getShapeRid*(self: Physics2DShapeQueryParameters): RID {.gcsafe, locks: 0.}
proc setTransform*(self: Physics2DShapeQueryParameters; transform: Transform2D) {.gcsafe, locks: 0.}
proc getTransform*(self: Physics2DShapeQueryParameters): Transform2D {.gcsafe, locks: 0.}
proc setMotion*(self: Physics2DShapeQueryParameters; motion: Vector2) {.gcsafe, locks: 0.}
proc getMotion*(self: Physics2DShapeQueryParameters): Vector2 {.gcsafe, locks: 0.}
proc setMargin*(self: Physics2DShapeQueryParameters; margin: float64) {.gcsafe, locks: 0.}
proc getMargin*(self: Physics2DShapeQueryParameters): float64 {.gcsafe, locks: 0.}
proc setCollisionLayer*(self: Physics2DShapeQueryParameters; collisionLayer: int64) {.gcsafe, locks: 0.}
proc getCollisionLayer*(self: Physics2DShapeQueryParameters): int64 {.gcsafe, locks: 0.}
proc setObjectTypeMask*(self: Physics2DShapeQueryParameters; objectTypeMask: int64) {.gcsafe, locks: 0.}
proc getObjectTypeMask*(self: Physics2DShapeQueryParameters): int64 {.gcsafe, locks: 0.}
proc setExclude*(self: Physics2DShapeQueryParameters; exclude: Array) {.gcsafe, locks: 0.}
proc getExclude*(self: Physics2DShapeQueryParameters): Array {.gcsafe, locks: 0.}
proc getResultCount*(self: Physics2DShapeQueryResult): int64 {.gcsafe, locks: 0.}
proc getResultRid*(self: Physics2DShapeQueryResult; idx: int64): RID {.gcsafe, locks: 0.}
proc getResultObjectId*(self: Physics2DShapeQueryResult; idx: int64): int64 {.gcsafe, locks: 0.}
proc getResultObject*(self: Physics2DShapeQueryResult; idx: int64): Object {.gcsafe, locks: 0.}
proc getResultObjectShape*(self: Physics2DShapeQueryResult; idx: int64): int64 {.gcsafe, locks: 0.}
proc getMotion*(self: Physics2DTestMotionResult): Vector2 {.gcsafe, locks: 0.}
proc getMotionRemainder*(self: Physics2DTestMotionResult): Vector2 {.gcsafe, locks: 0.}
proc getCollisionPoint*(self: Physics2DTestMotionResult): Vector2 {.gcsafe, locks: 0.}
proc getCollisionNormal*(self: Physics2DTestMotionResult): Vector2 {.gcsafe, locks: 0.}
proc getColliderVelocity*(self: Physics2DTestMotionResult): Vector2 {.gcsafe, locks: 0.}
proc getColliderId*(self: Physics2DTestMotionResult): int64 {.gcsafe, locks: 0.}
proc getColliderRid*(self: Physics2DTestMotionResult): RID {.gcsafe, locks: 0.}
proc getCollider*(self: Physics2DTestMotionResult): Object {.gcsafe, locks: 0.}
proc getColliderShape*(self: Physics2DTestMotionResult): int64 {.gcsafe, locks: 0.}
proc collisionLayer*(self: PhysicsBody): int64 {.gcsafe, locks: 0.}
proc `collisionLayer =`*(self: PhysicsBody; val: int64) {.gcsafe, locks: 0.}
proc collisionMask*(self: PhysicsBody): int64 {.gcsafe, locks: 0.}
proc `collisionMask =`*(self: PhysicsBody; val: int64) {.gcsafe, locks: 0.}
proc setCollisionMaskBit*(self: PhysicsBody; bit: int64; value: bool) {.gcsafe, locks: 0.}
proc getCollisionMaskBit*(self: PhysicsBody; bit: int64): bool {.gcsafe, locks: 0.}
proc setCollisionLayerBit*(self: PhysicsBody; bit: int64; value: bool) {.gcsafe, locks: 0.}
proc getCollisionLayerBit*(self: PhysicsBody; bit: int64): bool {.gcsafe, locks: 0.}
proc addCollisionExceptionWith*(self: PhysicsBody; body: PhysicsBody) {.gcsafe, locks: 0.}
proc removeCollisionExceptionWith*(self: PhysicsBody; body: PhysicsBody) {.gcsafe, locks: 0.}
method setLayers*(self: PhysicsBody; mask: int64) {.gcsafe, locks: 0, base.}
method getLayers*(self: PhysicsBody): int64 {.gcsafe, locks: 0, base.}
proc layers*(self: PhysicsBody2D): int64 {.gcsafe, locks: 0.}
proc `layers =`*(self: PhysicsBody2D; val: int64) {.gcsafe, locks: 0.}
proc collisionLayer*(self: PhysicsBody2D): int64 {.gcsafe, locks: 0.}
proc `collisionLayer =`*(self: PhysicsBody2D; val: int64) {.gcsafe, locks: 0.}
proc collisionMask*(self: PhysicsBody2D): int64 {.gcsafe, locks: 0.}
proc `collisionMask =`*(self: PhysicsBody2D; val: int64) {.gcsafe, locks: 0.}
proc setCollisionMaskBit*(self: PhysicsBody2D; bit: int64; value: bool) {.gcsafe, locks: 0.}
proc getCollisionMaskBit*(self: PhysicsBody2D; bit: int64): bool {.gcsafe, locks: 0.}
proc setCollisionLayerBit*(self: PhysicsBody2D; bit: int64; value: bool) {.gcsafe, locks: 0.}
proc getCollisionLayerBit*(self: PhysicsBody2D; bit: int64): bool {.gcsafe, locks: 0.}
proc addCollisionExceptionWith*(self: PhysicsBody2D; body: PhysicsBody2D) {.gcsafe, locks: 0.}
proc removeCollisionExceptionWith*(self: PhysicsBody2D; body: PhysicsBody2D) {.gcsafe, locks: 0.}
proc getTotalGravity*(self: PhysicsDirectBodyState): Vector3 {.gcsafe, locks: 0.}
proc getTotalLinearDamp*(self: PhysicsDirectBodyState): float64 {.gcsafe, locks: 0.}
proc getTotalAngularDamp*(self: PhysicsDirectBodyState): float64 {.gcsafe, locks: 0.}
proc getCenterOfMass*(self: PhysicsDirectBodyState): Vector3 {.gcsafe, locks: 0.}
proc getPrincipalInetriaAxes*(self: PhysicsDirectBodyState): Basis {.gcsafe, locks: 0.}
proc getInverseMass*(self: PhysicsDirectBodyState): float64 {.gcsafe, locks: 0.}
proc getInverseInertia*(self: PhysicsDirectBodyState): Vector3 {.gcsafe, locks: 0.}
proc setLinearVelocity*(self: PhysicsDirectBodyState; velocity: Vector3) {.gcsafe, locks: 0.}
proc getLinearVelocity*(self: PhysicsDirectBodyState): Vector3 {.gcsafe, locks: 0.}
proc setAngularVelocity*(self: PhysicsDirectBodyState; velocity: Vector3) {.gcsafe, locks: 0.}
proc getAngularVelocity*(self: PhysicsDirectBodyState): Vector3 {.gcsafe, locks: 0.}
proc setTransform*(self: PhysicsDirectBodyState; transform: Transform) {.gcsafe, locks: 0.}
proc getTransform*(self: PhysicsDirectBodyState): Transform {.gcsafe, locks: 0.}
proc addForce*(self: PhysicsDirectBodyState; force: Vector3; pos: Vector3) {.gcsafe, locks: 0.}
proc applyImpulse*(self: PhysicsDirectBodyState; pos: Vector3; j: Vector3) {.gcsafe, locks: 0.}
proc applyTorqeImpulse*(self: PhysicsDirectBodyState; j: Vector3) {.gcsafe, locks: 0.}
proc setSleepState*(self: PhysicsDirectBodyState; enabled: bool) {.gcsafe, locks: 0.}
proc isSleeping*(self: PhysicsDirectBodyState): bool {.gcsafe, locks: 0.}
proc getContactCount*(self: PhysicsDirectBodyState): int64 {.gcsafe, locks: 0.}
proc getContactLocalPos*(self: PhysicsDirectBodyState; contactIdx: int64): Vector3 {.gcsafe, locks: 0.}
proc getContactLocalNormal*(self: PhysicsDirectBodyState; contactIdx: int64): Vector3 {.gcsafe, locks: 0.}
proc getContactLocalShape*(self: PhysicsDirectBodyState; contactIdx: int64): int64 {.gcsafe, locks: 0.}
proc getContactCollider*(self: PhysicsDirectBodyState; contactIdx: int64): RID {.gcsafe, locks: 0.}
proc getContactColliderPos*(self: PhysicsDirectBodyState; contactIdx: int64): Vector3 {.gcsafe, locks: 0.}
proc getContactColliderId*(self: PhysicsDirectBodyState; contactIdx: int64): int64 {.gcsafe, locks: 0.}
proc getContactColliderObject*(self: PhysicsDirectBodyState; contactIdx: int64): Object {.gcsafe, locks: 0.}
proc getContactColliderShape*(self: PhysicsDirectBodyState; contactIdx: int64): int64 {.gcsafe, locks: 0.}
proc getContactColliderVelocityAtPos*(self: PhysicsDirectBodyState; contactIdx: int64): Vector3 {.gcsafe, locks: 0.}
proc getStep*(self: PhysicsDirectBodyState): float64 {.gcsafe, locks: 0.}
proc integrateForces*(self: PhysicsDirectBodyState) {.gcsafe, locks: 0.}
proc getSpaceState*(self: PhysicsDirectBodyState): PhysicsDirectSpaceState {.gcsafe, locks: 0.}
TYPE_MASK_STATIC_BODY* = 1'i64
TYPE_MASK_KINEMATIC_BODY* = 2'i64
TYPE_MASK_RIGID_BODY* = 4'i64
TYPE_MASK_CHARACTER_BODY* = 8'i64
TYPE_MASK_AREA* = 16'i64
TYPE_MASK_COLLISION* = 15'i64
proc intersectShape*(self: PhysicsDirectSpaceState; @@ -1317,12 +1345,20 @@ function main() { gcsafe, locks: 0.}
proc castMotion*(self: PhysicsDirectSpaceState; shape: PhysicsShapeQueryParameters; motion: Vector3): Array {.gcsafe, locks: 0.}
proc collideShape*(self: PhysicsDirectSpaceState; @@ -1330,12 +1366,20 @@ function main() { gcsafe, locks: 0.}
proc getRestInfo*(self: PhysicsDirectSpaceState; shape: PhysicsShapeQueryParameters): Dictionary {.gcsafe, locks: 0.}
JOINT_PIN* = 0'i64
JOINT_HINGE* = 1'i64
JOINT_SLIDER* = 2'i64
JOINT_CONE_TWIST* = 3'i64
JOINT_6DOF* = 4'i64
PIN_JOINT_BIAS* = 0'i64
PIN_JOINT_DAMPING* = 1'i64
PIN_JOINT_IMPULSE_CLAMP* = 2'i64
HINGE_JOINT_BIAS* = 0'i64
HINGE_JOINT_LIMIT_UPPER* = 1'i64
HINGE_JOINT_LIMIT_LOWER* = 2'i64
HINGE_JOINT_LIMIT_BIAS* = 3'i64
HINGE_JOINT_LIMIT_SOFTNESS* = 4'i64
HINGE_JOINT_LIMIT_RELAXATION* = 5'i64
HINGE_JOINT_MOTOR_TARGET_VELOCITY* = 6'i64
HINGE_JOINT_MOTOR_MAX_IMPULSE* = 7'i64
HINGE_JOINT_FLAG_USE_LIMIT* = 0'i64
HINGE_JOINT_FLAG_ENABLE_MOTOR* = 1'i64
SLIDER_JOINT_LINEAR_LIMIT_UPPER* = 0'i64
SLIDER_JOINT_LINEAR_LIMIT_LOWER* = 1'i64
SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS* = 2'i64
SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION* = 3'i64
SLIDER_JOINT_LINEAR_LIMIT_DAMPING* = 4'i64
SLIDER_JOINT_LINEAR_MOTION_SOFTNESS* = 5'i64
SLIDER_JOINT_LINEAR_MOTION_RESTITUTION* = 6'i64
SLIDER_JOINT_LINEAR_MOTION_DAMPING* = 7'i64
SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS* = 8'i64
SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION* = 9'i64
SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING* = 10'i64
SLIDER_JOINT_ANGULAR_LIMIT_UPPER* = 11'i64
SLIDER_JOINT_ANGULAR_LIMIT_LOWER* = 12'i64
SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS* = 13'i64
SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION* = 14'i64
SLIDER_JOINT_ANGULAR_LIMIT_DAMPING* = 15'i64
SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS* = 16'i64
SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION* = 17'i64
SLIDER_JOINT_ANGULAR_MOTION_DAMPING* = 18'i64
SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS* = 19'i64
SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION* = 20'i64
SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING* = 21'i64
SLIDER_JOINT_MAX* = 22'i64
CONE_TWIST_JOINT_SWING_SPAN* = 0'i64
CONE_TWIST_JOINT_TWIST_SPAN* = 1'i64
CONE_TWIST_JOINT_BIAS* = 2'i64
CONE_TWIST_JOINT_SOFTNESS* = 3'i64
CONE_TWIST_JOINT_RELAXATION* = 4'i64
G6DOF_JOINT_LINEAR_LOWER_LIMIT* = 0'i64
G6DOF_JOINT_LINEAR_UPPER_LIMIT* = 1'i64
G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS* = 2'i64
G6DOF_JOINT_LINEAR_RESTITUTION* = 3'i64
G6DOF_JOINT_LINEAR_DAMPING* = 4'i64
G6DOF_JOINT_ANGULAR_LOWER_LIMIT* = 5'i64
G6DOF_JOINT_ANGULAR_UPPER_LIMIT* = 6'i64
G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS* = 7'i64
G6DOF_JOINT_ANGULAR_DAMPING* = 8'i64
G6DOF_JOINT_ANGULAR_RESTITUTION* = 9'i64
G6DOF_JOINT_ANGULAR_FORCE_LIMIT* = 10'i64
G6DOF_JOINT_ANGULAR_ERP* = 11'i64
G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY* = 12'i64
G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT* = 13'i64
G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT* = 0'i64
G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT* = 1'i64
G6DOF_JOINT_FLAG_ENABLE_MOTOR* = 2'i64
SHAPE_PLANE* = 0'i64
SHAPE_RAY* = 1'i64
SHAPE_SPHERE* = 2'i64
SHAPE_BOX* = 3'i64
SHAPE_CAPSULE* = 4'i64
SHAPE_CONVEX_POLYGON* = 5'i64
SHAPE_CONCAVE_POLYGON* = 6'i64
SHAPE_HEIGHTMAP* = 7'i64
SHAPE_CUSTOM* = 8'i64
AREA_PARAM_GRAVITY* = 0'i64
AREA_PARAM_GRAVITY_VECTOR* = 1'i64
AREA_PARAM_GRAVITY_IS_POINT* = 2'i64
AREA_PARAM_GRAVITY_DISTANCE_SCALE* = 3'i64
AREA_PARAM_GRAVITY_POINT_ATTENUATION* = 4'i64
AREA_PARAM_LINEAR_DAMP* = 5'i64
AREA_PARAM_ANGULAR_DAMP* = 6'i64
AREA_PARAM_PRIORITY* = 7'i64
AREA_SPACE_OVERRIDE_DISABLED* = 0'i64
AREA_SPACE_OVERRIDE_COMBINE* = 1'i64
AREA_SPACE_OVERRIDE_COMBINE_REPLACE* = 2'i64
AREA_SPACE_OVERRIDE_REPLACE* = 3'i64
AREA_SPACE_OVERRIDE_REPLACE_COMBINE* = 4'i64
BODY_MODE_STATIC* = 0'i64
BODY_MODE_KINEMATIC* = 1'i64
BODY_MODE_RIGID* = 2'i64
BODY_MODE_CHARACTER* = 3'i64
BODY_PARAM_BOUNCE* = 0'i64
BODY_PARAM_FRICTION* = 1'i64
BODY_PARAM_MASS* = 2'i64
BODY_PARAM_GRAVITY_SCALE* = 3'i64
BODY_PARAM_ANGULAR_DAMP* = 5'i64
BODY_PARAM_LINEAR_DAMP* = 4'i64
BODY_PARAM_MAX* = 6'i64
BODY_STATE_TRANSFORM* = 0'i64
BODY_STATE_LINEAR_VELOCITY* = 1'i64
BODY_STATE_ANGULAR_VELOCITY* = 2'i64
BODY_STATE_SLEEPING* = 3'i64
BODY_STATE_CAN_SLEEP* = 4'i64
AREA_BODY_ADDED* = 0'i64
AREA_BODY_REMOVED* = 1'i64
INFO_ACTIVE_OBJECTS* = 0'i64
INFO_COLLISION_PAIRS* = 1'i64
INFO_ISLAND_COUNT* = 2'i64
proc shapeCreate*(typee: int64): RID {.gcsafe, locks: 0.}
proc shapeSetData*(shape: RID; data: Variant) {.gcsafe, locks: 0.}
proc shapeGetType*(shape: RID): int64 {.gcsafe, locks: 0.}
proc shapeGetData*(shape: RID) {.gcsafe, locks: 0.}
proc spaceCreate*(): RID {.gcsafe, locks: 0.}
proc spaceSetActive*(space: RID; active: bool) {.gcsafe, locks: 0.}
proc spaceIsActive*(space: RID): bool {.gcsafe, locks: 0.}
proc spaceSetParam*(space: RID; param: int64; value: float64) {.gcsafe, locks: 0.}
proc spaceGetParam*(space: RID; param: int64): float64 {.gcsafe, locks: 0.}
proc spaceGetDirectState*(space: RID): PhysicsDirectSpaceState {.gcsafe, locks: 0.}
proc areaCreate*(): RID {.gcsafe, locks: 0.}
proc areaSetSpace*(area: RID; space: RID) {.gcsafe, locks: 0.}
proc areaGetSpace*(area: RID): RID {.gcsafe, locks: 0.}
proc areaSetSpaceOverrideMode*(area: RID; mode: int64) {.gcsafe, locks: 0.}
proc areaGetSpaceOverrideMode*(area: RID): int64 {.gcsafe, locks: 0.}
proc areaAddShape*(area: RID; shape: RID; transform: Transform) {.gcsafe, locks: 0.}
proc areaSetShape*(area: RID; shapeIdx: int64; shape: RID) {.gcsafe, locks: 0.}
proc areaSetShapeTransform*(area: RID; shapeIdx: int64; transform: Transform) {.gcsafe, locks: 0.}
proc areaGetShapeCount*(area: RID): int64 {.gcsafe, locks: 0.}
proc areaGetShape*(area: RID; shapeIdx: int64): RID {.gcsafe, locks: 0.}
proc areaGetShapeTransform*(area: RID; shapeIdx: int64): Transform {.gcsafe, locks: 0.}
proc areaRemoveShape*(area: RID; shapeIdx: int64) {.gcsafe, locks: 0.}
proc areaClearShapes*(area: RID) {.gcsafe, locks: 0.}
proc areaSetCollisionLayer*(area: RID; layer: int64) {.gcsafe, locks: 0.}
proc areaSetCollisionMask*(area: RID; mask: int64) {.gcsafe, locks: 0.}
proc areaSetParam*(area: RID; param: int64; value: Variant) {.gcsafe, locks: 0.}
proc areaSetTransform*(area: RID; transform: Transform) {.gcsafe, locks: 0.}
proc areaGetParam*(area: RID; param: int64) {.gcsafe, locks: 0.}
proc areaGetTransform*(area: RID): Transform {.gcsafe, locks: 0.}
proc areaAttachObjectInstanceID*(area: RID; id: int64) {.gcsafe, locks: 0.}
proc areaGetObjectInstanceID*(area: RID): int64 {.gcsafe, locks: 0.}
proc areaSetMonitorCallback*(area: RID; receiver: Object; methodd: string) {.gcsafe, locks: 0.}
proc areaSetRayPickable*(area: RID; enable: bool) {.gcsafe, locks: 0.}
proc areaIsRayPickable*(area: RID): bool {.gcsafe, locks: 0.}
proc bodyCreate*(mode: int64 = 2'i64; initSleeping: bool = false): RID {.gcsafe, locks: 0.}
proc bodySetSpace*(body: RID; space: RID) {.gcsafe, locks: 0.}
proc bodyGetSpace*(body: RID): RID {.gcsafe, locks: 0.}
proc bodySetMode*(body: RID; mode: int64) {.gcsafe, locks: 0.}
proc bodyGetMode*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodySetCollisionLayer*(body: RID; layer: int64) {.gcsafe, locks: 0.}
proc bodyGetCollisionLayer*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodySetCollisionMask*(body: RID; mask: int64) {.gcsafe, locks: 0.}
proc bodyGetCollisionMask*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodyAddShape*(body: RID; shape: RID; transform: Transform) {.gcsafe, locks: 0.}
proc bodySetShape*(body: RID; shapeIdx: int64; shape: RID) {.gcsafe, locks: 0.}
proc bodySetShapeTransform*(body: RID; shapeIdx: int64; transform: Transform) {.gcsafe, locks: 0.}
proc bodyGetShapeCount*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodyGetShape*(body: RID; shapeIdx: int64): RID {.gcsafe, locks: 0.}
proc bodyGetShapeTransform*(body: RID; shapeIdx: int64): Transform {.gcsafe, locks: 0.}
proc bodyRemoveShape*(body: RID; shapeIdx: int64) {.gcsafe, locks: 0.}
proc bodyClearShapes*(body: RID) {.gcsafe, locks: 0.}
proc bodyAttachObjectInstanceID*(body: RID; id: int64) {.gcsafe, locks: 0.}
proc bodyGetObjectInstanceID*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodySetEnableContinuousCollisionDetection*(body: RID; enable: bool) {.gcsafe, locks: 0.}
proc bodyIsContinuousCollisionDetectionEnabled*(body: RID): bool {.gcsafe, locks: 0.}
proc bodySetParam*(body: RID; param: int64; value: float64) {.gcsafe, locks: 0.}
proc bodyGetParam*(body: RID; param: int64): float64 {.gcsafe, locks: 0.}
proc bodySetState*(body: RID; state: int64; value: Variant) {.gcsafe, locks: 0.}
proc bodyGetState*(body: RID; state: int64) {.gcsafe, locks: 0.}
proc bodyApplyImpulse*(body: RID; pos: Vector3; impulse: Vector3) {.gcsafe, locks: 0.}
proc bodyApplyTorqueImpulse*(body: RID; impulse: Vector3) {.gcsafe, locks: 0.}
proc bodySetAxisVelocity*(body: RID; axisVelocity: Vector3) {.gcsafe, locks: 0.}
proc bodySetAxisLock*(body: RID; axis: int64) {.gcsafe, locks: 0.}
proc bodyGetAxisLock*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodyAddCollisionException*(body: RID; exceptedBody: RID) {.gcsafe, locks: 0.}
proc bodyRemoveCollisionException*(body: RID; exceptedBody: RID) {.gcsafe, locks: 0.}
proc bodySetMaxContactsReported*(body: RID; amount: int64) {.gcsafe, locks: 0.}
proc bodyGetMaxContactsReported*(body: RID): int64 {.gcsafe, locks: 0.}
proc bodySetOmitForceIntegration*(body: RID; enable: bool) {.gcsafe, locks: 0.}
proc bodyIsOmittingForceIntegration*(body: RID): bool {.gcsafe, locks: 0.}
proc bodySetForceIntegrationCallback*(body: RID; receiver: Object; methodd: string; @@ -2556,171 +3260,299 @@ function main() { locks: 0.}
proc bodySetRayPickable*(body: RID; enable: bool) {.gcsafe, locks: 0.}
proc bodyIsRayPickable*(body: RID): bool {.gcsafe, locks: 0.}
proc jointCreatePin*(bodyA: RID; localA: Vector3; bodyB: RID; localB: Vector3): RID {.gcsafe, locks: 0.}
proc pinJointSetParam*(joint: RID; param: int64; value: float64) {.gcsafe, locks: 0.}
proc pinJointGetParam*(joint: RID; param: int64): float64 {.gcsafe, locks: 0.}
proc pinJointSetLocalA*(joint: RID; localA: Vector3) {.gcsafe, locks: 0.}
proc pinJointGetLocalA*(joint: RID): Vector3 {.gcsafe, locks: 0.}
proc pinJointSetLocalB*(joint: RID; localB: Vector3) {.gcsafe, locks: 0.}
proc pinJointGetLocalB*(joint: RID): Vector3 {.gcsafe, locks: 0.}
proc jointCreateHinge*(bodyA: RID; hingeA: Transform; bodyB: RID; hingeB: Transform): RID {.gcsafe, locks: 0.}
proc hingeJointSetParam*(joint: RID; param: int64; value: float64) {.gcsafe, locks: 0.}
proc hingeJointGetParam*(joint: RID; param: int64): float64 {.gcsafe, locks: 0.}
proc hingeJointSetFlag*(joint: RID; flag: int64; enabled: bool) {.gcsafe, locks: 0.}
proc hingeJointGetFlag*(joint: RID; flag: int64): bool {.gcsafe, locks: 0.}
proc jointCreateSlider*(bodyA: RID; localRefA: Transform; bodyB: RID; localRefB: Transform): RID {.gcsafe, locks: 0.}
proc sliderJointSetParam*(joint: RID; param: int64; value: float64) {.gcsafe, locks: 0.}
proc sliderJointGetParam*(joint: RID; param: int64): float64 {.gcsafe, locks: 0.}
proc jointCreateConeTwist*(bodyA: RID; localRefA: Transform; bodyB: RID; localRefB: Transform): RID {.gcsafe, locks: 0.}
proc coneTwistJointSetParam*(joint: RID; param: int64; value: float64) {.gcsafe, locks: 0.}
proc coneTwistJointGetParam*(joint: RID; param: int64): float64 {.gcsafe, locks: 0.}
proc jointGetType*(joint: RID): int64 {.gcsafe, locks: 0.}
proc jointSetSolverPriority*(joint: RID; priority: int64) {.gcsafe, locks: 0.}
proc jointGetSolverPriority*(joint: RID): int64 {.gcsafe, locks: 0.}
proc jointCreateGeneric6dof*(bodyA: RID; localRefA: Transform; bodyB: RID; localRefB: Transform): RID {.gcsafe, locks: 0.}
proc generic6dofJointSetParam*(joint: RID; axis: int64; param: int64; value: float64) {.gcsafe, locks: 0.}
proc generic6dofJointGetParam*(joint: RID; axis: int64; param: int64): float64 {.gcsafe, locks: 0.}
proc generic6dofJointSetFlag*(joint: RID; axis: int64; flag: int64; enable: bool) {.gcsafe, locks: 0.}
proc generic6dofJointGetFlag*(joint: RID; axis: int64; flag: int64): bool {.gcsafe, locks: 0.}
proc freeRid*(rid: RID) {.gcsafe, locks: 0.}
proc setActive*(active: bool) {.gcsafe, locks: 0.}
proc getProcessInfo*(processInfo: int64): int64 {.gcsafe, locks: 0.}
proc setShape*(self: PhysicsShapeQueryParameters; shape: Shape) {.gcsafe, locks: 0.}
proc setShapeRid*(self: PhysicsShapeQueryParameters; shape: RID) {.gcsafe, locks: 0.}
proc getShapeRid*(self: PhysicsShapeQueryParameters): RID {.gcsafe, locks: 0.}
proc setTransform*(self: PhysicsShapeQueryParameters; transform: Transform) {.gcsafe, locks: 0.}
proc getTransform*(self: PhysicsShapeQueryParameters): Transform {.gcsafe, locks: 0.}
proc setMargin*(self: PhysicsShapeQueryParameters; margin: float64) {.gcsafe, locks: 0.}
proc getMargin*(self: PhysicsShapeQueryParameters): float64 {.gcsafe, locks: 0.}
proc setCollisionLayer*(self: PhysicsShapeQueryParameters; collisionLayer: int64) {.gcsafe, locks: 0.}
proc getCollisionLayer*(self: PhysicsShapeQueryParameters): int64 {.gcsafe, locks: 0.}
proc setObjectTypeMask*(self: PhysicsShapeQueryParameters; objectTypeMask: int64) {.gcsafe, locks: 0.}
proc getObjectTypeMask*(self: PhysicsShapeQueryParameters): int64 {.gcsafe, locks: 0.}
proc setExclude*(self: PhysicsShapeQueryParameters; exclude: Array) {.gcsafe, locks: 0.}
proc getExclude*(self: PhysicsShapeQueryParameters): Array {.gcsafe, locks: 0.}
proc getResultCount*(self: PhysicsShapeQueryResult): int64 {.gcsafe, locks: 0.}
proc getResultRid*(self: PhysicsShapeQueryResult; idx: int64): RID {.gcsafe, locks: 0.}
proc getResultObjectId*(self: PhysicsShapeQueryResult; idx: int64): int64 {.gcsafe, locks: 0.}
proc getResultObject*(self: PhysicsShapeQueryResult; idx: int64): Object {.gcsafe, locks: 0.}
proc getResultObjectShape*(self: PhysicsShapeQueryResult; idx: int64): int64 {.gcsafe, locks: 0.}
PARAM_BIAS* = 0'i64
PARAM_DAMPING* = 1'i64
PARAM_IMPULSE_CLAMP* = 2'i64
proc paramsbias*(self: PinJoint): float64 {.gcsafe, locks: 0.}
proc `paramsbias =`*(self: PinJoint; val: float64) {.gcsafe, locks: 0.}
proc paramsdamping*(self: PinJoint): float64 {.gcsafe, locks: 0.}
proc `paramsdamping =`*(self: PinJoint; val: float64) {.gcsafe, locks: 0.}
proc paramsimpulseClamp*(self: PinJoint): float64 {.gcsafe, locks: 0.}
proc `paramsimpulseClamp =`*(self: PinJoint; val: float64) {.gcsafe, locks: 0.}
proc softness*(self: PinJoint2D): float64 {.gcsafe, locks: 0.}
proc `softness =`*(self: PinJoint2D; val: float64) {.gcsafe, locks: 0.}
proc size*(self: PlaneMesh): Vector2 {.gcsafe, locks: 0.}
proc `size =`*(self: PlaneMesh; val: Vector2) {.gcsafe, locks: 0.}
proc subdivideWidth*(self: PlaneMesh): int64 {.gcsafe, locks: 0.}
proc `subdivideWidth =`*(self: PlaneMesh; val: int64) {.gcsafe, locks: 0.}
proc subdivideDepth*(self: PlaneMesh): int64 {.gcsafe, locks: 0.}
proc `subdivideDepth =`*(self: PlaneMesh; val: int64) {.gcsafe, locks: 0.}
proc plane*(self: PlaneShape): Plane {.gcsafe, locks: 0.}
proc `plane =`*(self: PlaneShape; val: Plane) {.gcsafe, locks: 0.}
proc polygon*(self: Polygon2D): PoolVector2Array {.gcsafe, locks: 0.}
proc `polygon =`*(self: Polygon2D; val: PoolVector2Array) {.gcsafe, locks: 0.}
proc uv*(self: Polygon2D): PoolVector2Array {.gcsafe, locks: 0.}
proc `uv =`*(self: Polygon2D; val: PoolVector2Array) {.gcsafe, locks: 0.}
proc color*(self: Polygon2D): Color {.gcsafe, locks: 0.}
proc `color =`*(self: Polygon2D; val: Color) {.gcsafe, locks: 0.}
proc vertexColors*(self: Polygon2D): PoolColorArray {.gcsafe, locks: 0.}
proc `vertexColors =`*(self: Polygon2D; val: PoolColorArray) {.gcsafe, locks: 0.}
proc offset*(self: Polygon2D): Vector2 {.gcsafe, locks: 0.}
proc `offset =`*(self: Polygon2D; val: Vector2) {.gcsafe, locks: 0.}
proc texture*(self: Polygon2D): Texture {.gcsafe, locks: 0.}
proc `texture =`*(self: Polygon2D; val: Texture) {.gcsafe, locks: 0.}
proc textureOffset*(self: Polygon2D): Vector2 {.gcsafe, locks: 0.}
proc `textureOffset =`*(self: Polygon2D; val: Vector2) {.gcsafe, locks: 0.}
proc textureScale*(self: Polygon2D): Vector2 {.gcsafe, locks: 0.}
proc `textureScale =`*(self: Polygon2D; val: Vector2) {.gcsafe, locks: 0.}
proc textureRotation*(self: Polygon2D): float64 {.gcsafe, locks: 0.}
proc `textureRotation =`*(self: Polygon2D; val: float64) {.gcsafe, locks: 0.}
proc invertEnable*(self: Polygon2D): bool {.gcsafe, locks: 0.}
proc `invertEnable =`*(self: Polygon2D; val: bool) {.gcsafe, locks: 0.}
proc invertBorder*(self: Polygon2D): float64 {.gcsafe, locks: 0.}
proc `invertBorder =`*(self: Polygon2D; val: float64) {.gcsafe, locks: 0.}
proc setTextureRotation*(self: Polygon2D; textureRotation: float64) {.gcsafe, locks: 0.}
proc getTextureRotation*(self: Polygon2D): float64 {.gcsafe, locks: 0.}
proc data*(self: PolygonPathFinder): Dictionary {.gcsafe, locks: 0.}
proc `data =`*(self: PolygonPathFinder; val: Dictionary) {.gcsafe, locks: 0.}
proc setup*(self: PolygonPathFinder; points: PoolVector2Array; connections: PoolIntArray) {.gcsafe, locks: 0.}
proc findPath*(self: PolygonPathFinder; fromm: Vector2; to: Vector2): PoolVector2Array {.gcsafe, locks: 0.}
proc getIntersections*(self: PolygonPathFinder; fromm: Vector2; to: Vector2): PoolVector2Array {.gcsafe, locks: 0.}
proc getClosestPoint*(self: PolygonPathFinder; point: Vector2): Vector2 {.gcsafe, locks: 0.}
proc isPointInside*(self: PolygonPathFinder; point: Vector2): bool {.gcsafe, locks: 0.}
proc setPointPenalty*(self: PolygonPathFinder; idx: int64; penalty: float64) {.gcsafe, locks: 0.}
proc getPointPenalty*(self: PolygonPathFinder; idx: int64): float64 {.gcsafe, locks: 0.}
proc getBounds*(self: PolygonPathFinder): Rect2 {.gcsafe, locks: 0.}
NOTIFICATION_POST_POPUP* = 80'i64
NOTIFICATION_POPUP_HIDE* = 81'i64
proc popupExclusive*(self: Popup): bool {.gcsafe, locks: 0.}
proc `popupExclusive =`*(self: Popup; val: bool) {.gcsafe, locks: 0.}
proc popupCentered*(self: Popup; size: Vector2 = vec2(0.0, 0.0)) {.gcsafe, locks: 0.}
proc popupCenteredRatio*(self: Popup; ratio: float64 = 0.75) {.gcsafe, locks: 0.}
proc popupCenteredMinsize*(self: Popup; minsize: Vector2 = vec2(0.0, 0.0)) {.gcsafe, locks: 0.}
proc popup*(self: Popup; bounds: Rect2 = initRect2(0.0, 0.0, 0.0, 0.0)) {.gcsafe, locks: 0.}
proc items*(self: PopupMenu): Array {.gcsafe, locks: 0.}
proc `items =`*(self: PopupMenu; val: Array) {.gcsafe, locks: 0.}
proc hideOnItemSelection*(self: PopupMenu): bool {.gcsafe, locks: 0.}
proc `hideOnItemSelection =`*(self: PopupMenu; val: bool) {.gcsafe, locks: 0.}
proc hideOnCheckableItemSelection*(self: PopupMenu): bool {.gcsafe, locks: 0.}
proc `hideOnCheckableItemSelection =`*(self: PopupMenu; val: bool) {.gcsafe, locks: 0.}
proc addIconItem*(self: PopupMenu; texture: Texture; label: string; id: int64 = - 1'i64; accel: int64 = 0'i64) {.gcsafe, locks: 0.}
proc addItem*(self: PopupMenu; label: string; id: int64 = - 1'i64; accel: int64 = 0'i64) {.gcsafe, locks: 0.}
proc addIconCheckItem*(self: PopupMenu; texture: Texture; label: string; id: int64 = - 1'i64; accel: int64 = 0'i64) {.gcsafe, locks: 0.}
proc addCheckItem*(self: PopupMenu; label: string; id: int64 = - 1'i64; accel: int64 = 0'i64) {.gcsafe, locks: 0.}
proc addSubmenuItem*(self: PopupMenu; label: string; submenu: string; id: int64 = - 1'i64) {.gcsafe, locks: 0.}
proc addIconShortcut*(self: PopupMenu; texture: Texture; shortcut: ShortCut; id: int64 = - 1'i64; global: bool = false) {.gcsafe, locks: 0.}
proc addShortcut*(self: PopupMenu; shortcut: ShortCut; id: int64 = - 1'i64; global: bool = false) {.gcsafe, locks: 0.}
proc addIconCheckShortcut*(self: PopupMenu; texture: Texture; shortcut: ShortCut; id: int64 = - 1'i64; global: bool = false) {.gcsafe, locks: 0.}
proc addCheckShortcut*(self: PopupMenu; shortcut: ShortCut; id: int64 = - 1'i64; global: bool = false) {.gcsafe, locks: 0.}
proc setItemText*(self: PopupMenu; idx: int64; text: string) {.gcsafe, locks: 0.}
proc setItemIcon*(self: PopupMenu; idx: int64; icon: Texture) {.gcsafe, locks: 0.}
proc setItemChecked*(self: PopupMenu; idx: int64; checked: bool) {.gcsafe, locks: 0.}
proc setItemID*(self: PopupMenu; idx: int64; id: int64) {.gcsafe, locks: 0.}
proc setItemAccelerator*(self: PopupMenu; idx: int64; accel: int64) {.gcsafe, locks: 0.}
proc setItemMetadata*(self: PopupMenu; idx: int64; metadata: Variant) {.gcsafe, locks: 0.}
proc setItemDisabled*(self: PopupMenu; idx: int64; disabled: bool) {.gcsafe, locks: 0.}
proc setItemSubmenu*(self: PopupMenu; idx: int64; submenu: string) {.gcsafe, locks: 0.}
proc setItemAsSeparator*(self: PopupMenu; idx: int64; enable: bool) {.gcsafe, locks: 0.}
proc setItemAsCheckable*(self: PopupMenu; idx: int64; enable: bool) {.gcsafe, locks: 0.}
proc setItemTooltip*(self: PopupMenu; idx: int64; tooltip: string) {.gcsafe, locks: 0.}
proc setItemShortcut*(self: PopupMenu; idx: int64; shortcut: ShortCut; global: bool = false) {.gcsafe, locks: 0.}
proc toggleItemChecked*(self: PopupMenu; idx: int64) {.gcsafe, locks: 0.}
proc getItemText*(self: PopupMenu; idx: int64): string {.gcsafe, locks: 0.}
proc getItemIcon*(self: PopupMenu; idx: int64): Texture {.gcsafe, locks: 0.}
proc isItemChecked*(self: PopupMenu; idx: int64): bool {.gcsafe, locks: 0.}
proc getItemID*(self: PopupMenu; idx: int64): int64 {.gcsafe, locks: 0.}
proc getItemIndex*(self: PopupMenu; id: int64): int64 {.gcsafe, locks: 0.}
proc getItemAccelerator*(self: PopupMenu; idx: int64): int64 {.gcsafe, locks: 0.}
proc getItemMetadata*(self: PopupMenu; idx: int64): Variant {.gcsafe, locks: 0.}
proc isItemDisabled*(self: PopupMenu; idx: int64): bool {.gcsafe, locks: 0.}
proc getItemSubmenu*(self: PopupMenu; idx: int64): string {.gcsafe, locks: 0.}
proc isItemSeparator*(self: PopupMenu; idx: int64): bool {.gcsafe, locks: 0.}
proc isItemCheckable*(self: PopupMenu; idx: int64): bool {.gcsafe, locks: 0.}
proc getItemTooltip*(self: PopupMenu; idx: int64): string {.gcsafe, locks: 0.}
proc getItemShortcut*(self: PopupMenu; idx: int64): ShortCut {.gcsafe, locks: 0.}
proc getItemCount*(self: PopupMenu): int64 {.gcsafe, locks: 0.}
proc removeItem*(self: PopupMenu; idx: int64) {.gcsafe, locks: 0.}
proc addSeparator*(self: PopupMenu) {.gcsafe, locks: 0.}
proc clear*(self: PopupMenu) {.gcsafe, locks: 0.}
method guiInput*(self: PopupMenu; event: InputEvent) {.gcsafe, locks: 0.}
method submenuTimeout*(self: PopupMenu) {.gcsafe, locks: 0, base.}
proc setShape*(self: Portal; points: PoolVector2Array) {.gcsafe, locks: 0.}
proc getShape*(self: Portal): PoolVector2Array {.gcsafe, locks: 0.}
proc setEnabled*(self: Portal; enable: bool) {.gcsafe, locks: 0.}
proc isEnabled*(self: Portal): bool {.gcsafe, locks: 0.}
proc setDisableDistance*(self: Portal; distance: float64) {.gcsafe, locks: 0.}
proc getDisableDistance*(self: Portal): float64 {.gcsafe, locks: 0.}
proc setDisabledColor*(self: Portal; color: Color) {.gcsafe, locks: 0.}
proc getDisabledColor*(self: Portal): Color {.gcsafe, locks: 0.}
proc setConnectRange*(self: Portal; range: float64) {.gcsafe, locks: 0.}
proc getConnectRange*(self: Portal): float64 {.gcsafe, locks: 0.}
proc material*(self: PrimitiveMesh): Material {.gcsafe, locks: 0.}
proc `material =`*(self: PrimitiveMesh; val: Material) {.gcsafe, locks: 0.}
method update*(self: PrimitiveMesh) {.gcsafe, locks: 0, base.}
proc leftToRight*(self: PrismMesh): float64 {.gcsafe, locks: 0.}
proc `leftToRight =`*(self: PrismMesh; val: float64) {.gcsafe, locks: 0.}
proc size*(self: PrismMesh): Vector2 {.gcsafe, locks: 0.}
proc `size =`*(self: PrismMesh; val: Vector2) {.gcsafe, locks: 0.}
proc subdivideWidth*(self: PrismMesh): int64 {.gcsafe, locks: 0.}
proc `subdivideWidth =`*(self: PrismMesh; val: int64) {.gcsafe, locks: 0.}
proc subdivideHeight*(self: PrismMesh): int64 {.gcsafe, locks: 0.}
proc `subdivideHeight =`*(self: PrismMesh; val: int64) {.gcsafe, locks: 0.}
proc subdivideDepth*(self: PrismMesh): int64 {.gcsafe, locks: 0.}
proc `subdivideDepth =`*(self: PrismMesh; val: int64) {.gcsafe, locks: 0.}
TEXTURE_SIZE_256* = 0'i64
TEXTURE_SIZE_512* = 1'i64
TEXTURE_SIZE_1024* = 2'i64
TEXTURE_SIZE_2048* = 3'i64
TEXTURE_SIZE_4096* = 4'i64
TEXTURE_SIZE_MAX* = 5'i64
proc skyTopColor*(self: ProceduralSky): Color {.gcsafe, locks: 0.}
proc `skyTopColor =`*(self: ProceduralSky; val: Color) {.gcsafe, locks: 0.}
proc skyHorizonColor*(self: ProceduralSky): Color {.gcsafe, locks: 0.}
proc `skyHorizonColor =`*(self: ProceduralSky; val: Color) {.gcsafe, locks: 0.}
proc skyCurve*(self: ProceduralSky): float64 {.gcsafe, locks: 0.}
proc `skyCurve =`*(self: ProceduralSky; val: float64) {.gcsafe, locks: 0.}
proc skyEnergy*(self: ProceduralSky): float64 {.gcsafe, locks: 0.}
proc `skyEnergy =`*(self: ProceduralSky; val: float64) {.gcsafe, locks: 0.}
proc groundBottomColor*(self: ProceduralSky): Color {.gcsafe, locks: 0.}
proc `groundBottomColor =`*(self: ProceduralSky; val: Color) {.gcsafe, locks: 0.}
proc groundHorizonColor*(self: ProceduralSky): Color {.gcsafe, locks: 0.}
proc `groundHorizonColor =`*(self: ProceduralSky; val: Color) {.gcsafe, locks: 0.}
proc groundCurve*(self: ProceduralSky): float64 {.gcsafe, locks: 0.}
proc `groundCurve =`*(self: ProceduralSky; val: float64) {.gcsafe, locks: 0.}
proc groundEnergy*(self: ProceduralSky): float64 {.gcsafe, locks: 0.}
proc `groundEnergy =`*(self: ProceduralSky; val: float64) {.gcsafe, locks: 0.}
proc sunColor*(self: ProceduralSky): Color {.gcsafe, locks: 0.}
proc `sunColor =`*(self: ProceduralSky; val: Color) {.gcsafe, locks: 0.}
proc sunLatitude*(self: ProceduralSky): float64 {.gcsafe, locks: 0.}
proc `sunLatitude =`*(self: ProceduralSky; val: float64) {.gcsafe, locks: 0.}
proc sunLongitude*(self: ProceduralSky): float64 {.gcsafe, locks: 0.}
proc `sunLongitude =`*(self: ProceduralSky; val: float64) {.gcsafe, locks: 0.}
proc sunAngleMin*(self: ProceduralSky): float64 {.gcsafe, locks: 0.}
proc `sunAngleMin =`*(self: ProceduralSky; val: float64) {.gcsafe, locks: 0.}
proc sunAngleMax*(self: ProceduralSky): float64 {.gcsafe, locks: 0.}
proc `sunAngleMax =`*(self: ProceduralSky; val: float64) {.gcsafe, locks: 0.}
proc sunCurve*(self: ProceduralSky): float64 {.gcsafe, locks: 0.}
proc `sunCurve =`*(self: ProceduralSky; val: float64) {.gcsafe, locks: 0.}
proc sunEnergy*(self: ProceduralSky): float64 {.gcsafe, locks: 0.}
proc `sunEnergy =`*(self: ProceduralSky; val: float64) {.gcsafe, locks: 0.}
proc textureSize*(self: ProceduralSky): int64 {.gcsafe, locks: 0.}
proc `textureSize =`*(self: ProceduralSky; val: int64) {.gcsafe, locks: 0.}
method updateSky*(self: ProceduralSky) {.gcsafe, locks: 0, base.}
proc percentVisible*(self: ProgressBar): bool {.gcsafe, locks: 0.}
proc `percentVisible =`*(self: ProgressBar; val: bool) {.gcsafe, locks: 0.}
proc has*(name: string): bool {.gcsafe, locks: 0.}
proc setOrder*(name: string; pos: int64) {.gcsafe, locks: 0.}
proc getOrder*(name: string): int64 {.gcsafe, locks: 0.}
proc setInitialValue*(name: string; value: Variant) {.gcsafe, locks: 0.}
proc addPropertyInfo*(hint: Dictionary) {.gcsafe, locks: 0.}
proc clear*(name: string) {.gcsafe, locks: 0.}
proc localizePath*(path: string): string {.gcsafe, locks: 0.}
proc globalizePath*(path: string): string {.gcsafe, locks: 0.}
proc save*(): int64 {.gcsafe, locks: 0.}
proc hasSingleton*(name: string): bool {.gcsafe, locks: 0.}
proc getSingleton*(name: string): Object {.gcsafe, locks: 0.}
proc loadResourcePack*(pack: string): bool {.gcsafe, locks: 0.}
proc propertyCanRevert*(name: string): bool {.gcsafe, locks: 0.}
proc propertyGetRevert*(name: string): Variant {.gcsafe, locks: 0.}
proc saveCustom*(file: string): int64 {.gcsafe, locks: 0.}
proc gridRadius*(self: ProximityGroup): Vector3 {.gcsafe, locks: 0.}
proc `gridRadius =`*(self: ProximityGroup; val: Vector3) {.gcsafe, locks: 0.}
proc setGroupName*(self: ProximityGroup; name: string) {.gcsafe, locks: 0.}
proc broadcast*(self: ProximityGroup; name: string; parameters: Variant) {.gcsafe, locks: 0.}
proc setDispatchMode*(self: ProximityGroup; mode: int64) {.gcsafe, locks: 0.}
proc minValue*(self: Range): float64 {.gcsafe, locks: 0.}
proc `minValue =`*(self: Range; val: float64) {.gcsafe, locks: 0.}
proc maxValue*(self: Range): float64 {.gcsafe, locks: 0.}
proc `maxValue =`*(self: Range; val: float64) {.gcsafe, locks: 0.}
proc step*(self: Range): float64 {.gcsafe, locks: 0.}
proc `step =`*(self: Range; val: float64) {.gcsafe, locks: 0.}
proc page*(self: Range): float64 {.gcsafe, locks: 0.}
proc `page =`*(self: Range; val: float64) {.gcsafe, locks: 0.}
proc value*(self: Range): float64 {.gcsafe, locks: 0.}
proc `value =`*(self: Range; val: float64) {.gcsafe, locks: 0.}
proc expEdit*(self: Range): bool {.gcsafe, locks: 0.}
proc `expEdit =`*(self: Range; val: bool) {.gcsafe, locks: 0.}
proc rounded*(self: Range): bool {.gcsafe, locks: 0.}
proc `rounded =`*(self: Range; val: bool) {.gcsafe, locks: 0.}
proc getAsRatio*(self: Range): float64 {.gcsafe, locks: 0.}
proc setAsRatio*(self: Range; value: float64) {.gcsafe, locks: 0.}
proc share*(self: Range; withh: Node) {.gcsafe, locks: 0.}
proc unshare*(self: Range) {.gcsafe, locks: 0.}
proc enabled*(self: RayCast): bool {.gcsafe, locks: 0.}
proc `enabled =`*(self: RayCast; val: bool) {.gcsafe, locks: 0.}
proc castTo*(self: RayCast): Vector3 {.gcsafe, locks: 0.}
proc `castTo =`*(self: RayCast; val: Vector3) {.gcsafe, locks: 0.}
proc collisionLayer*(self: RayCast): int64 {.gcsafe, locks: 0.}
proc `collisionLayer =`*(self: RayCast; val: int64) {.gcsafe, locks: 0.}
proc typeMask*(self: RayCast): int64 {.gcsafe, locks: 0.}
proc `typeMask =`*(self: RayCast; val: int64) {.gcsafe, locks: 0.}
proc isColliding*(self: RayCast): bool {.gcsafe, locks: 0.}
proc forceRaycastUpdate*(self: RayCast) {.gcsafe, locks: 0.}
proc getCollider*(self: RayCast): Object {.gcsafe, locks: 0.}
proc getColliderShape*(self: RayCast): int64 {.gcsafe, locks: 0.}
proc getCollisionPoint*(self: RayCast): Vector3 {.gcsafe, locks: 0.}
proc getCollisionNormal*(self: RayCast): Vector3 {.gcsafe, locks: 0.}
proc addExceptionRid*(self: RayCast; rid: RID) {.gcsafe, locks: 0.}
proc addException*(self: RayCast; node: Object) {.gcsafe, locks: 0.}
proc removeExceptionRid*(self: RayCast; rid: RID) {.gcsafe, locks: 0.}
proc removeException*(self: RayCast; node: Object) {.gcsafe, locks: 0.}
proc clearExceptions*(self: RayCast) {.gcsafe, locks: 0.}
proc enabled*(self: RayCast2D): bool {.gcsafe, locks: 0.}
proc `enabled =`*(self: RayCast2D; val: bool) {.gcsafe, locks: 0.}
proc excludeParent*(self: RayCast2D): bool {.gcsafe, locks: 0.}
proc `excludeParent =`*(self: RayCast2D; val: bool) {.gcsafe, locks: 0.}
proc castTo*(self: RayCast2D): Vector2 {.gcsafe, locks: 0.}
proc `castTo =`*(self: RayCast2D; val: Vector2) {.gcsafe, locks: 0.}
proc collisionLayer*(self: RayCast2D): int64 {.gcsafe, locks: 0.}
proc `collisionLayer =`*(self: RayCast2D; val: int64) {.gcsafe, locks: 0.}
proc typeMask*(self: RayCast2D): int64 {.gcsafe, locks: 0.}
proc `typeMask =`*(self: RayCast2D; val: int64) {.gcsafe, locks: 0.}
proc isColliding*(self: RayCast2D): bool {.gcsafe, locks: 0.}
proc forceRaycastUpdate*(self: RayCast2D) {.gcsafe, locks: 0.}
proc getCollider*(self: RayCast2D): Object {.gcsafe, locks: 0.}
proc getColliderShape*(self: RayCast2D): int64 {.gcsafe, locks: 0.}
proc getCollisionPoint*(self: RayCast2D): Vector2 {.gcsafe, locks: 0.}
proc getCollisionNormal*(self: RayCast2D): Vector2 {.gcsafe, locks: 0.}
proc addExceptionRid*(self: RayCast2D; rid: RID) {.gcsafe, locks: 0.}
proc addException*(self: RayCast2D; node: Object) {.gcsafe, locks: 0.}
proc removeExceptionRid*(self: RayCast2D; rid: RID) {.gcsafe, locks: 0.}
proc removeException*(self: RayCast2D; node: Object) {.gcsafe, locks: 0.}
proc clearExceptions*(self: RayCast2D) {.gcsafe, locks: 0.}
proc length*(self: RayShape): float64 {.gcsafe, locks: 0.}
proc `length =`*(self: RayShape; val: float64) {.gcsafe, locks: 0.}
proc length*(self: RayShape2D): float64 {.gcsafe, locks: 0.}
proc `length =`*(self: RayShape2D; val: float64) {.gcsafe, locks: 0.}
proc extents*(self: RectangleShape2D): Vector2 {.gcsafe, locks: 0.}
proc `extents =`*(self: RectangleShape2D; val: Vector2) {.gcsafe, locks: 0.}
proc initRef*(self: Reference): bool {.gcsafe, locks: 0.}
proc reference*(self: Reference) {.gcsafe, locks: 0.}
proc unreference*(self: Reference): bool {.gcsafe, locks: 0.}
UPDATE_ONCE* = 0'i64
UPDATE_ALWAYS* = 1'i64
proc updateMode*(self: ReflectionProbe): int64 {.gcsafe, locks: 0.}
proc `updateMode =`*(self: ReflectionProbe; val: int64) {.gcsafe, locks: 0.}
proc intensity*(self: ReflectionProbe): float64 {.gcsafe, locks: 0.}
proc `intensity =`*(self: ReflectionProbe; val: float64) {.gcsafe, locks: 0.}
proc maxDistance*(self: ReflectionProbe): float64 {.gcsafe, locks: 0.}
proc `maxDistance =`*(self: ReflectionProbe; val: float64) {.gcsafe, locks: 0.}
proc extents*(self: ReflectionProbe): Vector2 {.gcsafe, locks: 0.}
proc `extents =`*(self: ReflectionProbe; val: Vector2) {.gcsafe, locks: 0.}
proc originOffset*(self: ReflectionProbe): Vector2 {.gcsafe, locks: 0.}
proc `originOffset =`*(self: ReflectionProbe; val: Vector2) {.gcsafe, locks: 0.}
proc boxProjection*(self: ReflectionProbe): bool {.gcsafe, locks: 0.}
proc `boxProjection =`*(self: ReflectionProbe; val: bool) {.gcsafe, locks: 0.}
proc enableShadows*(self: ReflectionProbe): bool {.gcsafe, locks: 0.}
proc `enableShadows =`*(self: ReflectionProbe; val: bool) {.gcsafe, locks: 0.}
proc cullMask*(self: ReflectionProbe): int64 {.gcsafe, locks: 0.}
proc `cullMask =`*(self: ReflectionProbe; val: int64) {.gcsafe, locks: 0.}
proc interiorEnable*(self: ReflectionProbe): bool {.gcsafe, locks: 0.}
proc `interiorEnable =`*(self: ReflectionProbe; val: bool) {.gcsafe, locks: 0.}
proc interiorAmbientColor*(self: ReflectionProbe): Color {.gcsafe, locks: 0.}
proc `interiorAmbientColor =`*(self: ReflectionProbe; val: Color) {.gcsafe, locks: 0.}
proc interiorAmbientEnergy*(self: ReflectionProbe): float64 {.gcsafe, locks: 0.}
proc `interiorAmbientEnergy =`*(self: ReflectionProbe; val: float64) {.gcsafe, locks: 0.}
proc interiorAmbientContrib*(self: ReflectionProbe): float64 {.gcsafe, locks: 0.}
proc `interiorAmbientContrib =`*(self: ReflectionProbe; val: float64) {.gcsafe, locks: 0.}
proc pattern*(self: RegEx): string {.gcsafe, locks: 0.}
proc `pattern =`*(self: RegEx; val: string) {.gcsafe, locks: 0.}
proc clear*(self: RegEx) {.gcsafe, locks: 0.}
proc search*(self: RegEx; text: string; start: int64 = 0'i64; endd: int64 = - 1'i64): RegExMatch {.gcsafe, locks: 0.}
proc sub*(self: RegEx; text: string; replacement: string; all: bool = false; start: int64 = 0'i64; endd: int64 = - 1'i64): string {.gcsafe, locks: 0.}
proc isValid*(self: RegEx): bool {.gcsafe, locks: 0.}
proc getGroupCount*(self: RegEx): int64 {.gcsafe, locks: 0.}
proc getNames*(self: RegEx): Array {.gcsafe, locks: 0.}
proc expand*(self: RegExMatch; templatee: string): string {.gcsafe, locks: 0.}
proc getGroupCount*(self: RegExMatch): int64 {.gcsafe, locks: 0.}
proc getGroupArray*(self: RegExMatch): Array {.gcsafe, locks: 0.}
proc getNames*(self: RegExMatch): Array {.gcsafe, locks: 0.}
proc getNameDict*(self: RegExMatch): Dictionary {.gcsafe, locks: 0.}
proc getString*(self: RegExMatch; name: Variant): string {.gcsafe, locks: 0.}
proc getStart*(self: RegExMatch; name: Variant): int64 {.gcsafe, locks: 0.}
proc getEnd*(self: RegExMatch; name: Variant): int64 {.gcsafe, locks: 0.}
proc remotePath*(self: RemoteTransform): NodePath {.gcsafe, locks: 0.}
proc `remotePath =`*(self: RemoteTransform; val: NodePath) {.gcsafe, locks: 0.}
proc useGlobalCoordinates*(self: RemoteTransform): bool {.gcsafe, locks: 0.}
proc `useGlobalCoordinates =`*(self: RemoteTransform; val: bool) {.gcsafe, locks: 0.}
proc updatePosition*(self: RemoteTransform): bool {.gcsafe, locks: 0.}
proc `updatePosition =`*(self: RemoteTransform; val: bool) {.gcsafe, locks: 0.}
proc updateRotation*(self: RemoteTransform): bool {.gcsafe, locks: 0.}
proc `updateRotation =`*(self: RemoteTransform; val: bool) {.gcsafe, locks: 0.}
proc updateScale*(self: RemoteTransform): bool {.gcsafe, locks: 0.}
proc `updateScale =`*(self: RemoteTransform; val: bool) {.gcsafe, locks: 0.}
proc remotePath*(self: RemoteTransform2D): NodePath {.gcsafe, locks: 0.}
proc `remotePath =`*(self: RemoteTransform2D; val: NodePath) {.gcsafe, locks: 0.}
proc useGlobalCoordinates*(self: RemoteTransform2D): bool {.gcsafe, locks: 0.}
proc `useGlobalCoordinates =`*(self: RemoteTransform2D; val: bool) {.gcsafe, locks: 0.}
proc updatePosition*(self: RemoteTransform2D): bool {.gcsafe, locks: 0.}
proc `updatePosition =`*(self: RemoteTransform2D; val: bool) {.gcsafe, locks: 0.}
proc updateRotation*(self: RemoteTransform2D): bool {.gcsafe, locks: 0.}
proc `updateRotation =`*(self: RemoteTransform2D; val: bool) {.gcsafe, locks: 0.}
proc updateScale*(self: RemoteTransform2D): bool {.gcsafe, locks: 0.}
proc `updateScale =`*(self: RemoteTransform2D; val: bool) {.gcsafe, locks: 0.}
proc resourceLocalToScene*(self: Resource): bool {.gcsafe, locks: 0.}
proc `resourceLocalToScene =`*(self: Resource; val: bool) {.gcsafe, locks: 0.}
proc resourcePath*(self: Resource): string {.gcsafe, locks: 0.}
proc `resourcePath =`*(self: Resource; val: string) {.gcsafe, locks: 0.}
proc resourceName*(self: Resource): string {.gcsafe, locks: 0.}
proc `resourceName =`*(self: Resource; val: string) {.gcsafe, locks: 0.}
proc takeOverPath*(self: Resource; path: string) {.gcsafe, locks: 0.}
proc getRid*(self: Resource): RID {.gcsafe, locks: 0.}
proc getLocalScene*(self: Resource): Node {.gcsafe, locks: 0.}
proc setupLocalToSceneImpl*(self: Resource) {.gcsafe, locks: 0.}
proc duplicate*(self: Resource; subresources: bool = false): Resource {.gcsafe, locks: 0.}
method setupLocalToScene*(self: Resource) {.gcsafe, locks: 0, base.}
proc getResource*(self: ResourceInteractiveLoader): Resource {.gcsafe, locks: 0.}
proc poll*(self: ResourceInteractiveLoader): int64 {.gcsafe, locks: 0.}
proc wait*(self: ResourceInteractiveLoader): int64 {.gcsafe, locks: 0.}
proc getStage*(self: ResourceInteractiveLoader): int64 {.gcsafe, locks: 0.}
proc getStageCount*(self: ResourceInteractiveLoader): int64 {.gcsafe, locks: 0.}
proc load*(path: string; typeHint: string = ""; pNoCache: bool = false): Resource {.gcsafe, locks: 0.}
proc getRecognizedExtensionsForType*(typee: string): PoolStringArray {.gcsafe, locks: 0.}
proc setAbortOnMissingResources*(abort: bool) {.gcsafe, locks: 0.}
proc getDependencies*(path: string): PoolStringArray {.gcsafe, locks: 0.}
proc has*(path: string): bool {.gcsafe, locks: 0.}
proc resources*(self: ResourcePreloader): Array {.gcsafe, locks: 0.}
proc `resources =`*(self: ResourcePreloader; val: Array) {.gcsafe, locks: 0.}
proc addResource*(self: ResourcePreloader; name: string; resource: Resource) {.gcsafe, locks: 0.}
proc removeResource*(self: ResourcePreloader; name: string) {.gcsafe, locks: 0.}
proc renameResource*(self: ResourcePreloader; name: string; newname: string) {.gcsafe, locks: 0.}
proc hasResource*(self: ResourcePreloader; name: string): bool {.gcsafe, locks: 0.}
proc getResource*(self: ResourcePreloader; name: string): Resource {.gcsafe, locks: 0.}
proc getResourceList*(self: ResourcePreloader): PoolStringArray {.gcsafe, locks: 0.}
FLAG_RELATIVE_PATHS* = 1'i64
FLAG_BUNDLE_RESOURCES* = 2'i64
FLAG_CHANGE_PATH* = 4'i64
FLAG_OMIT_EDITOR_PROPERTIES* = 8'i64
FLAG_SAVE_BIG_ENDIAN* = 16'i64
FLAG_COMPRESS* = 32'i64
proc getRecognizedExtensions*(typee: Resource): PoolStringArray {.gcsafe, locks: 0.}
ALIGN_LEFT* = 0'i64
ALIGN_CENTER* = 1'i64
ALIGN_RIGHT* = 2'i64
ALIGN_FILL* = 3'i64
LIST_NUMBERS* = 0'i64
LIST_LETTERS* = 1'i64
LIST_DOTS* = 2'i64
ITEM_FRAME* = 0'i64
ITEM_TEXT* = 1'i64
ITEM_IMAGE* = 2'i64
ITEM_NEWLINE* = 3'i64
ITEM_FONT* = 4'i64
ITEM_COLOR* = 5'i64
ITEM_UNDERLINE* = 6'i64
ITEM_ALIGN* = 7'i64
ITEM_INDENT* = 8'i64
ITEM_LIST* = 9'i64
ITEM_META* = 11'i64
proc bbcodeEnabled*(self: RichTextLabel): bool {.gcsafe, locks: 0.}
proc `bbcodeEnabled =`*(self: RichTextLabel; val: bool) {.gcsafe, locks: 0.}
proc bbcodeText*(self: RichTextLabel): string {.gcsafe, locks: 0.}
proc `bbcodeText =`*(self: RichTextLabel; val: string) {.gcsafe, locks: 0.}
proc visibleCharacters*(self: RichTextLabel): int64 {.gcsafe, locks: 0.}
proc `visibleCharacters =`*(self: RichTextLabel; val: int64) {.gcsafe, locks: 0.}
proc percentVisible*(self: RichTextLabel): float64 {.gcsafe, locks: 0.}
proc `percentVisible =`*(self: RichTextLabel; val: float64) {.gcsafe, locks: 0.}
proc getText*(self: RichTextLabel): string {.gcsafe, locks: 0.}
proc addText*(self: RichTextLabel; text: string) {.gcsafe, locks: 0.}
proc setText*(self: RichTextLabel; text: string) {.gcsafe, locks: 0.}
proc addImage*(self: RichTextLabel; image: Texture) {.gcsafe, locks: 0.}
proc newline*(self: RichTextLabel) {.gcsafe, locks: 0.}
proc removeLine*(self: RichTextLabel; line: int64): bool {.gcsafe, locks: 0.}
proc pushFont*(self: RichTextLabel; font: Font) {.gcsafe, locks: 0.}
proc pushColor*(self: RichTextLabel; color: Color) {.gcsafe, locks: 0.}
proc pushAlign*(self: RichTextLabel; align: int64) {.gcsafe, locks: 0.}
proc pushIndent*(self: RichTextLabel; level: int64) {.gcsafe, locks: 0.}
proc pushList*(self: RichTextLabel; typee: int64) {.gcsafe, locks: 0.}
proc pushMeta*(self: RichTextLabel; data: Variant) {.gcsafe, locks: 0.}
proc pushUnderline*(self: RichTextLabel) {.gcsafe, locks: 0.}
proc pushTable*(self: RichTextLabel; columns: int64) {.gcsafe, locks: 0.}
proc setTableColumnExpand*(self: RichTextLabel; column: int64; expand: bool; ratio: int64) {.gcsafe, locks: 0.}
proc pushCell*(self: RichTextLabel) {.gcsafe, locks: 0.}
proc pop*(self: RichTextLabel) {.gcsafe, locks: 0.}
proc clear*(self: RichTextLabel) {.gcsafe, locks: 0.}
proc setMetaUnderline*(self: RichTextLabel; enable: bool) {.gcsafe, locks: 0.}
proc isMetaUnderlined*(self: RichTextLabel): bool {.gcsafe, locks: 0.}
proc setScrollActive*(self: RichTextLabel; active: bool) {.gcsafe, locks: 0.}
proc isScrollActive*(self: RichTextLabel): bool {.gcsafe, locks: 0.}
proc setScrollFollow*(self: RichTextLabel; follow: bool) {.gcsafe, locks: 0.}
proc isScrollFollowing*(self: RichTextLabel): bool {.gcsafe, locks: 0.}
proc getVScroll*(self: RichTextLabel): VScrollBar {.gcsafe, locks: 0.}
proc scrollToLine*(self: RichTextLabel; line: int64) {.gcsafe, locks: 0.}
proc setTabSize*(self: RichTextLabel; spaces: int64) {.gcsafe, locks: 0.}
proc getTabSize*(self: RichTextLabel): int64 {.gcsafe, locks: 0.}
proc setSelectionEnabled*(self: RichTextLabel; enabled: bool) {.gcsafe, locks: 0.}
proc isSelectionEnabled*(self: RichTextLabel): bool {.gcsafe, locks: 0.}
proc parseBbcode*(self: RichTextLabel; bbcode: string): int64 {.gcsafe, locks: 0.}
proc appendBbcode*(self: RichTextLabel; bbcode: string): int64 {.gcsafe, locks: 0.}
proc getTotalCharacterCount*(self: RichTextLabel): int64 {.gcsafe, locks: 0.}
method guiInput*(self: RichTextLabel; event: InputEvent) {.gcsafe, locks: 0.}
method scrollChanged*(self: RichTextLabel; arg0: float64) {.gcsafe, locks: 0, base.}
MODE_STATIC* = 1'i64
MODE_KINEMATIC* = 3'i64
MODE_RIGID* = 0'i64
MODE_CHARACTER* = 2'i64
proc mode*(self: RigidBody): int64 {.gcsafe, locks: 0.}
proc `mode =`*(self: RigidBody; val: int64) {.gcsafe, locks: 0.}
proc mass*(self: RigidBody): float64 {.gcsafe, locks: 0.}
proc `mass =`*(self: RigidBody; val: float64) {.gcsafe, locks: 0.}
proc weight*(self: RigidBody): float64 {.gcsafe, locks: 0.}
proc `weight =`*(self: RigidBody; val: float64) {.gcsafe, locks: 0.}
proc friction*(self: RigidBody): float64 {.gcsafe, locks: 0.}
proc `friction =`*(self: RigidBody; val: float64) {.gcsafe, locks: 0.}
proc bounce*(self: RigidBody): float64 {.gcsafe, locks: 0.}
proc `bounce =`*(self: RigidBody; val: float64) {.gcsafe, locks: 0.}
proc gravityScale*(self: RigidBody): float64 {.gcsafe, locks: 0.}
proc `gravityScale =`*(self: RigidBody; val: float64) {.gcsafe, locks: 0.}
proc customIntegrator*(self: RigidBody): bool {.gcsafe, locks: 0.}
proc `customIntegrator =`*(self: RigidBody; val: bool) {.gcsafe, locks: 0.}
proc continuousCd*(self: RigidBody): bool {.gcsafe, locks: 0.}
proc `continuousCd =`*(self: RigidBody; val: bool) {.gcsafe, locks: 0.}
proc contactsReported*(self: RigidBody): int64 {.gcsafe, locks: 0.}
proc `contactsReported =`*(self: RigidBody; val: int64) {.gcsafe, locks: 0.}
proc contactMonitor*(self: RigidBody): bool {.gcsafe, locks: 0.}
proc `contactMonitor =`*(self: RigidBody; val: bool) {.gcsafe, locks: 0.}
proc sleeping*(self: RigidBody): bool {.gcsafe, locks: 0.}
proc `sleeping =`*(self: RigidBody; val: bool) {.gcsafe, locks: 0.}
proc canSleep*(self: RigidBody): bool {.gcsafe, locks: 0.}
proc `canSleep =`*(self: RigidBody; val: bool) {.gcsafe, locks: 0.}
proc axisLock*(self: RigidBody): int64 {.gcsafe, locks: 0.}
proc `axisLock =`*(self: RigidBody; val: int64) {.gcsafe, locks: 0.}
proc linearVelocity*(self: RigidBody): Vector3 {.gcsafe, locks: 0.}
proc `linearVelocity =`*(self: RigidBody; val: Vector3) {.gcsafe, locks: 0.}
proc linearDamp*(self: RigidBody): float64 {.gcsafe, locks: 0.}
proc `linearDamp =`*(self: RigidBody; val: float64) {.gcsafe, locks: 0.}
proc angularVelocity*(self: RigidBody): Vector3 {.gcsafe, locks: 0.}
proc `angularVelocity =`*(self: RigidBody; val: Vector3) {.gcsafe, locks: 0.}
proc angularDamp*(self: RigidBody): float64 {.gcsafe, locks: 0.}
proc `angularDamp =`*(self: RigidBody; val: float64) {.gcsafe, locks: 0.}
proc setAxisVelocity*(self: RigidBody; axisVelocity: Vector3) {.gcsafe, locks: 0.}
proc applyImpulse*(self: RigidBody; pos: Vector3; impulse: Vector3) {.gcsafe, locks: 0.}
proc getCollidingBodies*(self: RigidBody): Array {.gcsafe, locks: 0.}
method directStateChanged*(self: RigidBody; arg0: Object) {.gcsafe, locks: 0, base.}
method bodyEnterTree*(self: RigidBody; arg0: int64) {.gcsafe, locks: 0, base.}
method bodyExitTree*(self: RigidBody; arg0: int64) {.gcsafe, locks: 0, base.}
MODE_STATIC* = 1'i64
MODE_KINEMATIC* = 3'i64
MODE_RIGID* = 0'i64
MODE_CHARACTER* = 2'i64
CCD_MODE_DISABLED* = 0'i64
CCD_MODE_CAST_RAY* = 1'i64
CCD_MODE_CAST_SHAPE* = 2'i64
proc mode*(self: RigidBody2D): int64 {.gcsafe, locks: 0.}
proc `mode =`*(self: RigidBody2D; val: int64) {.gcsafe, locks: 0.}
proc mass*(self: RigidBody2D): float64 {.gcsafe, locks: 0.}
proc `mass =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0.}
proc weight*(self: RigidBody2D): float64 {.gcsafe, locks: 0.}
proc `weight =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0.}
proc friction*(self: RigidBody2D): float64 {.gcsafe, locks: 0.}
proc `friction =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0.}
proc bounce*(self: RigidBody2D): float64 {.gcsafe, locks: 0.}
proc `bounce =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0.}
proc gravityScale*(self: RigidBody2D): float64 {.gcsafe, locks: 0.}
proc `gravityScale =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0.}
proc customIntegrator*(self: RigidBody2D): bool {.gcsafe, locks: 0.}
proc `customIntegrator =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0.}
proc continuousCd*(self: RigidBody2D): int64 {.gcsafe, locks: 0.}
proc `continuousCd =`*(self: RigidBody2D; val: int64) {.gcsafe, locks: 0.}
proc contactsReported*(self: RigidBody2D): int64 {.gcsafe, locks: 0.}
proc `contactsReported =`*(self: RigidBody2D; val: int64) {.gcsafe, locks: 0.}
proc contactMonitor*(self: RigidBody2D): bool {.gcsafe, locks: 0.}
proc `contactMonitor =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0.}
proc sleeping*(self: RigidBody2D): bool {.gcsafe, locks: 0.}
proc `sleeping =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0.}
proc canSleep*(self: RigidBody2D): bool {.gcsafe, locks: 0.}
proc `canSleep =`*(self: RigidBody2D; val: bool) {.gcsafe, locks: 0.}
proc linearVelocity*(self: RigidBody2D): Vector2 {.gcsafe, locks: 0.}
proc `linearVelocity =`*(self: RigidBody2D; val: Vector2) {.gcsafe, locks: 0.}
proc linearDamp*(self: RigidBody2D): float64 {.gcsafe, locks: 0.}
proc `linearDamp =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0.}
proc angularVelocity*(self: RigidBody2D): float64 {.gcsafe, locks: 0.}
proc `angularVelocity =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0.}
proc angularDamp*(self: RigidBody2D): float64 {.gcsafe, locks: 0.}
proc `angularDamp =`*(self: RigidBody2D; val: float64) {.gcsafe, locks: 0.}
proc getInertia*(self: RigidBody2D): float64 {.gcsafe, locks: 0.}
proc setInertia*(self: RigidBody2D; inertia: float64) {.gcsafe, locks: 0.}
proc setAxisVelocity*(self: RigidBody2D; axisVelocity: Vector2) {.gcsafe, locks: 0.}
proc applyImpulse*(self: RigidBody2D; offset: Vector2; impulse: Vector2) {.gcsafe, locks: 0.}
proc setAppliedForce*(self: RigidBody2D; force: Vector2) {.gcsafe, locks: 0.}
proc getAppliedForce*(self: RigidBody2D): Vector2 {.gcsafe, locks: 0.}
proc setAppliedTorque*(self: RigidBody2D; torque: float64) {.gcsafe, locks: 0.}
proc getAppliedTorque*(self: RigidBody2D): float64 {.gcsafe, locks: 0.}
proc addForce*(self: RigidBody2D; offset: Vector2; force: Vector2) {.gcsafe, locks: 0.}
proc testMotion*(self: RigidBody2D; motion: Vector2; margin: float64 = 0.08; resultVal: Physics2DTestMotionResult = nil): bool {.gcsafe, locks: 0.}
proc getCollidingBodies*(self: RigidBody2D): Array {.gcsafe, locks: 0.}
method directStateChanged*(self: RigidBody2D; arg0: Object) {.gcsafe, locks: 0, base.}
method bodyEnterTree*(self: RigidBody2D; arg0: int64) {.gcsafe, locks: 0, base.}
method bodyExitTree*(self: RigidBody2D; arg0: int64) {.gcsafe, locks: 0, base.}
proc roomroom*(self: Room): Area {.gcsafe, locks: 0.}
proc `roomroom =`*(self: Room; val: Area) {.gcsafe, locks: 0.}
proc geometryHint*(self: RoomBounds): PoolVector3Array {.gcsafe, locks: 0.}
proc `geometryHint =`*(self: RoomBounds; val: PoolVector3Array) {.gcsafe, locks: 0.}
GEN_EDIT_STATE_DISABLED* = 0'i64
GEN_EDIT_STATE_INSTANCE* = 1'i64
GEN_EDIT_STATE_MAIN* = 2'i64
proc getNodeCount*(self: SceneState): int64 {.gcsafe, locks: 0.}
proc getNodeType*(self: SceneState; idx: int64): string {.gcsafe, locks: 0.}
proc getNodeName*(self: SceneState; idx: int64): string {.gcsafe, locks: 0.}
proc getNodePath*(self: SceneState; idx: int64; forParent: bool = false): NodePath {.gcsafe, locks: 0.}
proc getNodeOwnerPath*(self: SceneState; idx: int64): NodePath {.gcsafe, locks: 0.}
proc isNodeInstancePlaceholder*(self: SceneState; idx: int64): bool {.gcsafe, locks: 0.}
proc getNodeInstancePlaceholder*(self: SceneState; idx: int64): string {.gcsafe, locks: 0.}
proc getNodeInstance*(self: SceneState; idx: int64): PackedScene {.gcsafe, locks: 0.}
proc getNodeGroups*(self: SceneState; idx: int64): PoolStringArray {.gcsafe, locks: 0.}
proc getNodePropertyCount*(self: SceneState; idx: int64): int64 {.gcsafe, locks: 0.}
proc getNodePropertyName*(self: SceneState; idx: int64; propIdx: int64): string {.gcsafe, locks: 0.}
proc getNodePropertyValue*(self: SceneState; idx: int64; propIdx: int64): Variant {.gcsafe, locks: 0.}
proc getConnectionCount*(self: SceneState): int64 {.gcsafe, locks: 0.}
proc getConnectionSource*(self: SceneState; idx: int64): NodePath {.gcsafe, locks: 0.}
proc getConnectionSignal*(self: SceneState; idx: int64): string {.gcsafe, locks: 0.}
proc getConnectionTarget*(self: SceneState; idx: int64): NodePath {.gcsafe, locks: 0.}
proc getConnectionMethod*(self: SceneState; idx: int64): string {.gcsafe, locks: 0.}
proc getConnectionFlags*(self: SceneState; idx: int64): int64 {.gcsafe, locks: 0.}
proc getConnectionBinds*(self: SceneState; idx: int64): Array {.gcsafe, locks: 0.}
GROUP_CALL_DEFAULT* = 0'i64
GROUP_CALL_REVERSE* = 1'i64
GROUP_CALL_REALTIME* = 2'i64
GROUP_CALL_UNIQUE* = 4'i64
STRETCH_MODE_DISABLED* = 0'i64
STRETCH_MODE_2D* = 1'i64
STRETCH_MODE_VIEWPORT* = 2'i64
STRETCH_ASPECT_IGNORE* = 0'i64
STRETCH_ASPECT_KEEP* = 1'i64
STRETCH_ASPECT_KEEP_WIDTH* = 2'i64
STRETCH_ASPECT_KEEP_HEIGHT* = 3'i64
proc getRoot*(self: SceneTree): Viewport {.gcsafe, locks: 0.}
proc hasGroup*(self: SceneTree; name: string): bool {.gcsafe, locks: 0.}
proc setAutoAcceptQuit*(self: SceneTree; enabled: bool) {.gcsafe, locks: 0.}
proc setEditorHint*(self: SceneTree; enable: bool) {.gcsafe, locks: 0.}
proc isEditorHint*(self: SceneTree): bool {.gcsafe, locks: 0.}
proc setDebugCollisionsHint*(self: SceneTree; enable: bool) {.gcsafe, locks: 0.}
proc isDebuggingCollisionsHint*(self: SceneTree): bool {.gcsafe, locks: 0.}
proc setDebugNavigationHint*(self: SceneTree; enable: bool) {.gcsafe, locks: 0.}
proc isDebuggingNavigationHint*(self: SceneTree): bool {.gcsafe, locks: 0.}
proc setEditedSceneRoot*(self: SceneTree; scene: Node) {.gcsafe, locks: 0.}
proc getEditedSceneRoot*(self: SceneTree): Node {.gcsafe, locks: 0.}
proc setPause*(self: SceneTree; enable: bool) {.gcsafe, locks: 0.}
proc isPaused*(self: SceneTree): bool {.gcsafe, locks: 0.}
proc setInputAsHandled*(self: SceneTree) {.gcsafe, locks: 0.}
proc isInputHandled*(self: SceneTree): bool {.gcsafe, locks: 0.}
proc createTimer*(self: SceneTree; timeSec: float64; pauseModeProcess: bool = true): SceneTreeTimer {.gcsafe, locks: 0.}
proc getNodeCount*(self: SceneTree): int64 {.gcsafe, locks: 0.}
proc getFrame*(self: SceneTree): int64 {.gcsafe, locks: 0.}
proc quit*(self: SceneTree) {.gcsafe, locks: 0.}
proc setScreenStretch*(self: SceneTree; mode: int64; aspect: int64; minsize: Vector2; shrink: int64 = 1'i64) {.gcsafe, locks: 0.}
proc queueDelete*(self: SceneTree; obj: Object) {.gcsafe, locks: 0.}
proc callGroupFlags*(self: SceneTree; flags: int64; group: string; methodd: string; variantArgs: varargs[Variant]) {.gcsafe, locks: 0.}
proc notifyGroupFlags*(self: SceneTree; callFlags: int64; group: string; notification: int64) {.gcsafe, locks: 0.}
proc setGroupFlags*(self: SceneTree; callFlags: int64; group: string; property: string; value: Variant) {.gcsafe, locks: 0.}
proc callGroup*(self: SceneTree; group: string; methodd: string; variantArgs: varargs[Variant]) {.gcsafe, locks: 0.}
proc notifyGroup*(self: SceneTree; callFlags: string; group: int64) {.gcsafe, locks: 0.}
proc setGroup*(self: SceneTree; callFlags: string; group: string; property: Variant) {.gcsafe, locks: 0.}
proc getNodesInGroup*(self: SceneTree; group: string): Array {.gcsafe, locks: 0.}
proc setCurrentScene*(self: SceneTree; childNode: Node) {.gcsafe, locks: 0.}
proc getCurrentScene*(self: SceneTree): Node {.gcsafe, locks: 0.}
proc changeSceneImpl*(self: SceneTree; path: string): int64 {.gcsafe, locks: 0.}
proc changeSceneTo*(self: SceneTree; packedScene: PackedScene): int64 {.gcsafe, locks: 0.}
proc reloadCurrentScene*(self: SceneTree): int64 {.gcsafe, locks: 0.}
proc setNetworkPeer*(self: SceneTree; peer: NetworkedMultiplayerPeer) {.gcsafe, locks: 0.}
proc isNetworkServer*(self: SceneTree): bool {.gcsafe, locks: 0.}
proc hasNetworkPeer*(self: SceneTree): bool {.gcsafe, locks: 0.}
proc getNetworkConnectedPeers*(self: SceneTree): PoolIntArray {.gcsafe, locks: 0.}
proc getNetworkUniqueId*(self: SceneTree): int64 {.gcsafe, locks: 0.}
proc setRefuseNewNetworkConnections*(self: SceneTree; refuse: bool) {.gcsafe, locks: 0.}
proc isRefusingNewNetworkConnections*(self: SceneTree): bool {.gcsafe, locks: 0.}
method changeScene*(self: SceneTree; arg0: Object) {.gcsafe, locks: 0, base.}
method networkPeerConnected*(self: SceneTree; arg0: int64) {.gcsafe, locks: 0, base.}
method networkPeerDisconnected*(self: SceneTree; arg0: int64) {.gcsafe, locks: 0, base.}
method connectedToServer*(self: SceneTree) {.gcsafe, locks: 0, base.}
method connectionFailed*(self: SceneTree) {.gcsafe, locks: 0, base.}
method serverDisconnected*(self: SceneTree) {.gcsafe, locks: 0, base.}
proc setTimeLeft*(self: SceneTreeTimer; time: float64) {.gcsafe, locks: 0.}
proc getTimeLeft*(self: SceneTreeTimer): float64 {.gcsafe, locks: 0.}
proc canInstance*(self: Script): bool {.gcsafe, locks: 0.}
proc instanceHas*(self: Script; baseObject: Object): bool {.gcsafe, locks: 0.}
proc hasSourceCode*(self: Script): bool {.gcsafe, locks: 0.}
proc getSourceCode*(self: Script): string {.gcsafe, locks: 0.}
proc setSourceCode*(self: Script; source: string) {.gcsafe, locks: 0.}
proc reload*(self: Script; keepState: bool = false): int64 {.gcsafe, locks: 0.}
proc getCurrentScript*(self: ScriptEditor): Object {.gcsafe, locks: 0.}
proc getOpenScripts*(self: ScriptEditor): Array {.gcsafe, locks: 0.}
method fileDialogAction*(self: ScriptEditor; arg0: string) {.gcsafe, locks: 0, base.}
method tabChanged*(self: ScriptEditor; arg0: int64) {.gcsafe, locks: 0, base.}
method menuOption*(self: ScriptEditor; arg0: int64) {.gcsafe, locks: 0, base.}
method closeCurrentTab*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method closeDiscardCurrentTab*(self: ScriptEditor; arg0: string) {.gcsafe, locks: 0, base.}
method closeDocsTab*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method closeAllTabs*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method openRecentScript*(self: ScriptEditor; arg0: int64) {.gcsafe, locks: 0, base.}
method editorPlay*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method editorPause*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method editorStop*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method addCallback*(self: ScriptEditor; arg0: Object; arg1: string; arg2: PoolStringArray) {.gcsafe, locks: 0, base.}
method reloadScripts*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method resaveScripts*(self: ScriptEditor; arg0: string) {.gcsafe, locks: 0, base.}
method resSavedCallback*(self: ScriptEditor; arg0: Object) {.gcsafe, locks: 0, base.}
method gotoScriptLine*(self: ScriptEditor; arg0: Object; arg1: int64) {.gcsafe, locks: 0, base.}
method gotoScriptLine2*(self: ScriptEditor; arg0: int64) {.gcsafe, locks: 0, base.}
method helpSearch*(self: ScriptEditor; arg0: string) {.gcsafe, locks: 0, base.}
method helpIndex*(self: ScriptEditor; arg0: string) {.gcsafe, locks: 0, base.}
method saveHistory*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method breaked*(self: ScriptEditor; arg0: bool; arg1: bool) {.gcsafe, locks: 0, base.}
method showDebugger*(self: ScriptEditor; arg0: bool) {.gcsafe, locks: 0, base.}
method getDebugTooltip*(self: ScriptEditor; arg0: string; arg1: Object): string {.gcsafe, locks: 0, base.}
method autosaveScripts*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method editorSettingsChanged*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method updateScriptNames*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method treeChanged*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method membersOverviewSelected*(self: ScriptEditor; arg0: int64) {.gcsafe, locks: 0, base.}
method scriptSelected*(self: ScriptEditor; arg0: int64) {.gcsafe, locks: 0, base.}
method scriptCreated*(self: ScriptEditor; arg0: Object) {.gcsafe, locks: 0, base.}
method scriptSplitDragged*(self: ScriptEditor; arg0: float64) {.gcsafe, locks: 0, base.}
method helpClassOpen*(self: ScriptEditor; arg0: string) {.gcsafe, locks: 0, base.}
method helpClassGoto*(self: ScriptEditor; arg0: string) {.gcsafe, locks: 0, base.}
method requestHelp*(self: ScriptEditor; arg0: string) {.gcsafe, locks: 0, base.}
method historyForward*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method historyBack*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method liveAutoReloadRunningScripts*(self: ScriptEditor) {.gcsafe, locks: 0, base.}
method unhandledInput*(self: ScriptEditor; event: InputEvent) {.gcsafe, locks: 0.}
proc customStep*(self: ScrollBar): float64 {.gcsafe, locks: 0.}
proc `customStep =`*(self: ScrollBar; val: float64) {.gcsafe, locks: 0.}
method guiInput*(self: ScrollBar; event: InputEvent) {.gcsafe, locks: 0.}
method dragSlaveInput*(self: ScrollBar; arg0: Object) {.gcsafe, locks: 0, base.}
method dragSlaveExit*(self: ScrollBar) {.gcsafe, locks: 0, base.}
proc scrollHorizontal*(self: ScrollContainer): bool {.gcsafe, locks: 0.}
proc `scrollHorizontal =`*(self: ScrollContainer; val: bool) {.gcsafe, locks: 0.}
proc scrollVertical*(self: ScrollContainer): bool {.gcsafe, locks: 0.}
proc `scrollVertical =`*(self: ScrollContainer; val: bool) {.gcsafe, locks: 0.}
proc setHScroll*(self: ScrollContainer; val: int64) {.gcsafe, locks: 0.}
proc getHScroll*(self: ScrollContainer): int64 {.gcsafe, locks: 0.}
proc setVScroll*(self: ScrollContainer; val: int64) {.gcsafe, locks: 0.}
proc getVScroll*(self: ScrollContainer): int64 {.gcsafe, locks: 0.}
method scrollMoved*(self: ScrollContainer; arg0: float64) {.gcsafe, locks: 0, base.}
method guiInput*(self: ScrollContainer; event: InputEvent) {.gcsafe, locks: 0.}
method updateScrollbarPos*(self: ScrollContainer) {.gcsafe, locks: 0, base.}
proc a*(self: SegmentShape2D): Vector2 {.gcsafe, locks: 0.}
proc `a =`*(self: SegmentShape2D; val: Vector2) {.gcsafe, locks: 0.}
proc b*(self: SegmentShape2D): Vector2 {.gcsafe, locks: 0.}
proc `b =`*(self: SegmentShape2D; val: Vector2) {.gcsafe, locks: 0.}
proc wait*(self: Semaphore): Error {.gcsafe, locks: 0.}
proc post*(self: Semaphore): Error {.gcsafe, locks: 0.}
MODE_SPATIAL* = 0'i64
MODE_CANVAS_ITEM* = 1'i64
MODE_PARTICLES* = 2'i64
proc code*(self: Shader): string {.gcsafe, locks: 0.}
proc `code =`*(self: Shader; val: string) {.gcsafe, locks: 0.}
proc getMode*(self: Shader): int64 {.gcsafe, locks: 0.}
proc setDefaultTextureParam*(self: Shader; param: string; texture: Texture) {.gcsafe, locks: 0.}
proc getDefaultTextureParam*(self: Shader; param: string): Texture {.gcsafe, locks: 0.}
proc hasParam*(self: Shader; name: string): bool {.gcsafe, locks: 0.}
proc setShader*(self: ShaderMaterial; shader: Shader) {.gcsafe, locks: 0.}
proc getShader*(self: ShaderMaterial): Shader {.gcsafe, locks: 0.}
proc setShaderParam*(self: ShaderMaterial; param: string; value: Variant) {.gcsafe, locks: 0.}
proc getShaderParam*(self: ShaderMaterial; param: string): Variant {.gcsafe, locks: 0.}
proc customSolverBias*(self: Shape2D): float64 {.gcsafe, locks: 0.}
proc `customSolverBias =`*(self: Shape2D; val: float64) {.gcsafe, locks: 0.}
proc collide*(self: Shape2D; localXform: Transform2D; withShape: Shape2D; shapeXform: Transform2D): bool {.gcsafe, locks: 0.}
proc collideWithMotion*(self: Shape2D; localXform: Transform2D; localMotion: Vector2; @@ -1275,6 +1287,10 @@ function main() { shapeMotion: Vector2): bool {.gcsafe, locks: 0.}
proc collideAndGetContacts*(self: Shape2D; localXform: Transform2D; @@ -1282,6 +1298,10 @@ function main() { gcsafe, locks: 0.}
proc collideWithMotionAndGetContacts*(self: Shape2D; localXform: Transform2D; @@ -1290,6 +1310,10 @@ function main() { gcsafe, locks: 0.}
proc shortcut*(self: ShortCut): InputEvent {.gcsafe, locks: 0.}
proc `shortcut =`*(self: ShortCut; val: InputEvent) {.gcsafe, locks: 0.}
proc isValid*(self: ShortCut): bool {.gcsafe, locks: 0.}
proc isShortcut*(self: ShortCut; event: InputEvent): bool {.gcsafe, locks: 0.}
proc getAsText*(self: ShortCut): string {.gcsafe, locks: 0.}
NOTIFICATION_UPDATE_SKELETON* = 50'i64
proc addBone*(self: Skeleton; name: string) {.gcsafe, locks: 0.}
proc findBone*(self: Skeleton; name: string): int64 {.gcsafe, locks: 0.}
proc getBoneName*(self: Skeleton; boneIdx: int64): string {.gcsafe, locks: 0.}
proc getBoneParent*(self: Skeleton; boneIdx: int64): int64 {.gcsafe, locks: 0.}
proc setBoneParent*(self: Skeleton; boneIdx: int64; parentIdx: int64) {.gcsafe, locks: 0.}
proc getBoneCount*(self: Skeleton): int64 {.gcsafe, locks: 0.}
proc unparentBoneAndRest*(self: Skeleton; boneIdx: int64) {.gcsafe, locks: 0.}
proc getBoneRest*(self: Skeleton; boneIdx: int64): Transform {.gcsafe, locks: 0.}
proc setBoneRest*(self: Skeleton; boneIdx: int64; rest: Transform) {.gcsafe, locks: 0.}
proc setBoneDisableRest*(self: Skeleton; boneIdx: int64; disable: bool) {.gcsafe, locks: 0.}
proc isBoneRestDisabled*(self: Skeleton; boneIdx: int64): bool {.gcsafe, locks: 0.}
proc bindChildNodeToBone*(self: Skeleton; boneIdx: int64; node: Node) {.gcsafe, locks: 0.}
proc unbindChildNodeFromBone*(self: Skeleton; boneIdx: int64; node: Node) {.gcsafe, locks: 0.}
proc getBoundChildNodesToBone*(self: Skeleton; boneIdx: int64): Array {.gcsafe, locks: 0.}
proc clearBones*(self: Skeleton) {.gcsafe, locks: 0.}
proc getBonePose*(self: Skeleton; boneIdx: int64): Transform {.gcsafe, locks: 0.}
proc setBonePose*(self: Skeleton; boneIdx: int64; pose: Transform) {.gcsafe, locks: 0.}
proc setBoneGlobalPose*(self: Skeleton; boneIdx: int64; pose: Transform) {.gcsafe, locks: 0.}
proc getBoneGlobalPose*(self: Skeleton; boneIdx: int64): Transform {.gcsafe, locks: 0.}
proc getBoneCustomPose*(self: Skeleton; boneIdx: int64): Transform {.gcsafe, locks: 0.}
proc setBoneCustomPose*(self: Skeleton; boneIdx: int64; customPose: Transform) {.gcsafe, locks: 0.}
proc getBoneTransform*(self: Skeleton; boneIdx: int64): Transform {.gcsafe, locks: 0.}
RADIANCE_SIZE_32* = 0'i64
RADIANCE_SIZE_64* = 1'i64
RADIANCE_SIZE_128* = 2'i64
RADIANCE_SIZE_256* = 3'i64
RADIANCE_SIZE_512* = 4'i64
RADIANCE_SIZE_1024* = 5'i64
RADIANCE_SIZE_2048* = 6'i64
RADIANCE_SIZE_MAX* = 7'i64
proc radianceSize*(self: Sky): int64 {.gcsafe, locks: 0.}
proc `radianceSize =`*(self: Sky; val: int64) {.gcsafe, locks: 0.}
proc editable*(self: Slider): bool {.gcsafe, locks: 0.}
proc `editable =`*(self: Slider; val: bool) {.gcsafe, locks: 0.}
proc tickCount*(self: Slider): int64 {.gcsafe, locks: 0.}
proc `tickCount =`*(self: Slider; val: int64) {.gcsafe, locks: 0.}
proc ticksOnBorders*(self: Slider): bool {.gcsafe, locks: 0.}
proc `ticksOnBorders =`*(self: Slider; val: bool) {.gcsafe, locks: 0.}
proc focusMode*(self: Slider): int64 {.gcsafe, locks: 0.}
proc `focusMode =`*(self: Slider; val: int64) {.gcsafe, locks: 0.}
method guiInput*(self: Slider; event: InputEvent) {.gcsafe, locks: 0.}
PARAM_LINEAR_LIMIT_UPPER* = 0'i64
PARAM_LINEAR_LIMIT_LOWER* = 1'i64
PARAM_LINEAR_LIMIT_SOFTNESS* = 2'i64
PARAM_LINEAR_LIMIT_RESTITUTION* = 3'i64
PARAM_LINEAR_LIMIT_DAMPING* = 4'i64
PARAM_LINEAR_MOTION_SOFTNESS* = 5'i64
PARAM_LINEAR_MOTION_RESTITUTION* = 6'i64
PARAM_LINEAR_MOTION_DAMPING* = 7'i64
PARAM_LINEAR_ORTHOGONAL_SOFTNESS* = 8'i64
PARAM_LINEAR_ORTHOGONAL_RESTITUTION* = 9'i64
PARAM_LINEAR_ORTHOGONAL_DAMPING* = 10'i64
PARAM_ANGULAR_LIMIT_UPPER* = 11'i64
PARAM_ANGULAR_LIMIT_LOWER* = 12'i64
PARAM_ANGULAR_LIMIT_SOFTNESS* = 13'i64
PARAM_ANGULAR_LIMIT_RESTITUTION* = 14'i64
PARAM_ANGULAR_LIMIT_DAMPING* = 15'i64
PARAM_ANGULAR_MOTION_SOFTNESS* = 16'i64
PARAM_ANGULAR_MOTION_RESTITUTION* = 17'i64
PARAM_ANGULAR_MOTION_DAMPING* = 18'i64
PARAM_ANGULAR_ORTHOGONAL_SOFTNESS* = 19'i64
PARAM_ANGULAR_ORTHOGONAL_RESTITUTION* = 20'i64
PARAM_ANGULAR_ORTHOGONAL_DAMPING* = 21'i64
PARAM_MAX* = 22'i64
proc linearLimitupperDistance*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitupperDistance =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitlowerDistance*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitlowerDistance =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitsoftness*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitsoftness =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitrestitution*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitrestitution =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc linearLimitdamping*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearLimitdamping =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc linearMotionsoftness*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearMotionsoftness =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc linearMotionrestitution*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearMotionrestitution =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc linearMotiondamping*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearMotiondamping =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc linearOrthosoftness*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearOrthosoftness =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc linearOrthorestitution*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearOrthorestitution =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc linearOrthodamping*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `linearOrthodamping =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitupperAngle*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitupperAngle =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitlowerAngle*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitlowerAngle =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitsoftness*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitsoftness =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitrestitution*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitrestitution =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularLimitdamping*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularLimitdamping =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularMotionsoftness*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularMotionsoftness =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularMotionrestitution*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularMotionrestitution =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularMotiondamping*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularMotiondamping =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularOrthosoftness*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularOrthosoftness =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularOrthorestitution*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularOrthorestitution =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
proc angularOrthodamping*(self: SliderJoint): float64 {.gcsafe, locks: 0.}
proc `angularOrthodamping =`*(self: SliderJoint; val: float64) {.gcsafe, locks: 0.}
NOTIFICATION_TRANSFORM_CHANGED* = 29'i64
NOTIFICATION_ENTER_WORLD* = 41'i64
NOTIFICATION_EXIT_WORLD* = 42'i64
NOTIFICATION_VISIBILITY_CHANGED* = 43'i64
proc transform*(self: Spatial): Transform {.gcsafe, locks: 0.}
proc `transform =`*(self: Spatial; val: Transform) {.gcsafe, locks: 0.}
proc globalTransform*(self: Spatial): Transform {.gcsafe, locks: 0.}
proc `globalTransform =`*(self: Spatial; val: Transform) {.gcsafe, locks: 0.}
proc translation*(self: Spatial): Vector3 {.gcsafe, locks: 0.}
proc `translation =`*(self: Spatial; val: Vector3) {.gcsafe, locks: 0.}
proc rotationDeg*(self: Spatial): Vector3 {.gcsafe, locks: 0.}
proc `rotationDeg =`*(self: Spatial; val: Vector3) {.gcsafe, locks: 0.}
proc rotation*(self: Spatial): Vector3 {.gcsafe, locks: 0.}
proc `rotation =`*(self: Spatial; val: Vector3) {.gcsafe, locks: 0.}
proc scale*(self: Spatial): Vector3 {.gcsafe, locks: 0.}
proc `scale =`*(self: Spatial; val: Vector3) {.gcsafe, locks: 0.}
proc visible*(self: Spatial): bool {.gcsafe, locks: 0.}
proc `visible =`*(self: Spatial; val: bool) {.gcsafe, locks: 0.}
proc getParentSpatial*(self: Spatial): Spatial {.gcsafe, locks: 0.}
proc setIgnoreTransformNotification*(self: Spatial; enabled: bool) {.gcsafe, locks: 0.}
proc setAsToplevel*(self: Spatial; enable: bool) {.gcsafe, locks: 0.}
proc isSetAsToplevel*(self: Spatial): bool {.gcsafe, locks: 0.}
proc getWorld*(self: Spatial): World {.gcsafe, locks: 0.}
proc updateGizmoImpl*(self: Spatial) {.gcsafe, locks: 0.}
proc setGizmo*(self: Spatial; gizmo: SpatialGizmo) {.gcsafe, locks: 0.}
proc getGizmo*(self: Spatial): SpatialGizmo {.gcsafe, locks: 0.}
proc isVisibleInTree*(self: Spatial): bool {.gcsafe, locks: 0.}
proc show*(self: Spatial) {.gcsafe, locks: 0.}
proc hide*(self: Spatial) {.gcsafe, locks: 0.}
proc setNotifyLocalTransform*(self: Spatial; enable: bool) {.gcsafe, locks: 0.}
proc isLocalTransformNotificationEnabled*(self: Spatial): bool {.gcsafe, locks: 0.}
proc setNotifyTransform*(self: Spatial; enable: bool) {.gcsafe, locks: 0.}
proc isTransformNotificationEnabled*(self: Spatial): bool {.gcsafe, locks: 0.}
proc rotate*(self: Spatial; normal: Vector3; radians: float64) {.gcsafe, locks: 0.}
proc globalRotate*(self: Spatial; normal: Vector3; radians: float64) {.gcsafe, locks: 0.}
proc rotateX*(self: Spatial; radians: float64) {.gcsafe, locks: 0.}
proc rotateY*(self: Spatial; radians: float64) {.gcsafe, locks: 0.}
proc rotateZ*(self: Spatial; radians: float64) {.gcsafe, locks: 0.}
proc translate*(self: Spatial; offset: Vector3) {.gcsafe, locks: 0.}
proc globalTranslate*(self: Spatial; offset: Vector3) {.gcsafe, locks: 0.}
proc orthonormalize*(self: Spatial) {.gcsafe, locks: 0.}
proc setIdentity*(self: Spatial) {.gcsafe, locks: 0.}
proc lookAt*(self: Spatial; target: Vector3; up: Vector3) {.gcsafe, locks: 0.}
proc lookAtFromPos*(self: Spatial; pos: Vector3; target: Vector3; up: Vector3) {.gcsafe, locks: 0.}
proc toLocal*(self: Spatial; globalPoint: Vector3): Vector3 {.gcsafe, locks: 0.}
proc toGlobal*(self: Spatial; localPoint: Vector3): Vector3 {.gcsafe, locks: 0.}
method setRotationDeg*(self: Spatial; rotationDeg: Vector3) {.gcsafe, locks: 0, base.}
method getRotationDeg*(self: Spatial): Vector3 {.gcsafe, locks: 0, base.}
method updateGizmo*(self: Spatial) {.gcsafe, locks: 0, base.}
TEXTURE_ALBEDO* = 0'i64
TEXTURE_METALLIC* = 1'i64
TEXTURE_ROUGHNESS* = 2'i64
TEXTURE_EMISSION* = 3'i64
TEXTURE_NORMAL* = 4'i64
TEXTURE_RIM* = 5'i64
TEXTURE_CLEARCOAT* = 6'i64
TEXTURE_FLOWMAP* = 7'i64
TEXTURE_AMBIENT_OCCLUSION* = 8'i64
TEXTURE_DEPTH* = 9'i64
TEXTURE_SUBSURFACE_SCATTERING* = 10'i64
TEXTURE_REFRACTION* = 11'i64
TEXTURE_DETAIL_MASK* = 12'i64
TEXTURE_DETAIL_ALBEDO* = 13'i64
TEXTURE_DETAIL_NORMAL* = 14'i64
TEXTURE_MAX* = 15'i64
DETAIL_UV_1* = 0'i64
DETAIL_UV_2* = 1'i64
FEATURE_TRANSPARENT* = 0'i64
FEATURE_EMISSION* = 1'i64
FEATURE_NORMAL_MAPPING* = 2'i64
FEATURE_RIM* = 3'i64
FEATURE_CLEARCOAT* = 4'i64
FEATURE_ANISOTROPY* = 5'i64
FEATURE_AMBIENT_OCCLUSION* = 6'i64
FEATURE_DEPTH_MAPPING* = 7'i64
FEATURE_SUBSURACE_SCATTERING* = 8'i64
FEATURE_REFRACTION* = 9'i64
FEATURE_DETAIL* = 10'i64
FEATURE_MAX* = 11'i64
BLEND_MODE_MIX* = 0'i64
BLEND_MODE_ADD* = 1'i64
BLEND_MODE_SUB* = 2'i64
BLEND_MODE_MUL* = 3'i64
DEPTH_DRAW_OPAQUE_ONLY* = 0'i64
DEPTH_DRAW_ALWAYS* = 1'i64
DEPTH_DRAW_DISABLED* = 2'i64
DEPTH_DRAW_ALPHA_OPAQUE_PREPASS* = 3'i64
CULL_BACK* = 0'i64
CULL_FRONT* = 1'i64
CULL_DISABLED* = 2'i64
FLAG_UNSHADED* = 0'i64
FLAG_USE_VERTEX_LIGHTING* = 1'i64
FLAG_ONTOP* = 2'i64
FLAG_ALBEDO_FROM_VERTEX_COLOR* = 3'i64
FLAG_SRGB_VERTEX_COLOR* = 4'i64
FLAG_USE_POINT_SIZE* = 5'i64
FLAG_FIXED_SIZE* = 6'i64
FLAG_MAX* = 10'i64
DIFFUSE_LAMBERT* = 0'i64
DIFFUSE_HALF_LAMBERT* = 1'i64
DIFFUSE_OREN_NAYAR* = 2'i64
DIFFUSE_BURLEY* = 3'i64
DIFFUSE_TOON* = 4'i64
SPECULAR_SCHLICK_GGX* = 0'i64
SPECULAR_BLINN* = 1'i64
SPECULAR_PHONG* = 2'i64
SPECULAR_TOON* = 3'i64
SPECULAR_DISABLED* = 4'i64
BILLBOARD_DISABLED* = 0'i64
BILLBOARD_ENABLED* = 1'i64
BILLBOARD_FIXED_Y* = 2'i64
BILLBOARD_PARTICLES* = 3'i64
TEXTURE_CHANNEL_RED* = 0'i64
TEXTURE_CHANNEL_GREEN* = 1'i64
TEXTURE_CHANNEL_BLUE* = 2'i64
TEXTURE_CHANNEL_ALPHA* = 3'i64
TEXTURE_CHANNEL_GRAYSCALE* = 4'i64
proc flagsTransparent*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `flagsTransparent =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc flagsUnshaded*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `flagsUnshaded =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc flagsVertexLighting*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `flagsVertexLighting =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc flagsOnTop*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `flagsOnTop =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc flagsUsePointSize*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `flagsUsePointSize =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc flagsFixedSize*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `flagsFixedSize =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc vertexColorUseAsAlbedo*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `vertexColorUseAsAlbedo =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc vertexColorIsSrgb*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `vertexColorIsSrgb =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc paramsDiffuseMode*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `paramsDiffuseMode =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc paramsSpecularMode*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `paramsSpecularMode =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc paramsBlendMode*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `paramsBlendMode =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc paramsCullMode*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `paramsCullMode =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc paramsDepthDrawMode*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `paramsDepthDrawMode =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc paramsLineWidth*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `paramsLineWidth =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc paramsPointSize*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `paramsPointSize =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc paramsBillboardMode*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `paramsBillboardMode =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc paramsGrow*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `paramsGrow =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc paramsGrowAmount*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `paramsGrowAmount =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc particlesAnimHFrames*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `particlesAnimHFrames =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc particlesAnimVFrames*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `particlesAnimVFrames =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc particlesAnimLoop*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `particlesAnimLoop =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc albedoColor*(self: SpatialMaterial): Color {.gcsafe, locks: 0.}
proc `albedoColor =`*(self: SpatialMaterial; val: Color) {.gcsafe, locks: 0.}
proc albedoTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `albedoTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc metallic*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `metallic =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc metallicSpecular*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `metallicSpecular =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc metallicTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `metallicTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc metallicTextureChannel*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `metallicTextureChannel =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc roughness*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `roughness =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc roughnessTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `roughnessTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc roughnessTextureChannel*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `roughnessTextureChannel =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc emissionEnabled*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `emissionEnabled =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc emission*(self: SpatialMaterial): Color {.gcsafe, locks: 0.}
proc `emission =`*(self: SpatialMaterial; val: Color) {.gcsafe, locks: 0.}
proc emissionEnergy*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `emissionEnergy =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc emissionTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `emissionTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc normalEnabled*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `normalEnabled =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc normalScale*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `normalScale =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc normalTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `normalTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc rimEnabled*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `rimEnabled =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc rim*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `rim =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc rimTint*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `rimTint =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc rimTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `rimTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc clearcoatEnabled*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `clearcoatEnabled =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc clearcoat*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `clearcoat =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc clearcoatGloss*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `clearcoatGloss =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc clearcoatTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `clearcoatTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc anisotropyEnabled*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `anisotropyEnabled =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc anisotropy*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `anisotropy =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc anisotropyFlowmap*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `anisotropyFlowmap =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc aoEnabled*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `aoEnabled =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc aoTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `aoTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc aoOnUv2*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `aoOnUv2 =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc aoTextureChannel*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `aoTextureChannel =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc depthEnabled*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `depthEnabled =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc depthScale*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `depthScale =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc depthDeepParallax*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `depthDeepParallax =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc depthMinLayers*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `depthMinLayers =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc `depthMinLayers =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc depthMaxLayers*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `depthMaxLayers =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc `depthMaxLayers =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc depthTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `depthTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc subsurfScatterEnabled*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `subsurfScatterEnabled =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc subsurfScatterStrength*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `subsurfScatterStrength =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc subsurfScatterTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `subsurfScatterTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc refractionEnabled*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `refractionEnabled =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc refractionScale*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `refractionScale =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc refractionTexture*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `refractionTexture =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc refractionTextureChannel*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `refractionTextureChannel =`*(self: SpatialMaterial; val: int64) {.gcsafe, + locks: 0.}
proc detailEnabled*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `detailEnabled =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc detailMask*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `detailMask =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc detailBlendMode*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `detailBlendMode =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc `detailBlendMode =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc detailUvLayer*(self: SpatialMaterial): int64 {.gcsafe, locks: 0.}
proc `detailUvLayer =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc `detailUvLayer =`*(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0.}
proc detailAlbedo*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `detailAlbedo =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc detailNormal*(self: SpatialMaterial): Texture {.gcsafe, locks: 0.}
proc `detailNormal =`*(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0.}
proc uv1Scale*(self: SpatialMaterial): Vector3 {.gcsafe, locks: 0.}
proc `uv1Scale =`*(self: SpatialMaterial; val: Vector3) {.gcsafe, locks: 0.}
proc uv1Offset*(self: SpatialMaterial): Vector3 {.gcsafe, locks: 0.}
proc `uv1Offset =`*(self: SpatialMaterial; val: Vector3) {.gcsafe, locks: 0.}
proc uv1Triplanar*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `uv1Triplanar =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc uv1TriplanarSharpness*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `uv1TriplanarSharpness =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc uv2Scale*(self: SpatialMaterial): Vector3 {.gcsafe, locks: 0.}
proc `uv2Scale =`*(self: SpatialMaterial; val: Vector3) {.gcsafe, locks: 0.}
proc uv2Offset*(self: SpatialMaterial): Vector3 {.gcsafe, locks: 0.}
proc `uv2Offset =`*(self: SpatialMaterial; val: Vector3) {.gcsafe, locks: 0.}
proc uv2Triplanar*(self: SpatialMaterial): bool {.gcsafe, locks: 0.}
proc `uv2Triplanar =`*(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0.}
proc uv2TriplanarSharpness*(self: SpatialMaterial): float64 {.gcsafe, locks: 0.}
proc `uv2TriplanarSharpness =`*(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0.}
proc setTrackFixedStep*(self: SpatialVelocityTracker; enable: bool) {.gcsafe, locks: 0.}
proc isTrackingFixedStep*(self: SpatialVelocityTracker): bool {.gcsafe, locks: 0.}
proc updatePosition*(self: SpatialVelocityTracker; position: Vector3) {.gcsafe, locks: 0.}
proc getTrackedLinearVelocity*(self: SpatialVelocityTracker): Vector3 {.gcsafe, locks: 0.}
proc reset*(self: SpatialVelocityTracker; position: Vector3) {.gcsafe, locks: 0.}
proc radius*(self: SphereMesh): float64 {.gcsafe, locks: 0.}
proc `radius =`*(self: SphereMesh; val: float64) {.gcsafe, locks: 0.}
proc height*(self: SphereMesh): float64 {.gcsafe, locks: 0.}
proc `height =`*(self: SphereMesh; val: float64) {.gcsafe, locks: 0.}
proc radialSegments*(self: SphereMesh): int64 {.gcsafe, locks: 0.}
proc `radialSegments =`*(self: SphereMesh; val: int64) {.gcsafe, locks: 0.}
proc rings*(self: SphereMesh): int64 {.gcsafe, locks: 0.}
proc `rings =`*(self: SphereMesh; val: int64) {.gcsafe, locks: 0.}
proc isHemisphere*(self: SphereMesh): bool {.gcsafe, locks: 0.}
proc `isHemisphere =`*(self: SphereMesh; val: bool) {.gcsafe, locks: 0.}
proc radius*(self: SphereShape): float64 {.gcsafe, locks: 0.}
proc `radius =`*(self: SphereShape; val: float64) {.gcsafe, locks: 0.}
proc editable*(self: SpinBox): bool {.gcsafe, locks: 0.}
proc `editable =`*(self: SpinBox; val: bool) {.gcsafe, locks: 0.}
proc prefix*(self: SpinBox): string {.gcsafe, locks: 0.}
proc `prefix =`*(self: SpinBox; val: string) {.gcsafe, locks: 0.}
proc suffix*(self: SpinBox): string {.gcsafe, locks: 0.}
proc `suffix =`*(self: SpinBox; val: string) {.gcsafe, locks: 0.}
proc getLineEdit*(self: SpinBox): LineEdit {.gcsafe, locks: 0.}
method guiInput*(self: SpinBox; event: InputEvent) {.gcsafe, locks: 0.}
method textEntered*(self: SpinBox; arg0: string) {.gcsafe, locks: 0, base.}
method lineEditFocusExit*(self: SpinBox) {.gcsafe, locks: 0, base.}
method lineEditInput*(self: SpinBox; arg0: Object) {.gcsafe, locks: 0, base.}
method rangeClickTimeout*(self: SpinBox) {.gcsafe, locks: 0, base.}
DRAGGER_VISIBLE* = 0'i64
DRAGGER_HIDDEN* = 1'i64
DRAGGER_HIDDEN_COLLAPSED* = 2'i64
proc splitOffset*(self: SplitContainer): int64 {.gcsafe, locks: 0.}
proc `splitOffset =`*(self: SplitContainer; val: int64) {.gcsafe, locks: 0.}
proc collapsed*(self: SplitContainer): bool {.gcsafe, locks: 0.}
proc `collapsed =`*(self: SplitContainer; val: bool) {.gcsafe, locks: 0.}
proc draggerVisibility*(self: SplitContainer): int64 {.gcsafe, locks: 0.}
proc `draggerVisibility =`*(self: SplitContainer; val: int64) {.gcsafe, locks: 0.}
method guiInput*(self: SplitContainer; event: InputEvent) {.gcsafe, locks: 0.}
proc spotRange*(self: SpotLight): float64 {.gcsafe, locks: 0.}
proc `spotRange =`*(self: SpotLight; val: float64) {.gcsafe, locks: 0.}
proc spotAttenuation*(self: SpotLight): float64 {.gcsafe, locks: 0.}
proc `spotAttenuation =`*(self: SpotLight; val: float64) {.gcsafe, locks: 0.}
proc spotAngle*(self: SpotLight): float64 {.gcsafe, locks: 0.}
proc `spotAngle =`*(self: SpotLight; val: float64) {.gcsafe, locks: 0.}
proc spotAngleAttenuation*(self: SpotLight): float64 {.gcsafe, locks: 0.}
proc `spotAngleAttenuation =`*(self: SpotLight; val: float64) {.gcsafe, locks: 0.}
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.}
proc texture*(self: Sprite3D): Texture {.gcsafe, locks: 0.}
proc `texture =`*(self: Sprite3D; val: Texture) {.gcsafe, locks: 0.}
proc vframes*(self: Sprite3D): int64 {.gcsafe, locks: 0.}
proc `vframes =`*(self: Sprite3D; val: int64) {.gcsafe, locks: 0.}
proc hframes*(self: Sprite3D): int64 {.gcsafe, locks: 0.}
proc `hframes =`*(self: Sprite3D; val: int64) {.gcsafe, locks: 0.}
proc frame*(self: Sprite3D): int64 {.gcsafe, locks: 0.}
proc `frame =`*(self: Sprite3D; val: int64) {.gcsafe, locks: 0.}
proc regionEnabled*(self: Sprite3D): bool {.gcsafe, locks: 0.}
proc `regionEnabled =`*(self: Sprite3D; val: bool) {.gcsafe, locks: 0.}
proc regionRect*(self: Sprite3D): Rect2 {.gcsafe, locks: 0.}
proc `regionRect =`*(self: Sprite3D; val: Rect2) {.gcsafe, locks: 0.}
FLAG_TRANSPARENT* = 0'i64
FLAG_SHADED* = 1'i64
FLAG_DOUBLE_SIDED* = 2'i64
FLAG_MAX* = 3'i64
ALPHA_CUT_DISABLED* = 0'i64
ALPHA_CUT_DISCARD* = 1'i64
ALPHA_CUT_OPAQUE_PREPASS* = 2'i64
proc centered*(self: SpriteBase3D): bool {.gcsafe, locks: 0.}
proc `centered =`*(self: SpriteBase3D; val: bool) {.gcsafe, locks: 0.}
proc offset*(self: SpriteBase3D): Vector2 {.gcsafe, locks: 0.}
proc `offset =`*(self: SpriteBase3D; val: Vector2) {.gcsafe, locks: 0.}
proc flipH*(self: SpriteBase3D): bool {.gcsafe, locks: 0.}
proc `flipH =`*(self: SpriteBase3D; val: bool) {.gcsafe, locks: 0.}
proc flipV*(self: SpriteBase3D): bool {.gcsafe, locks: 0.}
proc `flipV =`*(self: SpriteBase3D; val: bool) {.gcsafe, locks: 0.}
proc modulate*(self: SpriteBase3D): Color {.gcsafe, locks: 0.}
proc `modulate =`*(self: SpriteBase3D; val: Color) {.gcsafe, locks: 0.}
proc opacity*(self: SpriteBase3D): float64 {.gcsafe, locks: 0.}
proc `opacity =`*(self: SpriteBase3D; val: float64) {.gcsafe, locks: 0.}
proc pixelSize*(self: SpriteBase3D): float64 {.gcsafe, locks: 0.}
proc `pixelSize =`*(self: SpriteBase3D; val: float64) {.gcsafe, locks: 0.}
proc axis*(self: SpriteBase3D): int64 {.gcsafe, locks: 0.}
proc `axis =`*(self: SpriteBase3D; val: int64) {.gcsafe, locks: 0.}
proc transparent*(self: SpriteBase3D): bool {.gcsafe, locks: 0.}
proc `transparent =`*(self: SpriteBase3D; val: bool) {.gcsafe, locks: 0.}
proc shaded*(self: SpriteBase3D): bool {.gcsafe, locks: 0.}
proc `shaded =`*(self: SpriteBase3D; val: bool) {.gcsafe, locks: 0.}
proc doubleSided*(self: SpriteBase3D): bool {.gcsafe, locks: 0.}
proc `doubleSided =`*(self: SpriteBase3D; val: bool) {.gcsafe, locks: 0.}
proc alphaCut*(self: SpriteBase3D): int64 {.gcsafe, locks: 0.}
proc `alphaCut =`*(self: SpriteBase3D; val: int64) {.gcsafe, locks: 0.}
proc getItemRect*(self: SpriteBase3D): Rect2 {.gcsafe, locks: 0.}
method queueUpdate*(self: SpriteBase3D) {.gcsafe, locks: 0, base.}
method imUpdate*(self: SpriteBase3D) {.gcsafe, locks: 0, base.}
proc frames*(self: SpriteFrames): Array {.gcsafe, locks: 0.}
proc `frames =`*(self: SpriteFrames; val: Array) {.gcsafe, locks: 0.}
proc animations*(self: SpriteFrames): Array {.gcsafe, locks: 0.}
proc `animations =`*(self: SpriteFrames; val: Array) {.gcsafe, locks: 0.}
proc addAnimation*(self: SpriteFrames; anim: string) {.gcsafe, locks: 0.}
proc hasAnimation*(self: SpriteFrames; anim: string): bool {.gcsafe, locks: 0.}
proc removeAnimation*(self: SpriteFrames; anim: string) {.gcsafe, locks: 0.}
proc renameAnimation*(self: SpriteFrames; anim: string; newname: string) {.gcsafe, locks: 0.}
proc setAnimationSpeed*(self: SpriteFrames; anim: string; speed: float64) {.gcsafe, locks: 0.}
proc getAnimationSpeed*(self: SpriteFrames; anim: string): float64 {.gcsafe, locks: 0.}
proc setAnimationLoop*(self: SpriteFrames; anim: string; loop: bool) {.gcsafe, locks: 0.}
proc getAnimationLoop*(self: SpriteFrames; anim: string): bool {.gcsafe, locks: 0.}
proc addFrame*(self: SpriteFrames; anim: string; frame: Texture; atpos: int64 = - 1'i64) {.gcsafe, locks: 0.}
proc getFrameCount*(self: SpriteFrames; anim: string): int64 {.gcsafe, locks: 0.}
proc getFrame*(self: SpriteFrames; anim: string; idx: int64): Texture {.gcsafe, locks: 0.}
proc setFrame*(self: SpriteFrames; anim: string; idx: int64; txt: Texture) {.gcsafe, locks: 0.}
proc removeFrame*(self: SpriteFrames; anim: string; idx: int64) {.gcsafe, locks: 0.}
proc clear*(self: SpriteFrames; anim: string) {.gcsafe, locks: 0.}
proc clearAll*(self: SpriteFrames) {.gcsafe, locks: 0.}
proc friction*(self: StaticBody): float64 {.gcsafe, locks: 0.}
proc `friction =`*(self: StaticBody; val: float64) {.gcsafe, locks: 0.}
proc bounce*(self: StaticBody): float64 {.gcsafe, locks: 0.}
proc `bounce =`*(self: StaticBody; val: float64) {.gcsafe, locks: 0.}
proc constantLinearVelocity*(self: StaticBody): Vector3 {.gcsafe, locks: 0.}
proc `constantLinearVelocity =`*(self: StaticBody; val: Vector3) {.gcsafe, locks: 0.}
proc constantAngularVelocity*(self: StaticBody): Vector3 {.gcsafe, locks: 0.}
proc `constantAngularVelocity =`*(self: StaticBody; val: Vector3) {.gcsafe, locks: 0.}
proc constantLinearVelocity*(self: StaticBody2D): Vector2 {.gcsafe, locks: 0.}
proc `constantLinearVelocity =`*(self: StaticBody2D; val: Vector2) {.gcsafe, locks: 0.}
proc constantAngularVelocity*(self: StaticBody2D): float64 {.gcsafe, locks: 0.}
proc `constantAngularVelocity =`*(self: StaticBody2D; val: float64) {.gcsafe, locks: 0.}
proc friction*(self: StaticBody2D): float64 {.gcsafe, locks: 0.}
proc `friction =`*(self: StaticBody2D; val: float64) {.gcsafe, locks: 0.}
proc bounce*(self: StaticBody2D): float64 {.gcsafe, locks: 0.}
proc `bounce =`*(self: StaticBody2D; val: float64) {.gcsafe, locks: 0.}
proc putData*(self: StreamPeer; data: PoolByteArray): int64 {.gcsafe, locks: 0.}
proc putPartialData*(self: StreamPeer; data: PoolByteArray): Array {.gcsafe, locks: 0.}
proc getData*(self: StreamPeer; bytes: int64): Array {.gcsafe, locks: 0.}
proc getPartialData*(self: StreamPeer; bytes: int64): Array {.gcsafe, locks: 0.}
proc getAvailableBytes*(self: StreamPeer): int64 {.gcsafe, locks: 0.}
proc setBigEndian*(self: StreamPeer; enable: bool) {.gcsafe, locks: 0.}
proc isBigEndianEnabled*(self: StreamPeer): bool {.gcsafe, locks: 0.}
proc put8*(self: StreamPeer; val: int64) {.gcsafe, locks: 0.}
proc putU8*(self: StreamPeer; val: int64) {.gcsafe, locks: 0.}
proc put16*(self: StreamPeer; val: int64) {.gcsafe, locks: 0.}
proc putU16*(self: StreamPeer; val: int64) {.gcsafe, locks: 0.}
proc put32*(self: StreamPeer; val: int64) {.gcsafe, locks: 0.}
proc putU32*(self: StreamPeer; val: int64) {.gcsafe, locks: 0.}
proc put64*(self: StreamPeer; val: int64) {.gcsafe, locks: 0.}
proc putU64*(self: StreamPeer; val: int64) {.gcsafe, locks: 0.}
proc putFloat*(self: StreamPeer; val: float64) {.gcsafe, locks: 0.}
proc putDouble*(self: StreamPeer; val: float64) {.gcsafe, locks: 0.}
proc putUtf8String*(self: StreamPeer; val: string) {.gcsafe, locks: 0.}
proc putVar*(self: StreamPeer; val: Variant) {.gcsafe, locks: 0.}
proc get8*(self: StreamPeer): int64 {.gcsafe, locks: 0.}
proc getU8*(self: StreamPeer): int64 {.gcsafe, locks: 0.}
proc get16*(self: StreamPeer): int64 {.gcsafe, locks: 0.}
proc getU16*(self: StreamPeer): int64 {.gcsafe, locks: 0.}
proc get32*(self: StreamPeer): int64 {.gcsafe, locks: 0.}
proc getU32*(self: StreamPeer): int64 {.gcsafe, locks: 0.}
proc get64*(self: StreamPeer): int64 {.gcsafe, locks: 0.}
proc getU64*(self: StreamPeer): int64 {.gcsafe, locks: 0.}
proc getFloat*(self: StreamPeer): float64 {.gcsafe, locks: 0.}
proc getDouble*(self: StreamPeer): float64 {.gcsafe, locks: 0.}
proc getString*(self: StreamPeer; bytes: int64): string {.gcsafe, locks: 0.}
proc getUtf8String*(self: StreamPeer; bytes: int64): string {.gcsafe, locks: 0.}
proc getVar*(self: StreamPeer): Variant {.gcsafe, locks: 0.}
proc seek*(self: StreamPeerBuffer; pos: int64) {.gcsafe, locks: 0.}
proc getSize*(self: StreamPeerBuffer): int64 {.gcsafe, locks: 0.}
proc getPos*(self: StreamPeerBuffer): int64 {.gcsafe, locks: 0.}
proc resize*(self: StreamPeerBuffer; size: int64) {.gcsafe, locks: 0.}
proc setDataArray*(self: StreamPeerBuffer; data: PoolByteArray) {.gcsafe, locks: 0.}
proc getDataArray*(self: StreamPeerBuffer): PoolByteArray {.gcsafe, locks: 0.}
proc clear*(self: StreamPeerBuffer) {.gcsafe, locks: 0.}
proc duplicate*(self: StreamPeerBuffer): StreamPeerBuffer {.gcsafe, locks: 0.}
STATUS_DISCONNECTED* = 0'i64
STATUS_CONNECTED* = 1'i64
STATUS_ERROR_NO_CERTIFICATE* = 2'i64
STATUS_ERROR_HOSTNAME_MISMATCH* = 3'i64
proc acceptStream*(self: StreamPeerSSL; stream: StreamPeer): Error {.gcsafe, locks: 0.}
proc connectToStream*(self: StreamPeerSSL; stream: StreamPeer; @@ -1295,16 +1315,28 @@ function main() { gcsafe, locks: 0.}
proc getStatus*(self: StreamPeerSSL): int64 {.gcsafe, locks: 0.}
proc disconnectFromStream*(self: StreamPeerSSL) {.gcsafe, locks: 0.}
STATUS_NONE* = 0'i64
STATUS_CONNECTING* = 1'i64
STATUS_CONNECTED* = 2'i64
STATUS_ERROR* = 3'i64
proc isConnectedToHost*(self: StreamPeerTCP): bool {.gcsafe, locks: 0.}
proc getStatus*(self: StreamPeerTCP): int64 {.gcsafe, locks: 0.}
proc getConnectedHost*(self: StreamPeerTCP): string {.gcsafe, locks: 0.}
proc getConnectedPort*(self: StreamPeerTCP): int64 {.gcsafe, locks: 0.}
proc disconnectFromHost*(self: StreamPeerTCP) {.gcsafe, locks: 0.}
proc loadPath*(self: StreamTexture): string {.gcsafe, locks: 0.}
proc `loadPath =`*(self: StreamTexture; val: string) {.gcsafe, locks: 0.}
proc contentMarginLeft*(self: StyleBox): float64 {.gcsafe, locks: 0.}
proc `contentMarginLeft =`*(self: StyleBox; val: float64) {.gcsafe, locks: 0.}
proc contentMarginRight*(self: StyleBox): float64 {.gcsafe, locks: 0.}
proc `contentMarginRight =`*(self: StyleBox; val: float64) {.gcsafe, locks: 0.}
proc contentMarginTop*(self: StyleBox): float64 {.gcsafe, locks: 0.}
proc `contentMarginTop =`*(self: StyleBox; val: float64) {.gcsafe, locks: 0.}
proc contentMarginBottom*(self: StyleBox): float64 {.gcsafe, locks: 0.}
proc `contentMarginBottom =`*(self: StyleBox; val: float64) {.gcsafe, locks: 0.}
proc testMask*(self: StyleBox; point: Vector2; rect: Rect2): bool {.gcsafe, locks: 0.}
proc getMargin*(self: StyleBox; margin: int64): float64 {.gcsafe, locks: 0.}
proc getMinimumSize*(self: StyleBox): Vector2 {.gcsafe, locks: 0.}
proc getCenterSize*(self: StyleBox): Vector2 {.gcsafe, locks: 0.}
proc getOffset*(self: StyleBox): Vector2 {.gcsafe, locks: 0.}
proc draw*(self: StyleBox; canvasItem: RID; rect: Rect2) {.gcsafe, locks: 0.}
proc bgColor*(self: StyleBoxFlat): Color {.gcsafe, locks: 0.}
proc `bgColor =`*(self: StyleBoxFlat; val: Color) {.gcsafe, locks: 0.}
proc lightColor*(self: StyleBoxFlat): Color {.gcsafe, locks: 0.}
proc `lightColor =`*(self: StyleBoxFlat; val: Color) {.gcsafe, locks: 0.}
proc darkColor*(self: StyleBoxFlat): Color {.gcsafe, locks: 0.}
proc `darkColor =`*(self: StyleBoxFlat; val: Color) {.gcsafe, locks: 0.}
proc borderSize*(self: StyleBoxFlat): int64 {.gcsafe, locks: 0.}
proc `borderSize =`*(self: StyleBoxFlat; val: int64) {.gcsafe, locks: 0.}
proc borderBlend*(self: StyleBoxFlat): bool {.gcsafe, locks: 0.}
proc `borderBlend =`*(self: StyleBoxFlat; val: bool) {.gcsafe, locks: 0.}
proc drawBg*(self: StyleBoxFlat): bool {.gcsafe, locks: 0.}
proc `drawBg =`*(self: StyleBoxFlat; val: bool) {.gcsafe, locks: 0.}
proc texture*(self: StyleBoxTexture): Texture {.gcsafe, locks: 0.}
proc `texture =`*(self: StyleBoxTexture; val: Texture) {.gcsafe, locks: 0.}
proc normalMap*(self: StyleBoxTexture): Texture {.gcsafe, locks: 0.}
proc `normalMap =`*(self: StyleBoxTexture; val: Texture) {.gcsafe, locks: 0.}
proc regionRect*(self: StyleBoxTexture): Rect2 {.gcsafe, locks: 0.}
proc `regionRect =`*(self: StyleBoxTexture; val: Rect2) {.gcsafe, locks: 0.}
proc marginLeft*(self: StyleBoxTexture): float64 {.gcsafe, locks: 0.}
proc `marginLeft =`*(self: StyleBoxTexture; val: float64) {.gcsafe, locks: 0.}
proc marginRight*(self: StyleBoxTexture): float64 {.gcsafe, locks: 0.}
proc `marginRight =`*(self: StyleBoxTexture; val: float64) {.gcsafe, locks: 0.}
proc marginTop*(self: StyleBoxTexture): float64 {.gcsafe, locks: 0.}
proc `marginTop =`*(self: StyleBoxTexture; val: float64) {.gcsafe, locks: 0.}
proc marginBottom*(self: StyleBoxTexture): float64 {.gcsafe, locks: 0.}
proc `marginBottom =`*(self: StyleBoxTexture; val: float64) {.gcsafe, locks: 0.}
proc expandMarginLeft*(self: StyleBoxTexture): float64 {.gcsafe, locks: 0.}
proc `expandMarginLeft =`*(self: StyleBoxTexture; val: float64) {.gcsafe, locks: 0.}
proc expandMarginRight*(self: StyleBoxTexture): float64 {.gcsafe, locks: 0.}
proc `expandMarginRight =`*(self: StyleBoxTexture; val: float64) {.gcsafe, locks: 0.}
proc expandMarginTop*(self: StyleBoxTexture): float64 {.gcsafe, locks: 0.}
proc `expandMarginTop =`*(self: StyleBoxTexture; val: float64) {.gcsafe, locks: 0.}
proc expandMarginBottom*(self: StyleBoxTexture): float64 {.gcsafe, locks: 0.}
proc `expandMarginBottom =`*(self: StyleBoxTexture; val: float64) {.gcsafe, locks: 0.}
proc modulateColor*(self: StyleBoxTexture): Color {.gcsafe, locks: 0.}
proc `modulateColor =`*(self: StyleBoxTexture; val: Color) {.gcsafe, locks: 0.}
proc drawCenter*(self: StyleBoxTexture): bool {.gcsafe, locks: 0.}
proc `drawCenter =`*(self: StyleBoxTexture; val: bool) {.gcsafe, locks: 0.}
proc begin*(self: SurfaceTool; primitive: int64) {.gcsafe, locks: 0.}
proc addVertex*(self: SurfaceTool; vertex: Vector3) {.gcsafe, locks: 0.}
proc addColor*(self: SurfaceTool; color: Color) {.gcsafe, locks: 0.}
proc addNormal*(self: SurfaceTool; normal: Vector3) {.gcsafe, locks: 0.}
proc addTangent*(self: SurfaceTool; tangent: Plane) {.gcsafe, locks: 0.}
proc addUv*(self: SurfaceTool; uv: Vector2) {.gcsafe, locks: 0.}
proc addUv2*(self: SurfaceTool; uv2: Vector2) {.gcsafe, locks: 0.}
proc addBones*(self: SurfaceTool; bones: PoolIntArray) {.gcsafe, locks: 0.}
proc addWeights*(self: SurfaceTool; weights: PoolRealArray) {.gcsafe, locks: 0.}
proc addSmoothGroup*(self: SurfaceTool; smooth: bool) {.gcsafe, locks: 0.}
proc addTriangleFan*(self: SurfaceTool; vertexes: PoolVector3Array; @@ -1331,41 +1379,110 @@ function main() { tangents: Array) {.gcsafe, locks: 0.}
proc setMaterial*(self: SurfaceTool; material: Material) {.gcsafe, locks: 0.}
proc index*(self: SurfaceTool) {.gcsafe, locks: 0.}
proc deindex*(self: SurfaceTool) {.gcsafe, locks: 0.}
proc generateNormals*(self: SurfaceTool) {.gcsafe, locks: 0.}
proc addIndex*(self: SurfaceTool; index: int64) {.gcsafe, locks: 0.}
proc commit*(self: SurfaceTool; existing: Mesh = nil): Mesh {.gcsafe, locks: 0.}
proc index*(self: SurfaceTool) {.gcsafe, locks: 0.}
proc deindex*(self: SurfaceTool) {.gcsafe, locks: 0.}
proc generateNormals*(self: SurfaceTool) {.gcsafe, locks: 0.}
proc generateTangents*(self: SurfaceTool) {.gcsafe, locks: 0.}
proc addToFormat*(self: SurfaceTool; flags: int64) {.gcsafe, locks: 0.}
proc setMaterial*(self: SurfaceTool; material: Material) {.gcsafe, locks: 0.}
proc clear*(self: SurfaceTool) {.gcsafe, locks: 0.}
proc createFrom*(self: SurfaceTool; existing: Mesh; surface: int64) {.gcsafe, locks: 0.}
proc appendFrom*(self: SurfaceTool; existing: Mesh; surface: int64; + transform: Transform) {.gcsafe, locks: 0.}
proc commit*(self: SurfaceTool; existing: Mesh = nil): Mesh {.gcsafe, locks: 0.}
proc tabAlign*(self: TabContainer): int64 {.gcsafe, locks: 0.}
proc `tabAlign =`*(self: TabContainer; val: int64) {.gcsafe, locks: 0.}
proc currentTab*(self: TabContainer): int64 {.gcsafe, locks: 0.}
proc `currentTab =`*(self: TabContainer; val: int64) {.gcsafe, locks: 0.}
proc tabsVisible*(self: TabContainer): bool {.gcsafe, locks: 0.}
proc `tabsVisible =`*(self: TabContainer; val: bool) {.gcsafe, locks: 0.}
proc getTabCount*(self: TabContainer): int64 {.gcsafe, locks: 0.}
proc getPreviousTab*(self: TabContainer): int64 {.gcsafe, locks: 0.}
proc getCurrentTabControl*(self: TabContainer): Control {.gcsafe, locks: 0.}
proc getTabControl*(self: TabContainer; idx: int64): Control {.gcsafe, locks: 0.}
proc setTabTitle*(self: TabContainer; tabIdx: int64; title: string) {.gcsafe, locks: 0.}
proc getTabTitle*(self: TabContainer; tabIdx: int64): string {.gcsafe, locks: 0.}
proc setTabIcon*(self: TabContainer; tabIdx: int64; icon: Texture) {.gcsafe, locks: 0.}
proc getTabIcon*(self: TabContainer; tabIdx: int64): Texture {.gcsafe, locks: 0.}
proc setTabDisabled*(self: TabContainer; tabIdx: int64; disabled: bool) {.gcsafe, locks: 0.}
proc getTabDisabled*(self: TabContainer; tabIdx: int64): bool {.gcsafe, locks: 0.}
proc setPopup*(self: TabContainer; popup: Popup) {.gcsafe, locks: 0.}
proc getPopup*(self: TabContainer): Popup {.gcsafe, locks: 0.}
method guiInput*(self: TabContainer; event: InputEvent) {.gcsafe, locks: 0.}
method childRenamedCallback*(self: TabContainer) {.gcsafe, locks: 0, base.}
ALIGN_LEFT* = 0'i64
ALIGN_CENTER* = 1'i64
ALIGN_RIGHT* = 2'i64
ALIGN_MAX* = 3'i64
CLOSE_BUTTON_SHOW_ACTIVE_ONLY* = 1'i64
CLOSE_BUTTON_SHOW_ALWAYS* = 2'i64
CLOSE_BUTTON_SHOW_NEVER* = 0'i64
CLOSE_BUTTON_MAX* = 3'i64
proc currentTab*(self: Tabs): int64 {.gcsafe, locks: 0.}
proc `currentTab =`*(self: Tabs; val: int64) {.gcsafe, locks: 0.}
proc tabCloseDisplayPolicy*(self: Tabs): int64 {.gcsafe, locks: 0.}
proc `tabCloseDisplayPolicy =`*(self: Tabs; val: int64) {.gcsafe, locks: 0.}
proc getTabCount*(self: Tabs): int64 {.gcsafe, locks: 0.}
proc setTabTitle*(self: Tabs; tabIdx: int64; title: string) {.gcsafe, locks: 0.}
proc getTabTitle*(self: Tabs; tabIdx: int64): string {.gcsafe, locks: 0.}
proc setTabIcon*(self: Tabs; tabIdx: int64; icon: Texture) {.gcsafe, locks: 0.}
proc getTabIcon*(self: Tabs; tabIdx: int64): Texture {.gcsafe, locks: 0.}
proc setTabDisabled*(self: Tabs; tabIdx: int64; disabled: bool) {.gcsafe, locks: 0.}
proc getTabDisabled*(self: Tabs; tabIdx: int64): bool {.gcsafe, locks: 0.}
proc removeTab*(self: Tabs; tabIdx: int64) {.gcsafe, locks: 0.}
proc addTab*(self: Tabs; title: string = ""; icon: Texture = nil) {.gcsafe, locks: 0.}
proc setTabAlign*(self: Tabs; align: int64) {.gcsafe, locks: 0.}
proc getTabAlign*(self: Tabs): int64 {.gcsafe, locks: 0.}
proc ensureTabVisible*(self: Tabs; idx: int64) {.gcsafe, locks: 0.}
proc getTabRect*(self: Tabs; tabIdx: int64): Rect2 {.gcsafe, locks: 0.}
proc moveTab*(self: Tabs; fromm: int64; to: int64) {.gcsafe, locks: 0.}
method guiInput*(self: Tabs; event: InputEvent) {.gcsafe, locks: 0.}
proc isConnectionAvailable*(self: TCPServer): bool {.gcsafe, locks: 0.}
proc takeConnection*(self: TCPServer): StreamPeerTCP {.gcsafe, locks: 0.}
proc stop*(self: TCPServer) {.gcsafe, locks: 0.}
SEARCH_MATCH_CASE* = 1'i64
SEARCH_WHOLE_WORDS* = 2'i64
SEARCH_BACKWARDS* = 4'i64
MENU_CUT* = 0'i64
MENU_COPY* = 1'i64
MENU_PASTE* = 2'i64
MENU_CLEAR* = 3'i64
MENU_SELECT_ALL* = 4'i64
MENU_UNDO* = 5'i64
MENU_MAX* = 6'i64
proc syntaxHighlighting*(self: TextEdit): bool {.gcsafe, locks: 0.}
proc `syntaxHighlighting =`*(self: TextEdit; val: bool) {.gcsafe, locks: 0.}
proc showLineNumbers*(self: TextEdit): bool {.gcsafe, locks: 0.}
proc `showLineNumbers =`*(self: TextEdit; val: bool) {.gcsafe, locks: 0.}
proc highlightAllOccurrences*(self: TextEdit): bool {.gcsafe, locks: 0.}
proc `highlightAllOccurrences =`*(self: TextEdit; val: bool) {.gcsafe, locks: 0.}
proc caretBlockMode*(self: TextEdit): bool {.gcsafe, locks: 0.}
proc `caretBlockMode =`*(self: TextEdit; val: bool) {.gcsafe, locks: 0.}
proc caretBlink*(self: TextEdit): bool {.gcsafe, locks: 0.}
proc `caretBlink =`*(self: TextEdit; val: bool) {.gcsafe, locks: 0.}
proc caretBlinkSpeed*(self: TextEdit): float64 {.gcsafe, locks: 0.}
proc `caretBlinkSpeed =`*(self: TextEdit; val: float64) {.gcsafe, locks: 0.}
proc setText*(self: TextEdit; text: string) {.gcsafe, locks: 0.}
proc insertTextAtCursor*(self: TextEdit; text: string) {.gcsafe, locks: 0.}
proc getLineCount*(self: TextEdit): int64 {.gcsafe, locks: 0.}
proc getText*(self: TextEdit): string {.gcsafe, locks: 0.}
proc getLine*(self: TextEdit; line: int64): string {.gcsafe, locks: 0.}
proc cursorSetColumn*(self: TextEdit; column: int64; adjustViewport: bool = true) {.gcsafe, locks: 0.}
proc cursorSetLine*(self: TextEdit; line: int64; adjustViewport: bool = true) {.gcsafe, locks: 0.}
proc cursorGetColumn*(self: TextEdit): int64 {.gcsafe, locks: 0.}
proc cursorGetLine*(self: TextEdit): int64 {.gcsafe, locks: 0.}
proc setReadonly*(self: TextEdit; enable: bool) {.gcsafe, locks: 0.}
proc setWrap*(self: TextEdit; enable: bool) {.gcsafe, locks: 0.}
proc setMaxChars*(self: TextEdit; amount: int64) {.gcsafe, locks: 0.}
proc cut*(self: TextEdit) {.gcsafe, locks: 0.}
proc copy*(self: TextEdit) {.gcsafe, locks: 0.}
proc paste*(self: TextEdit) {.gcsafe, locks: 0.}
proc selectAll*(self: TextEdit) {.gcsafe, locks: 0.}
proc select*(self: TextEdit; fromLine: int64; fromColumn: int64; toLine: int64; toColumn: int64) {.gcsafe, locks: 0.}
proc isSelectionActive*(self: TextEdit): bool {.gcsafe, locks: 0.}
proc getSelectionFromLine*(self: TextEdit): int64 {.gcsafe, locks: 0.}
proc getSelectionFromColumn*(self: TextEdit): int64 {.gcsafe, locks: 0.}
proc getSelectionToLine*(self: TextEdit): int64 {.gcsafe, locks: 0.}
proc getSelectionToColumn*(self: TextEdit): int64 {.gcsafe, locks: 0.}
proc getSelectionText*(self: TextEdit): string {.gcsafe, locks: 0.}
proc getWordUnderCursor*(self: TextEdit): string {.gcsafe, locks: 0.}
proc search*(self: TextEdit; flags: string; fromLine: int64; fromColumn: int64; toLine: int64): PoolIntArray {.gcsafe, locks: 0.}
proc undo*(self: TextEdit) {.gcsafe, locks: 0.}
proc redo*(self: TextEdit) {.gcsafe, locks: 0.}
proc clearUndoHistory*(self: TextEdit) {.gcsafe, locks: 0.}
proc addKeywordColor*(self: TextEdit; keyword: string; color: Color) {.gcsafe, locks: 0.}
proc addColorRegion*(self: TextEdit; beginKey: string; endKey: string; color: Color; lineOnly: bool = false) {.gcsafe, locks: 0.}
proc clearColors*(self: TextEdit) {.gcsafe, locks: 0.}
proc menuOption*(self: TextEdit; option: int64) {.gcsafe, locks: 0.}
proc getMenu*(self: TextEdit): PopupMenu {.gcsafe, locks: 0.}
method guiInput*(self: TextEdit; event: InputEvent) {.gcsafe, locks: 0.}
method scrollMoved*(self: TextEdit; arg0: float64) {.gcsafe, locks: 0, base.}
method cursorChangedEmit*(self: TextEdit) {.gcsafe, locks: 0, base.}
method textChangedEmit*(self: TextEdit) {.gcsafe, locks: 0, base.}
method pushCurrentOp*(self: TextEdit) {.gcsafe, locks: 0, base.}
method clickSelectionHeld*(self: TextEdit) {.gcsafe, locks: 0, base.}
method toggleDrawCaret*(self: TextEdit) {.gcsafe, locks: 0, base.}
FLAG_MIPMAPS* = 1'i64
FLAG_REPEAT* = 2'i64
FLAG_FILTER* = 4'i64
FLAG_VIDEO_SURFACE* = 4096'i64
FLAGS_DEFAULT* = 7'i64
FLAG_ANISOTROPIC_FILTER* = 8'i64
FLAG_CONVERT_TO_LINEAR* = 16'i64
FLAG_MIRRORED_REPEAT* = 32'i64
proc getWidth*(self: Texture): int64 {.gcsafe, locks: 0.}
proc getHeight*(self: Texture): int64 {.gcsafe, locks: 0.}
proc getSize*(self: Texture): Vector2 {.gcsafe, locks: 0.}
proc hasAlpha*(self: Texture): bool {.gcsafe, locks: 0.}
proc setFlags*(self: Texture; flags: int64) {.gcsafe, locks: 0.}
proc getFlags*(self: Texture): int64 {.gcsafe, locks: 0.}
proc draw*(self: Texture; canvasItem: RID; pos: Vector2; @@ -1363,6 +1419,10 @@ function main() { normalMap: Texture = nil) {.gcsafe, locks: 0.}
proc drawRect*(self: Texture; canvasItem: RID; rect: Rect2; tile: bool; @@ -1370,6 +1430,10 @@ function main() { normalMap: Texture = nil) {.gcsafe, locks: 0.}
proc drawRectRegion*(self: Texture; canvasItem: RID; rect: Rect2; srcRect: Rect2; @@ -1378,6 +1442,10 @@ function main() { clipUv: bool = true) {.gcsafe, locks: 0.}
STRETCH_SCALE* = 0'i64
STRETCH_TILE* = 1'i64
STRETCH_KEEP* = 2'i64
STRETCH_KEEP_CENTERED* = 3'i64
STRETCH_KEEP_ASPECT* = 4'i64
STRETCH_KEEP_ASPECT_CENTERED* = 5'i64
STRETCH_KEEP_ASPECT_COVERED* = 6'i64
proc textureNormal*(self: TextureButton): Texture {.gcsafe, locks: 0.}
proc `textureNormal =`*(self: TextureButton; val: Texture) {.gcsafe, locks: 0.}
proc texturePressed*(self: TextureButton): Texture {.gcsafe, locks: 0.}
proc `texturePressed =`*(self: TextureButton; val: Texture) {.gcsafe, locks: 0.}
proc textureHover*(self: TextureButton): Texture {.gcsafe, locks: 0.}
proc `textureHover =`*(self: TextureButton; val: Texture) {.gcsafe, locks: 0.}
proc textureDisabled*(self: TextureButton): Texture {.gcsafe, locks: 0.}
proc `textureDisabled =`*(self: TextureButton; val: Texture) {.gcsafe, locks: 0.}
proc textureFocused*(self: TextureButton): Texture {.gcsafe, locks: 0.}
proc `textureFocused =`*(self: TextureButton; val: Texture) {.gcsafe, locks: 0.}
proc textureClickMask*(self: TextureButton): BitMap {.gcsafe, locks: 0.}
proc `textureClickMask =`*(self: TextureButton; val: BitMap) {.gcsafe, locks: 0.}
proc expand*(self: TextureButton): bool {.gcsafe, locks: 0.}
proc `expand =`*(self: TextureButton; val: bool) {.gcsafe, locks: 0.}
proc stretchMode*(self: TextureButton): int64 {.gcsafe, locks: 0.}
proc `stretchMode =`*(self: TextureButton; val: int64) {.gcsafe, locks: 0.}
FILL_LEFT_TO_RIGHT* = 0'i64
FILL_RIGHT_TO_LEFT* = 1'i64
FILL_TOP_TO_BOTTOM* = 2'i64
FILL_BOTTOM_TO_TOP* = 3'i64
FILL_CLOCKWISE* = 4'i64
FILL_COUNTER_CLOCKWISE* = 5'i64
proc textureUnder*(self: TextureProgress): Texture {.gcsafe, locks: 0.}
proc `textureUnder =`*(self: TextureProgress; val: Texture) {.gcsafe, locks: 0.}
proc textureOver*(self: TextureProgress): Texture {.gcsafe, locks: 0.}
proc `textureOver =`*(self: TextureProgress; val: Texture) {.gcsafe, locks: 0.}
proc textureProgress*(self: TextureProgress): Texture {.gcsafe, locks: 0.}
proc `textureProgress =`*(self: TextureProgress; val: Texture) {.gcsafe, locks: 0.}
proc fillMode*(self: TextureProgress): int64 {.gcsafe, locks: 0.}
proc `fillMode =`*(self: TextureProgress; val: int64) {.gcsafe, locks: 0.}
proc radialInitialAngle*(self: TextureProgress): float64 {.gcsafe, locks: 0.}
proc `radialInitialAngle =`*(self: TextureProgress; val: float64) {.gcsafe, locks: 0.}
proc radialFillDegrees*(self: TextureProgress): float64 {.gcsafe, locks: 0.}
proc `radialFillDegrees =`*(self: TextureProgress; val: float64) {.gcsafe, locks: 0.}
proc radialCenterOffset*(self: TextureProgress): Vector2 {.gcsafe, locks: 0.}
proc `radialCenterOffset =`*(self: TextureProgress; val: Vector2) {.gcsafe, locks: 0.}
STRETCH_SCALE_ON_EXPAND* = 0'i64
STRETCH_SCALE* = 1'i64
STRETCH_TILE* = 2'i64
STRETCH_KEEP* = 3'i64
STRETCH_KEEP_CENTERED* = 4'i64
STRETCH_KEEP_ASPECT* = 5'i64
STRETCH_KEEP_ASPECT_CENTERED* = 6'i64
STRETCH_KEEP_ASPECT_COVERED* = 7'i64
proc texture*(self: TextureRect): Texture {.gcsafe, locks: 0.}
proc `texture =`*(self: TextureRect; val: Texture) {.gcsafe, locks: 0.}
proc expand*(self: TextureRect): bool {.gcsafe, locks: 0.}
proc `expand =`*(self: TextureRect; val: bool) {.gcsafe, locks: 0.}
proc stretchMode*(self: TextureRect): int64 {.gcsafe, locks: 0.}
proc `stretchMode =`*(self: TextureRect; val: int64) {.gcsafe, locks: 0.}
proc defaultFont*(self: Theme): Font {.gcsafe, locks: 0.}
proc `defaultFont =`*(self: Theme; val: Font) {.gcsafe, locks: 0.}
proc setIcon*(self: Theme; name: string; typee: string; texture: Texture) {.gcsafe, locks: 0.}
proc getIcon*(self: Theme; name: string; typee: string): Texture {.gcsafe, locks: 0.}
proc hasIcon*(self: Theme; name: string; typee: string): bool {.gcsafe, locks: 0.}
proc clearIcon*(self: Theme; name: string; typee: string) {.gcsafe, locks: 0.}
proc getIconList*(self: Theme; typee: string): PoolStringArray {.gcsafe, locks: 0.}
proc setStylebox*(self: Theme; name: string; typee: string; texture: StyleBox) {.gcsafe, locks: 0.}
proc getStylebox*(self: Theme; name: string; typee: string): StyleBox {.gcsafe, locks: 0.}
proc hasStylebox*(self: Theme; name: string; typee: string): bool {.gcsafe, locks: 0.}
proc clearStylebox*(self: Theme; name: string; typee: string) {.gcsafe, locks: 0.}
proc getStyleboxList*(self: Theme; typee: string): PoolStringArray {.gcsafe, locks: 0.}
proc getStyleboxTypes*(self: Theme): PoolStringArray {.gcsafe, locks: 0.}
proc setFont*(self: Theme; name: string; typee: string; font: Font) {.gcsafe, locks: 0.}
proc getFont*(self: Theme; name: string; typee: string): Font {.gcsafe, locks: 0.}
proc hasFont*(self: Theme; name: string; typee: string): bool {.gcsafe, locks: 0.}
proc clearFont*(self: Theme; name: string; typee: string) {.gcsafe, locks: 0.}
proc getFontList*(self: Theme; typee: string): PoolStringArray {.gcsafe, locks: 0.}
proc setColor*(self: Theme; name: string; typee: string; color: Color) {.gcsafe, locks: 0.}
proc getColor*(self: Theme; name: string; typee: string): Color {.gcsafe, locks: 0.}
proc hasColor*(self: Theme; name: string; typee: string): bool {.gcsafe, locks: 0.}
proc clearColor*(self: Theme; name: string; typee: string) {.gcsafe, locks: 0.}
proc getColorList*(self: Theme; typee: string): PoolStringArray {.gcsafe, locks: 0.}
proc setConstant*(self: Theme; name: string; typee: string; constant: int64) {.gcsafe, locks: 0.}
proc getConstant*(self: Theme; name: string; typee: string): int64 {.gcsafe, locks: 0.}
proc hasConstant*(self: Theme; name: string; typee: string): bool {.gcsafe, locks: 0.}
proc clearConstant*(self: Theme; name: string; typee: string) {.gcsafe, locks: 0.}
proc getConstantList*(self: Theme; typee: string): PoolStringArray {.gcsafe, locks: 0.}
proc getTypeList*(self: Theme; typee: string): PoolStringArray {.gcsafe, locks: 0.}
proc copyDefaultTheme*(self: Theme) {.gcsafe, locks: 0.}
method emitThemeChanged*(self: Theme) {.gcsafe, locks: 0, base.}
PRIORITY_LOW* = 0'i64
PRIORITY_NORMAL* = 1'i64
PRIORITY_HIGH* = 2'i64
proc getId*(self: Thread): string {.gcsafe, locks: 0.}
proc isActive*(self: Thread): bool {.gcsafe, locks: 0.}
proc waitToFinish*(self: Thread): Variant {.gcsafe, locks: 0.}
INVALID_CELL* = - 1'i64
MODE_SQUARE* = 0'i64
MODE_ISOMETRIC* = 1'i64
MODE_CUSTOM* = 2'i64
HALF_OFFSET_X* = 0'i64
HALF_OFFSET_Y* = 1'i64
HALF_OFFSET_DISABLED* = 2'i64
TILE_ORIGIN_TOP_LEFT* = 0'i64
TILE_ORIGIN_CENTER* = 1'i64
TILE_ORIGIN_BOTTOM_LEFT* = 2'i64
proc mode*(self: TileMap): int64 {.gcsafe, locks: 0.}
proc `mode =`*(self: TileMap; val: int64) {.gcsafe, locks: 0.}
proc tileSet*(self: TileMap): TileSet {.gcsafe, locks: 0.}
proc `tileSet =`*(self: TileMap; val: TileSet) {.gcsafe, locks: 0.}
proc cellSize*(self: TileMap): Vector2 {.gcsafe, locks: 0.}
proc `cellSize =`*(self: TileMap; val: Vector2) {.gcsafe, locks: 0.}
proc cellQuadrantSize*(self: TileMap): int64 {.gcsafe, locks: 0.}
proc `cellQuadrantSize =`*(self: TileMap; val: int64) {.gcsafe, locks: 0.}
proc cellCustomTransform*(self: TileMap): Transform2D {.gcsafe, locks: 0.}
proc `cellCustomTransform =`*(self: TileMap; val: Transform2D) {.gcsafe, locks: 0.}
proc cellHalfOffset*(self: TileMap): int64 {.gcsafe, locks: 0.}
proc `cellHalfOffset =`*(self: TileMap; val: int64) {.gcsafe, locks: 0.}
proc cellTileOrigin*(self: TileMap): int64 {.gcsafe, locks: 0.}
proc `cellTileOrigin =`*(self: TileMap; val: int64) {.gcsafe, locks: 0.}
proc cellYSort*(self: TileMap): bool {.gcsafe, locks: 0.}
proc `cellYSort =`*(self: TileMap; val: bool) {.gcsafe, locks: 0.}
proc collisionUseKinematic*(self: TileMap): bool {.gcsafe, locks: 0.}
proc `collisionUseKinematic =`*(self: TileMap; val: bool) {.gcsafe, locks: 0.}
proc collisionFriction*(self: TileMap): float64 {.gcsafe, locks: 0.}
proc `collisionFriction =`*(self: TileMap; val: float64) {.gcsafe, locks: 0.}
proc collisionBounce*(self: TileMap): float64 {.gcsafe, locks: 0.}
proc `collisionBounce =`*(self: TileMap; val: float64) {.gcsafe, locks: 0.}
proc collisionLayer*(self: TileMap): int64 {.gcsafe, locks: 0.}
proc `collisionLayer =`*(self: TileMap; val: int64) {.gcsafe, locks: 0.}
proc collisionMask*(self: TileMap): int64 {.gcsafe, locks: 0.}
proc `collisionMask =`*(self: TileMap; val: int64) {.gcsafe, locks: 0.}
proc occluderLightMask*(self: TileMap): int64 {.gcsafe, locks: 0.}
proc `occluderLightMask =`*(self: TileMap; val: int64) {.gcsafe, locks: 0.}
proc tileData*(self: TileMap): Object {.gcsafe, locks: 0.}
proc `tileData =`*(self: TileMap; val: Object) {.gcsafe, locks: 0.}
proc setCenterX*(self: TileMap; enable: bool) {.gcsafe, locks: 0.}
proc getCenterX*(self: TileMap): bool {.gcsafe, locks: 0.}
proc setCenterY*(self: TileMap; enable: bool) {.gcsafe, locks: 0.}
proc getCenterY*(self: TileMap): bool {.gcsafe, locks: 0.}
proc setCollisionLayerBit*(self: TileMap; bit: int64; value: bool) {.gcsafe, locks: 0.}
proc getCollisionLayerBit*(self: TileMap; bit: int64): bool {.gcsafe, locks: 0.}
proc setCollisionMaskBit*(self: TileMap; bit: int64; value: bool) {.gcsafe, locks: 0.}
proc getCollisionMaskBit*(self: TileMap; bit: int64): bool {.gcsafe, locks: 0.}
proc setCell*(self: TileMap; x: int64; y: int64; tile: int64; flipX: bool = false; flipY: bool = false; transpose: bool = false) {.gcsafe, locks: 0.}
proc setCellv*(self: TileMap; pos: Vector2; tile: int64; flipX: bool = false; flipY: bool = false; transpose: bool = false) {.gcsafe, locks: 0.}
proc getCell*(self: TileMap; x: int64; y: int64): int64 {.gcsafe, locks: 0.}
proc getCellv*(self: TileMap; pos: Vector2): int64 {.gcsafe, locks: 0.}
proc isCellXFlipped*(self: TileMap; x: int64; y: int64): bool {.gcsafe, locks: 0.}
proc isCellYFlipped*(self: TileMap; x: int64; y: int64): bool {.gcsafe, locks: 0.}
proc isCellTransposed*(self: TileMap; x: int64; y: int64): bool {.gcsafe, locks: 0.}
proc clear*(self: TileMap) {.gcsafe, locks: 0.}
proc getUsedCells*(self: TileMap): Array {.gcsafe, locks: 0.}
proc getUsedRect*(self: TileMap): Rect2 {.gcsafe, locks: 0.}
proc mapToWorld*(self: TileMap; mappos: Vector2; ignoreHalfOfs: bool = false): Vector2 {.gcsafe, locks: 0.}
proc worldToMap*(self: TileMap; worldpos: Vector2): Vector2 {.gcsafe, locks: 0.}
method setOldCellSize*(self: TileMap; size: int64) {.gcsafe, locks: 0, base.}
method getOldCellSize*(self: TileMap): int64 {.gcsafe, locks: 0, base.}
method clearQuadrants*(self: TileMap) {.gcsafe, locks: 0, base.}
method recreateQuadrants*(self: TileMap) {.gcsafe, locks: 0, base.}
method updateDirtyQuadrants*(self: TileMap) {.gcsafe, locks: 0, base.}
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; @@ -1441,12 +1533,20 @@ function main() { locks: 0.}
proc tileGetNavigationPolygon*(self: TileSet; id: int64): NavigationPolygon {.gcsafe, locks: 0.}
proc tileSetNavigationPolygonOffset*(self: TileSet; id: int64; @@ -1454,60 +1554,104 @@ function main() { 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.}
TIMER_PROCESS_FIXED* = 0'i64
TIMER_PROCESS_IDLE* = 1'i64
proc processMode*(self: Timer): int64 {.gcsafe, locks: 0.}
proc `processMode =`*(self: Timer; val: int64) {.gcsafe, locks: 0.}
proc waitTime*(self: Timer): float64 {.gcsafe, locks: 0.}
proc `waitTime =`*(self: Timer; val: float64) {.gcsafe, locks: 0.}
proc oneShot*(self: Timer): bool {.gcsafe, locks: 0.}
proc `oneShot =`*(self: Timer; val: bool) {.gcsafe, locks: 0.}
proc autostart*(self: Timer): bool {.gcsafe, locks: 0.}
proc `autostart =`*(self: Timer; val: bool) {.gcsafe, locks: 0.}
proc start*(self: Timer) {.gcsafe, locks: 0.}
proc stop*(self: Timer) {.gcsafe, locks: 0.}
proc setPaused*(self: Timer; paused: bool) {.gcsafe, locks: 0.}
proc isPaused*(self: Timer): bool {.gcsafe, locks: 0.}
proc isStopped*(self: Timer): bool {.gcsafe, locks: 0.}
proc getTimeLeft*(self: Timer): float64 {.gcsafe, locks: 0.}
proc normal*(self: TouchScreenButton): Texture {.gcsafe, locks: 0.}
proc `normal =`*(self: TouchScreenButton; val: Texture) {.gcsafe, locks: 0.}
proc pressed*(self: TouchScreenButton): Texture {.gcsafe, locks: 0.}
proc `pressed =`*(self: TouchScreenButton; val: Texture) {.gcsafe, locks: 0.}
proc bitmask*(self: TouchScreenButton): BitMap {.gcsafe, locks: 0.}
proc `bitmask =`*(self: TouchScreenButton; val: BitMap) {.gcsafe, locks: 0.}
proc shape*(self: TouchScreenButton): Shape2D {.gcsafe, locks: 0.}
proc `shape =`*(self: TouchScreenButton; val: Shape2D) {.gcsafe, locks: 0.}
proc shapeCentered*(self: TouchScreenButton): bool {.gcsafe, locks: 0.}
proc `shapeCentered =`*(self: TouchScreenButton; val: bool) {.gcsafe, locks: 0.}
proc shapeVisible*(self: TouchScreenButton): bool {.gcsafe, locks: 0.}
proc `shapeVisible =`*(self: TouchScreenButton; val: bool) {.gcsafe, locks: 0.}
proc passbyPress*(self: TouchScreenButton): bool {.gcsafe, locks: 0.}
proc `passbyPress =`*(self: TouchScreenButton; val: bool) {.gcsafe, locks: 0.}
proc action*(self: TouchScreenButton): string {.gcsafe, locks: 0.}
proc `action =`*(self: TouchScreenButton; val: string) {.gcsafe, locks: 0.}
proc visibilityMode*(self: TouchScreenButton): int64 {.gcsafe, locks: 0.}
proc `visibilityMode =`*(self: TouchScreenButton; val: int64) {.gcsafe, locks: 0.}
proc isPressed*(self: TouchScreenButton): bool {.gcsafe, locks: 0.}
method input*(self: TouchScreenButton; event: InputEvent) {.gcsafe, locks: 0.}
proc messages*(self: Translation): PoolStringArray {.gcsafe, locks: 0.}
proc `messages =`*(self: Translation; val: PoolStringArray) {.gcsafe, locks: 0.}
proc locale*(self: Translation): string {.gcsafe, locks: 0.}
proc `locale =`*(self: Translation; val: string) {.gcsafe, locks: 0.}
proc addMessage*(self: Translation; srcMessage: string; xlatedMessage: string) {.gcsafe, locks: 0.}
proc getMessage*(self: Translation; srcMessage: string): string {.gcsafe, locks: 0.}
proc eraseMessage*(self: Translation; srcMessage: string) {.gcsafe, locks: 0.}
proc getMessageList*(self: Translation): PoolStringArray {.gcsafe, locks: 0.}
proc getMessageCount*(self: Translation): int64 {.gcsafe, locks: 0.}
proc setLocale*(locale: string) {.gcsafe, locks: 0.}
proc getLocale*(): string {.gcsafe, locks: 0.}
proc translate*(message: string): string {.gcsafe, locks: 0.}
proc addTranslation*(translation: Translation) {.gcsafe, locks: 0.}
proc removeTranslation*(translation: Translation) {.gcsafe, locks: 0.}
proc clear*() {.gcsafe, locks: 0.}
SELECT_SINGLE* = 0'i64
SELECT_ROW* = 1'i64
SELECT_MULTI* = 2'i64
DROP_MODE_DISABLED* = 0'i64
DROP_MODE_ON_ITEM* = 1'i64
DROP_MODE_INBETWEEN* = 2'i64
proc clear*(self: Tree) {.gcsafe, locks: 0.}
proc createItem*(self: Tree; parent: TreeItem = nil): TreeItem {.gcsafe, locks: 0.}
proc getRoot*(self: Tree): TreeItem {.gcsafe, locks: 0.}
proc setColumnMinWidth*(self: Tree; column: int64; minWidth: int64) {.gcsafe, locks: 0.}
proc setColumnExpand*(self: Tree; column: int64; expand: bool) {.gcsafe, locks: 0.}
proc getColumnWidth*(self: Tree; column: int64): int64 {.gcsafe, locks: 0.}
proc setHideRoot*(self: Tree; enable: bool) {.gcsafe, locks: 0.}
proc getNextSelected*(self: Tree; fromm: TreeItem): TreeItem {.gcsafe, locks: 0.}
proc getSelected*(self: Tree): TreeItem {.gcsafe, locks: 0.}
proc getSelectedColumn*(self: Tree): int64 {.gcsafe, locks: 0.}
proc getPressedButton*(self: Tree): int64 {.gcsafe, locks: 0.}
proc setSelectMode*(self: Tree; mode: int64) {.gcsafe, locks: 0.}
proc setColumns*(self: Tree; amount: int64) {.gcsafe, locks: 0.}
proc getColumns*(self: Tree): int64 {.gcsafe, locks: 0.}
proc getEdited*(self: Tree): TreeItem {.gcsafe, locks: 0.}
proc getEditedColumn*(self: Tree): int64 {.gcsafe, locks: 0.}
proc getCustomPopupRect*(self: Tree): Rect2 {.gcsafe, locks: 0.}
proc getItemAreaRect*(self: Tree; item: TreeItem; column: int64 = - 1'i64): Rect2 {.gcsafe, locks: 0.}
proc getItemAtPos*(self: Tree; pos: Vector2): TreeItem {.gcsafe, locks: 0.}
proc getColumnAtPos*(self: Tree; pos: Vector2): int64 {.gcsafe, locks: 0.}
proc ensureCursorIsVisible*(self: Tree) {.gcsafe, locks: 0.}
proc setColumnTitlesVisible*(self: Tree; visible: bool) {.gcsafe, locks: 0.}
proc areColumnTitlesVisible*(self: Tree): bool {.gcsafe, locks: 0.}
proc setColumnTitle*(self: Tree; column: int64; title: string) {.gcsafe, locks: 0.}
proc getColumnTitle*(self: Tree; column: int64): string {.gcsafe, locks: 0.}
proc getScroll*(self: Tree): Vector2 {.gcsafe, locks: 0.}
proc setHideFolding*(self: Tree; hide: bool) {.gcsafe, locks: 0.}
proc isFoldingHidden*(self: Tree): bool {.gcsafe, locks: 0.}
proc setDropModeFlags*(self: Tree; flags: int64) {.gcsafe, locks: 0.}
proc getDropModeFlags*(self: Tree): int64 {.gcsafe, locks: 0.}
proc setAllowRmbSelect*(self: Tree; allow: bool) {.gcsafe, locks: 0.}
proc getAllowRmbSelect*(self: Tree): bool {.gcsafe, locks: 0.}
proc setSingleSelectCellEditingOnlyWhenAlreadySelected*(self: Tree; enable: bool) {.gcsafe, locks: 0.}
proc getSingleSelectCellEditingOnlyWhenAlreadySelected*(self: Tree): bool {.gcsafe, locks: 0.}
method rangeClickTimeout*(self: Tree) {.gcsafe, locks: 0, base.}
method guiInput*(self: Tree; event: InputEvent) {.gcsafe, locks: 0.}
method popupSelect*(self: Tree; arg0: int64) {.gcsafe, locks: 0, base.}
method textEditorEnter*(self: Tree; arg0: string) {.gcsafe, locks: 0, base.}
method textEditorModalClose*(self: Tree) {.gcsafe, locks: 0, base.}
method valueEditorChanged*(self: Tree; arg0: float64) {.gcsafe, locks: 0, base.}
method scrollMoved*(self: Tree; arg0: float64) {.gcsafe, locks: 0, base.}
CELL_MODE_STRING* = 0'i64
CELL_MODE_CHECK* = 1'i64
CELL_MODE_RANGE* = 2'i64
CELL_MODE_RANGE_EXPRESSION* = 3'i64
CELL_MODE_ICON* = 4'i64
CELL_MODE_CUSTOM* = 5'i64
proc setCellMode*(self: TreeItem; column: int64; mode: int64) {.gcsafe, locks: 0.}
proc getCellMode*(self: TreeItem; column: int64): int64 {.gcsafe, locks: 0.}
proc setChecked*(self: TreeItem; column: int64; checked: bool) {.gcsafe, locks: 0.}
proc isChecked*(self: TreeItem; column: int64): bool {.gcsafe, locks: 0.}
proc setText*(self: TreeItem; column: int64; text: string) {.gcsafe, locks: 0.}
proc getText*(self: TreeItem; column: int64): string {.gcsafe, locks: 0.}
proc setIcon*(self: TreeItem; column: int64; texture: Texture) {.gcsafe, locks: 0.}
proc getIcon*(self: TreeItem; column: int64): Texture {.gcsafe, locks: 0.}
proc setIconRegion*(self: TreeItem; column: int64; region: Rect2) {.gcsafe, locks: 0.}
proc getIconRegion*(self: TreeItem; column: int64): Rect2 {.gcsafe, locks: 0.}
proc setIconMaxWidth*(self: TreeItem; column: int64; width: int64) {.gcsafe, locks: 0.}
proc getIconMaxWidth*(self: TreeItem; column: int64): int64 {.gcsafe, locks: 0.}
proc setRange*(self: TreeItem; column: int64; value: float64) {.gcsafe, locks: 0.}
proc getRange*(self: TreeItem; column: int64): float64 {.gcsafe, locks: 0.}
proc setRangeConfig*(self: TreeItem; column: int64; min: float64; max: float64; step: float64; expr: bool = false) {.gcsafe, locks: 0.}
proc getRangeConfig*(self: TreeItem; column: int64): Dictionary {.gcsafe, locks: 0.}
proc setMetadata*(self: TreeItem; column: int64; meta: Variant) {.gcsafe, locks: 0.}
proc getMetadata*(self: TreeItem; column: int64) {.gcsafe, locks: 0.}
proc setCustomDraw*(self: TreeItem; column: int64; objectt: Object; callback: string) {.gcsafe, locks: 0.}
proc setCollapsed*(self: TreeItem; enable: bool) {.gcsafe, locks: 0.}
proc isCollapsed*(self: TreeItem): bool {.gcsafe, locks: 0.}
proc getNext*(self: TreeItem): TreeItem {.gcsafe, locks: 0.}
proc getPrev*(self: TreeItem): TreeItem {.gcsafe, locks: 0.}
proc getParent*(self: TreeItem): TreeItem {.gcsafe, locks: 0.}
proc getChildren*(self: TreeItem): TreeItem {.gcsafe, locks: 0.}
proc getNextVisible*(self: TreeItem): TreeItem {.gcsafe, locks: 0.}
proc getPrevVisible*(self: TreeItem): TreeItem {.gcsafe, locks: 0.}
proc removeChild*(self: TreeItem; child: Object) {.gcsafe, locks: 0.}
proc setSelectable*(self: TreeItem; column: int64; selectable: bool) {.gcsafe, locks: 0.}
proc isSelectable*(self: TreeItem; column: int64): bool {.gcsafe, locks: 0.}
proc isSelected*(self: TreeItem; column: int64): bool {.gcsafe, locks: 0.}
proc select*(self: TreeItem; column: int64) {.gcsafe, locks: 0.}
proc deselect*(self: TreeItem; column: int64) {.gcsafe, locks: 0.}
proc setEditable*(self: TreeItem; column: int64; enabled: bool) {.gcsafe, locks: 0.}
proc isEditable*(self: TreeItem; column: int64): bool {.gcsafe, locks: 0.}
proc setCustomColor*(self: TreeItem; column: int64; color: Color) {.gcsafe, locks: 0.}
proc clearCustomColor*(self: TreeItem; column: int64) {.gcsafe, locks: 0.}
proc setCustomBgColor*(self: TreeItem; column: int64; color: Color; justOutline: bool = false) {.gcsafe, locks: 0.}
proc clearCustomBgColor*(self: TreeItem; column: int64) {.gcsafe, locks: 0.}
proc getCustomBgColor*(self: TreeItem; column: int64): Color {.gcsafe, locks: 0.}
proc setCustomAsButton*(self: TreeItem; column: int64; enable: bool) {.gcsafe, locks: 0.}
proc isCustomSetAsButton*(self: TreeItem; column: int64): bool {.gcsafe, locks: 0.}
proc addButton*(self: TreeItem; column: int64; button: Texture; @@ -1627,84 +1819,148 @@ function main() { gcsafe, locks: 0.}
proc getButtonCount*(self: TreeItem; column: int64): int64 {.gcsafe, locks: 0.}
proc getButton*(self: TreeItem; column: int64; buttonIdx: int64): Texture {.gcsafe, locks: 0.}
proc setButton*(self: TreeItem; column: int64; buttonIdx: int64; button: Texture) {.gcsafe, locks: 0.}
proc eraseButton*(self: TreeItem; column: int64; buttonIdx: int64) {.gcsafe, locks: 0.}
proc isButtonDisabled*(self: TreeItem; column: int64; buttonIdx: int64): bool {.gcsafe, locks: 0.}
proc setExpandRight*(self: TreeItem; column: int64; enable: bool) {.gcsafe, locks: 0.}
proc getExpandRight*(self: TreeItem; column: int64): bool {.gcsafe, locks: 0.}
proc setTooltip*(self: TreeItem; column: int64; tooltip: string) {.gcsafe, locks: 0.}
proc getTooltip*(self: TreeItem; column: int64): string {.gcsafe, locks: 0.}
proc setTextAlign*(self: TreeItem; column: int64; textAlign: int64) {.gcsafe, locks: 0.}
proc getTextAlign*(self: TreeItem; column: int64): int64 {.gcsafe, locks: 0.}
proc moveToTop*(self: TreeItem) {.gcsafe, locks: 0.}
proc moveToBottom*(self: TreeItem) {.gcsafe, locks: 0.}
proc setDisableFolding*(self: TreeItem; disable: bool) {.gcsafe, locks: 0.}
proc isFoldingDisabled*(self: TreeItem): bool {.gcsafe, locks: 0.}
TWEEN_PROCESS_FIXED* = 0'i64
TWEEN_PROCESS_IDLE* = 1'i64
TRANS_LINEAR* = 0'i64
TRANS_SINE* = 1'i64
TRANS_QUINT* = 2'i64
TRANS_QUART* = 3'i64
TRANS_QUAD* = 4'i64
TRANS_EXPO* = 5'i64
TRANS_ELASTIC* = 6'i64
TRANS_CUBIC* = 7'i64
TRANS_CIRC* = 8'i64
TRANS_BOUNCE* = 9'i64
TRANS_BACK* = 10'i64
EASE_IN* = 0'i64
EASE_OUT* = 1'i64
EASE_IN_OUT* = 2'i64
EASE_OUT_IN* = 3'i64
proc playbackProcessMode*(self: Tween): int64 {.gcsafe, locks: 0.}
proc `playbackProcessMode =`*(self: Tween; val: int64) {.gcsafe, locks: 0.}
proc isActive*(self: Tween): bool {.gcsafe, locks: 0.}
proc setActive*(self: Tween; active: bool) {.gcsafe, locks: 0.}
proc isRepeat*(self: Tween): bool {.gcsafe, locks: 0.}
proc setRepeat*(self: Tween; repeat: bool) {.gcsafe, locks: 0.}
proc setSpeedScale*(self: Tween; speed: float64) {.gcsafe, locks: 0.}
proc getSpeedScale*(self: Tween): float64 {.gcsafe, locks: 0.}
proc start*(self: Tween): bool {.gcsafe, locks: 0.}
proc reset*(self: Tween; objectt: Object; key: string = ""): bool {.gcsafe, locks: 0.}
proc resetAll*(self: Tween): bool {.gcsafe, locks: 0.}
proc stop*(self: Tween; objectt: Object; key: string = ""): bool {.gcsafe, locks: 0.}
proc stopAll*(self: Tween): bool {.gcsafe, locks: 0.}
proc resume*(self: Tween; objectt: Object; key: string = ""): bool {.gcsafe, locks: 0.}
proc resumeAll*(self: Tween): bool {.gcsafe, locks: 0.}
proc removeImpl*(self: Tween; objectt: Object; key: string = ""): bool {.gcsafe, locks: 0.}
proc removeAll*(self: Tween): bool {.gcsafe, locks: 0.}
proc seek*(self: Tween; time: float64): bool {.gcsafe, locks: 0.}
proc tell*(self: Tween): float64 {.gcsafe, locks: 0.}
proc getRuntime*(self: Tween): float64 {.gcsafe, locks: 0.}
proc interpolateProperty*(self: Tween; objectt: Object; property: string; @@ -1557,6 +1705,10 @@ function main() { gcsafe, locks: 0.}
proc interpolateMethod*(self: Tween; objectt: Object; methodd: string; @@ -1565,6 +1717,10 @@ function main() { gcsafe, locks: 0.}
proc interpolateCallback*(self: Tween; objectt: Object; duration: float64; @@ -1574,6 +1730,10 @@ function main() { gcsafe, locks: 0.}
proc interpolateDeferredCallback*(self: Tween; objectt: Object; duration: float64; @@ -1585,6 +1745,10 @@ function main() { locks: 0.}
proc followProperty*(self: Tween; objectt: Object; property: string; @@ -1593,6 +1757,10 @@ function main() { delay: float64 = 0.0): bool {.gcsafe, locks: 0.}
proc followMethod*(self: Tween; objectt: Object; methodd: string; initialVal: Variant; @@ -1601,6 +1769,10 @@ function main() { gcsafe, locks: 0.}
proc targetingProperty*(self: Tween; objectt: Object; property: string; @@ -1609,6 +1781,10 @@ function main() { delay: float64 = 0.0): bool {.gcsafe, locks: 0.}
proc targetingMethod*(self: Tween; objectt: Object; methodd: string; initial: Object; @@ -1617,6 +1793,10 @@ function main() { gcsafe, locks: 0.}
MERGE_DISABLE* = 0'i64
MERGE_ENDS* = 1'i64
MERGE_ALL* = 2'i64
proc commitAction*(self: UndoRedo) {.gcsafe, locks: 0.}
proc addDoMethod*(self: UndoRedo; objectt: Object; methodd: string; variantArgs: varargs[Variant]) {.gcsafe, locks: 0.}
proc addUndoMethod*(self: UndoRedo; objectt: Object; methodd: string; variantArgs: varargs[Variant]) {.gcsafe, locks: 0.}
proc addDoProperty*(self: UndoRedo; objectt: Object; property: string; value: Variant) {.gcsafe, locks: 0.}
proc addUndoProperty*(self: UndoRedo; objectt: Object; property: string; value: Variant) {.gcsafe, locks: 0.}
proc addDoReference*(self: UndoRedo; objectt: Object) {.gcsafe, locks: 0.}
proc addUndoReference*(self: UndoRedo; objectt: Object) {.gcsafe, locks: 0.}
proc clearHistory*(self: UndoRedo) {.gcsafe, locks: 0.}
proc getCurrentActionName*(self: UndoRedo): string {.gcsafe, locks: 0.}
proc getVersion*(self: UndoRedo): int64 {.gcsafe, locks: 0.}
proc engineForce*(self: VehicleBody): float64 {.gcsafe, locks: 0.}
proc `engineForce =`*(self: VehicleBody; val: float64) {.gcsafe, locks: 0.}
proc brake*(self: VehicleBody): float64 {.gcsafe, locks: 0.}
proc `brake =`*(self: VehicleBody; val: float64) {.gcsafe, locks: 0.}
proc steering*(self: VehicleBody): float64 {.gcsafe, locks: 0.}
proc `steering =`*(self: VehicleBody; val: float64) {.gcsafe, locks: 0.}
proc mass*(self: VehicleBody): float64 {.gcsafe, locks: 0.}
proc `mass =`*(self: VehicleBody; val: float64) {.gcsafe, locks: 0.}
proc friction*(self: VehicleBody): float64 {.gcsafe, locks: 0.}
proc `friction =`*(self: VehicleBody; val: float64) {.gcsafe, locks: 0.}
proc getLinearVelocity*(self: VehicleBody): Vector3 {.gcsafe, locks: 0.}
method directStateChanged*(self: VehicleBody; arg0: Object) {.gcsafe, locks: 0, base.}
proc useAsTraction*(self: VehicleWheel): bool {.gcsafe, locks: 0.}
proc `useAsTraction =`*(self: VehicleWheel; val: bool) {.gcsafe, locks: 0.}
proc useAsSteering*(self: VehicleWheel): bool {.gcsafe, locks: 0.}
proc `useAsSteering =`*(self: VehicleWheel; val: bool) {.gcsafe, locks: 0.}
proc wheelRollInfluence*(self: VehicleWheel): float64 {.gcsafe, locks: 0.}
proc `wheelRollInfluence =`*(self: VehicleWheel; val: float64) {.gcsafe, locks: 0.}
proc wheelRadius*(self: VehicleWheel): float64 {.gcsafe, locks: 0.}
proc `wheelRadius =`*(self: VehicleWheel; val: float64) {.gcsafe, locks: 0.}
proc wheelRestLength*(self: VehicleWheel): float64 {.gcsafe, locks: 0.}
proc `wheelRestLength =`*(self: VehicleWheel; val: float64) {.gcsafe, locks: 0.}
proc wheelFrictionSlip*(self: VehicleWheel): float64 {.gcsafe, locks: 0.}
proc `wheelFrictionSlip =`*(self: VehicleWheel; val: float64) {.gcsafe, locks: 0.}
proc suspensionTravel*(self: VehicleWheel): float64 {.gcsafe, locks: 0.}
proc `suspensionTravel =`*(self: VehicleWheel; val: float64) {.gcsafe, locks: 0.}
proc suspensionStiffness*(self: VehicleWheel): float64 {.gcsafe, locks: 0.}
proc `suspensionStiffness =`*(self: VehicleWheel; val: float64) {.gcsafe, locks: 0.}
proc suspensionMaxForce*(self: VehicleWheel): float64 {.gcsafe, locks: 0.}
proc `suspensionMaxForce =`*(self: VehicleWheel; val: float64) {.gcsafe, locks: 0.}
proc dampingCompression*(self: VehicleWheel): float64 {.gcsafe, locks: 0.}
proc `dampingCompression =`*(self: VehicleWheel; val: float64) {.gcsafe, locks: 0.}
proc dampingRelaxation*(self: VehicleWheel): float64 {.gcsafe, locks: 0.}
proc `dampingRelaxation =`*(self: VehicleWheel; val: float64) {.gcsafe, locks: 0.}
proc isInContact*(self: VehicleWheel): bool {.gcsafe, locks: 0.}
proc audioTrack*(self: VideoPlayer): int64 {.gcsafe, locks: 0.}
proc `audioTrack =`*(self: VideoPlayer; val: int64) {.gcsafe, locks: 0.}
proc stream*(self: VideoPlayer): VideoStream {.gcsafe, locks: 0.}
proc `stream =`*(self: VideoPlayer; val: VideoStream) {.gcsafe, locks: 0.}
proc volumeDb*(self: VideoPlayer): float64 {.gcsafe, locks: 0.}
proc `volumeDb =`*(self: VideoPlayer; val: float64) {.gcsafe, locks: 0.}
proc autoplay*(self: VideoPlayer): bool {.gcsafe, locks: 0.}
proc `autoplay =`*(self: VideoPlayer; val: bool) {.gcsafe, locks: 0.}
proc paused*(self: VideoPlayer): bool {.gcsafe, locks: 0.}
proc `paused =`*(self: VideoPlayer; val: bool) {.gcsafe, locks: 0.}
proc expand*(self: VideoPlayer): bool {.gcsafe, locks: 0.}
proc `expand =`*(self: VideoPlayer; val: bool) {.gcsafe, locks: 0.}
proc play*(self: VideoPlayer) {.gcsafe, locks: 0.}
proc stop*(self: VideoPlayer) {.gcsafe, locks: 0.}
proc isPlaying*(self: VideoPlayer): bool {.gcsafe, locks: 0.}
proc setVolume*(self: VideoPlayer; volume: float64) {.gcsafe, locks: 0.}
proc getVolume*(self: VideoPlayer): float64 {.gcsafe, locks: 0.}
proc getStreamName*(self: VideoPlayer): string {.gcsafe, locks: 0.}
proc getStreamPos*(self: VideoPlayer): float64 {.gcsafe, locks: 0.}
proc setBufferingMsec*(self: VideoPlayer; msec: int64) {.gcsafe, locks: 0.}
proc getBufferingMsec*(self: VideoPlayer): int64 {.gcsafe, locks: 0.}
proc getVideoTexture*(self: VideoPlayer): Texture {.gcsafe, locks: 0.}
UPDATE_DISABLED* = 0'i64
UPDATE_ONCE* = 1'i64
UPDATE_WHEN_VISIBLE* = 2'i64
UPDATE_ALWAYS* = 3'i64
SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED* = 0'i64
SHADOW_ATLAS_QUADRANT_SUBDIV_1* = 1'i64
SHADOW_ATLAS_QUADRANT_SUBDIV_4* = 2'i64
SHADOW_ATLAS_QUADRANT_SUBDIV_16* = 3'i64
SHADOW_ATLAS_QUADRANT_SUBDIV_64* = 4'i64
SHADOW_ATLAS_QUADRANT_SUBDIV_256* = 5'i64
SHADOW_ATLAS_QUADRANT_SUBDIV_1024* = 6'i64
SHADOW_ATLAS_QUADRANT_SUBDIV_MAX* = 7'i64
RENDER_INFO_OBJECTS_IN_FRAME* = 0'i64
RENDER_INFO_VERTICES_IN_FRAME* = 1'i64
RENDER_INFO_MATERIAL_CHANGES_IN_FRAME* = 2'i64
RENDER_INFO_SHADER_CHANGES_IN_FRAME* = 3'i64
RENDER_INFO_SURFACE_CHANGES_IN_FRAME* = 4'i64
RENDER_INFO_DRAW_CALLS_IN_FRAME* = 5'i64
RENDER_INFO_MAX* = 6'i64
DEBUG_DRAW_DISABLED* = 0'i64
DEBUG_DRAW_UNSHADED* = 1'i64
DEBUG_DRAW_OVERDRAW* = 2'i64
DEBUG_DRAW_WIREFRAME* = 3'i64
MSAA_DISABLED* = 0'i64
MSAA_2X* = 1'i64
MSAA_4X* = 2'i64
MSAA_8X* = 3'i64
MSAA_16X* = 4'i64
proc arvr*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `arvr =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc size*(self: Viewport): Rect2 {.gcsafe, locks: 0.}
proc `size =`*(self: Viewport; val: Rect2) {.gcsafe, locks: 0.}
proc ownWorld*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `ownWorld =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc `ownWorld =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc world*(self: Viewport): World {.gcsafe, locks: 0.}
proc `world =`*(self: Viewport; val: World) {.gcsafe, locks: 0.}
proc transparentBg*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `transparentBg =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc `transparentBg =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc msaa*(self: Viewport): int64 {.gcsafe, locks: 0.}
proc `msaa =`*(self: Viewport; val: int64) {.gcsafe, locks: 0.}
proc hdr*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `hdr =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc `hdr =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc disable3d*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `disable3d =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc `disable3d =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc usage*(self: Viewport): int64 {.gcsafe, locks: 0.}
proc `usage =`*(self: Viewport; val: int64) {.gcsafe, locks: 0.}
proc debugDraw*(self: Viewport): int64 {.gcsafe, locks: 0.}
proc `debugDraw =`*(self: Viewport; val: int64) {.gcsafe, locks: 0.}
proc renderTargetVFlip*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `renderTargetVFlip =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc `renderTargetVFlip =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc renderTargetClearOnNewFrame*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `renderTargetClearOnNewFrame =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc `renderTargetClearOnNewFrame =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc renderTargetUpdateMode*(self: Viewport): int64 {.gcsafe, locks: 0.}
proc `renderTargetUpdateMode =`*(self: Viewport; val: int64) {.gcsafe, locks: 0.}
proc audioListenerEnable2d*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `audioListenerEnable2d =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc `audioListenerEnable2d =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc audioListenerEnable3d*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `audioListenerEnable3d =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc `audioListenerEnable3d =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc physicsObjectPicking*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `physicsObjectPicking =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc `physicsObjectPicking =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc guiDisableInput*(self: Viewport): bool {.gcsafe, locks: 0.}
proc `guiDisableInput =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc `guiDisableInput =`*(self: Viewport; val: bool) {.gcsafe, locks: 0.}
proc shadowAtlasSize*(self: Viewport): int64 {.gcsafe, locks: 0.}
proc `shadowAtlasSize =`*(self: Viewport; val: int64) {.gcsafe, locks: 0.}
proc shadowAtlasQuad0*(self: Viewport): int64 {.gcsafe, locks: 0.}
proc `shadowAtlasQuad0 =`*(self: Viewport; val: int64) {.gcsafe, locks: 0.}
proc shadowAtlasQuad1*(self: Viewport): int64 {.gcsafe, locks: 0.}
proc `shadowAtlasQuad1 =`*(self: Viewport; val: int64) {.gcsafe, locks: 0.}
proc shadowAtlasQuad2*(self: Viewport): int64 {.gcsafe, locks: 0.}
proc `shadowAtlasQuad2 =`*(self: Viewport; val: int64) {.gcsafe, locks: 0.}
proc shadowAtlasQuad3*(self: Viewport): int64 {.gcsafe, locks: 0.}
proc `shadowAtlasQuad3 =`*(self: Viewport; val: int64) {.gcsafe, locks: 0.}
proc setWorld2d*(self: Viewport; world2d: World2D) {.gcsafe, locks: 0.}
proc getWorld2d*(self: Viewport): World2D {.gcsafe, locks: 0.}
proc findWorld2d*(self: Viewport): World2D {.gcsafe, locks: 0.}
proc findWorld*(self: Viewport): World {.gcsafe, locks: 0.}
proc setCanvasTransform*(self: Viewport; xform: Transform2D) {.gcsafe, locks: 0.}
proc getCanvasTransform*(self: Viewport): Transform2D {.gcsafe, locks: 0.}
proc setGlobalCanvasTransform*(self: Viewport; xform: Transform2D) {.gcsafe, locks: 0.}
proc getGlobalCanvasTransform*(self: Viewport): Transform2D {.gcsafe, locks: 0.}
proc getFinalTransform*(self: Viewport): Transform2D {.gcsafe, locks: 0.}
proc getVisibleRect*(self: Viewport): Rect2 {.gcsafe, locks: 0.}
proc setSizeOverride*(self: Viewport; enable: bool; @@ -1870,91 +2212,163 @@ function main() { margin: Vector2 = vec2(0.0, 0.0)) {.gcsafe, locks: 0.}
proc getSizeOverride*(self: Viewport): Vector2 {.gcsafe, locks: 0.}
proc isSizeOverrideEnabled*(self: Viewport): bool {.gcsafe, locks: 0.}
proc setSizeOverrideStretch*(self: Viewport; enabled: bool) {.gcsafe, locks: 0.}
proc isSizeOverrideStretchEnabled*(self: Viewport): bool {.gcsafe, locks: 0.}
proc clear*(self: Viewport) {.gcsafe, locks: 0.}
proc getRenderInfo*(self: Viewport; info: int64): int64 {.gcsafe, locks: 0.}
proc getTexture*(self: Viewport): ViewportTexture {.gcsafe, locks: 0.}
proc getViewportRid*(self: Viewport): RID {.gcsafe, locks: 0.}
proc input*(self: Viewport; localEvent: InputEvent) {.gcsafe, locks: 0.}
proc unhandledInput*(self: Viewport; localEvent: InputEvent) {.gcsafe, locks: 0.}
proc updateWorlds*(self: Viewport) {.gcsafe, locks: 0.}
proc getCamera*(self: Viewport): Camera {.gcsafe, locks: 0.}
proc setAttachToScreenRect*(self: Viewport; rect: Rect2) {.gcsafe, locks: 0.}
proc getMousePosition*(self: Viewport): Vector2 {.gcsafe, locks: 0.}
proc warpMouse*(self: Viewport; toPos: Vector2) {.gcsafe, locks: 0.}
proc guiHasModalStack*(self: Viewport): bool {.gcsafe, locks: 0.}
proc guiGetDragData*(self: Viewport): Variant {.gcsafe, locks: 0.}
method parentVisibilityChanged*(self: Viewport) {.gcsafe, locks: 0, base.}
method parentResized*(self: Viewport) {.gcsafe, locks: 0, base.}
method vpInput*(self: Viewport; arg0: Object) {.gcsafe, locks: 0, base.}
method vpInputText*(self: Viewport; text: string) {.gcsafe, locks: 0, base.}
method vpUnhandledInput*(self: Viewport; arg0: Object) {.gcsafe, locks: 0, base.}
method guiShowTooltip*(self: Viewport) {.gcsafe, locks: 0, base.}
method guiRemoveFocus*(self: Viewport) {.gcsafe, locks: 0, base.}
proc stretch*(self: ViewportContainer): bool {.gcsafe, locks: 0.}
proc `stretch =`*(self: ViewportContainer; val: bool) {.gcsafe, locks: 0.}
proc viewportPath*(self: ViewportTexture): NodePath {.gcsafe, locks: 0.}
proc `viewportPath =`*(self: ViewportTexture; val: NodePath) {.gcsafe, locks: 0.}
ENABLER_FREEZE_BODIES* = 1'i64
ENABLER_PAUSE_ANIMATIONS* = 0'i64
ENABLER_MAX* = 2'i64
proc pauseAnimations*(self: VisibilityEnabler): bool {.gcsafe, locks: 0.}
proc `pauseAnimations =`*(self: VisibilityEnabler; val: bool) {.gcsafe, locks: 0.}
proc freezeBodies*(self: VisibilityEnabler): bool {.gcsafe, locks: 0.}
proc `freezeBodies =`*(self: VisibilityEnabler; val: bool) {.gcsafe, locks: 0.}
method nodeRemoved*(self: VisibilityEnabler; arg0: Object) {.gcsafe, locks: 0, base.}
ENABLER_FREEZE_BODIES* = 1'i64
ENABLER_PAUSE_ANIMATIONS* = 0'i64
ENABLER_PAUSE_PARTICLES* = 2'i64
ENABLER_PAUSE_ANIMATED_SPRITES* = 5'i64
ENABLER_PARENT_PROCESS* = 3'i64
ENABLER_PARENT_FIXED_PROCESS* = 4'i64
ENABLER_MAX* = 6'i64
proc pauseAnimations*(self: VisibilityEnabler2D): bool {.gcsafe, locks: 0.}
proc `pauseAnimations =`*(self: VisibilityEnabler2D; val: bool) {.gcsafe, locks: 0.}
proc freezeBodies*(self: VisibilityEnabler2D): bool {.gcsafe, locks: 0.}
proc `freezeBodies =`*(self: VisibilityEnabler2D; val: bool) {.gcsafe, locks: 0.}
proc pauseParticles*(self: VisibilityEnabler2D): bool {.gcsafe, locks: 0.}
proc `pauseParticles =`*(self: VisibilityEnabler2D; val: bool) {.gcsafe, locks: 0.}
proc pauseAnimatedSprites*(self: VisibilityEnabler2D): bool {.gcsafe, locks: 0.}
proc `pauseAnimatedSprites =`*(self: VisibilityEnabler2D; val: bool) {.gcsafe, locks: 0.}
proc processParent*(self: VisibilityEnabler2D): bool {.gcsafe, locks: 0.}
proc `processParent =`*(self: VisibilityEnabler2D; val: bool) {.gcsafe, locks: 0.}
proc fixedProcessParent*(self: VisibilityEnabler2D): bool {.gcsafe, locks: 0.}
proc `fixedProcessParent =`*(self: VisibilityEnabler2D; val: bool) {.gcsafe, locks: 0.}
method nodeRemoved*(self: VisibilityEnabler2D; arg0: Object) {.gcsafe, locks: 0, base.}
proc aabb*(self: VisibilityNotifier): Rect3 {.gcsafe, locks: 0.}
proc `aabb =`*(self: VisibilityNotifier; val: Rect3) {.gcsafe, locks: 0.}
proc isOnScreen*(self: VisibilityNotifier): bool {.gcsafe, locks: 0.}
proc rect*(self: VisibilityNotifier2D): Rect2 {.gcsafe, locks: 0.}
proc `rect =`*(self: VisibilityNotifier2D; val: Rect2) {.gcsafe, locks: 0.}
proc isOnScreen*(self: VisibilityNotifier2D): bool {.gcsafe, locks: 0.}
proc layers*(self: VisualInstance): int64 {.gcsafe, locks: 0.}
proc `layers =`*(self: VisualInstance; val: int64) {.gcsafe, locks: 0.}
proc setBase*(self: VisualInstance; base: RID) {.gcsafe, locks: 0.}
proc getTransformedAabb*(self: VisualInstance): Rect3 {.gcsafe, locks: 0.}
proc getAabb*(self: VisualInstance): Rect3 {.gcsafe, locks: 0.}
method getVisualInstanceRid*(self: VisualInstance): RID {.gcsafe, locks: 0, base.}
proc data*(self: VisualScript): Dictionary {.gcsafe, locks: 0.}
proc `data =`*(self: VisualScript; val: Dictionary) {.gcsafe, locks: 0.}
proc addFunction*(self: VisualScript; name: string) {.gcsafe, locks: 0.}
proc hasFunction*(self: VisualScript; name: string): bool {.gcsafe, locks: 0.}
proc removeFunction*(self: VisualScript; name: string) {.gcsafe, locks: 0.}
proc renameFunction*(self: VisualScript; name: string; newName: string) {.gcsafe, locks: 0.}
proc setFunctionScroll*(self: VisualScript; name: string; ofs: Vector2) {.gcsafe, locks: 0.}
proc getFunctionScroll*(self: VisualScript; name: string): Vector2 {.gcsafe, locks: 0.}
proc addNode*(self: VisualScript; funcc: string; id: int64; node: VisualScriptNode; pos: Vector2 = vec2(0.0, 0.0)) {.gcsafe, locks: 0.}
proc removeNode*(self: VisualScript; funcc: string; id: int64) {.gcsafe, locks: 0.}
proc getFunctionNodeId*(self: VisualScript; name: string): int64 {.gcsafe, locks: 0.}
proc getNode*(self: VisualScript; funcc: string; id: int64): VisualScriptNode {.gcsafe, locks: 0.}
proc hasNode*(self: VisualScript; funcc: string; id: int64): bool {.gcsafe, locks: 0.}
proc setNodePos*(self: VisualScript; funcc: string; id: int64; pos: Vector2) {.gcsafe, locks: 0.}
proc getNodePos*(self: VisualScript; funcc: string; id: int64): Vector2 {.gcsafe, locks: 0.}
proc sequenceConnect*(self: VisualScript; funcc: string; fromNode: int64; fromOutput: int64; toNode: int64) {.gcsafe, locks: 0.}
proc sequenceDisconnect*(self: VisualScript; funcc: string; fromNode: int64; fromOutput: int64; toNode: int64) {.gcsafe, locks: 0.}
proc hasSequenceConnection*(self: VisualScript; funcc: string; fromNode: int64; fromOutput: int64; toNode: int64): bool {.gcsafe, locks: 0.}
proc dataConnect*(self: VisualScript; funcc: string; fromNode: int64; fromPort: int64; toNode: int64; toPort: int64) {.gcsafe, locks: 0.}
proc dataDisconnect*(self: VisualScript; funcc: string; fromNode: int64; fromPort: int64; toNode: int64; toPort: int64) {.gcsafe, locks: 0.}
proc hasDataConnection*(self: VisualScript; funcc: string; fromNode: int64; @@ -1461,6 +1541,10 @@ function main() { locks: 0.}
proc addVariable*(self: VisualScript; name: string; @@ -1468,129 +1552,221 @@ function main() { locks: 0.}
proc hasVariable*(self: VisualScript; name: string): bool {.gcsafe, locks: 0.}
proc removeVariable*(self: VisualScript; name: string) {.gcsafe, locks: 0.}
proc setVariableDefaultValue*(self: VisualScript; name: string; value: Variant) {.gcsafe, locks: 0.}
proc getVariableDefaultValue*(self: VisualScript; name: string) {.gcsafe, locks: 0.}
proc setVariableInfo*(self: VisualScript; name: string; value: Dictionary) {.gcsafe, locks: 0.}
proc getVariableInfo*(self: VisualScript; name: string): Dictionary {.gcsafe, locks: 0.}
proc setVariableExport*(self: VisualScript; name: string; enable: bool) {.gcsafe, locks: 0.}
proc getVariableExport*(self: VisualScript; name: string): bool {.gcsafe, locks: 0.}
proc renameVariable*(self: VisualScript; name: string; newName: string) {.gcsafe, locks: 0.}
proc addCustomSignal*(self: VisualScript; name: string) {.gcsafe, locks: 0.}
proc hasCustomSignal*(self: VisualScript; name: string): bool {.gcsafe, locks: 0.}
proc customSignalAddArgument*(self: VisualScript; name: string; typee: int64; argname: string; index: int64 = - 1'i64) {.gcsafe, locks: 0.}
proc customSignalSetArgumentType*(self: VisualScript; name: string; argidx: int64; typee: int64) {.gcsafe, locks: 0.}
proc customSignalGetArgumentType*(self: VisualScript; name: string; argidx: int64): int64 {.gcsafe, locks: 0.}
proc customSignalSetArgumentName*(self: VisualScript; name: string; argidx: int64; argname: string) {.gcsafe, locks: 0.}
proc customSignalGetArgumentName*(self: VisualScript; name: string; argidx: int64): string {.gcsafe, locks: 0.}
proc customSignalRemoveArgument*(self: VisualScript; name: string; argidx: int64) {.gcsafe, locks: 0.}
proc customSignalGetArgumentCount*(self: VisualScript; name: string): int64 {.gcsafe, locks: 0.}
proc customSignalSwapArgument*(self: VisualScript; name: string; argidx: int64; withidx: int64) {.gcsafe, locks: 0.}
proc removeCustomSignal*(self: VisualScript; name: string) {.gcsafe, locks: 0.}
proc renameCustomSignal*(self: VisualScript; name: string; newName: string) {.gcsafe, locks: 0.}
proc setInstanceBaseType*(self: VisualScript; typee: string) {.gcsafe, locks: 0.}
method nodePortsChanged*(self: VisualScript; arg0: int64) {.gcsafe, locks: 0, base.}
proc basicType*(self: VisualScriptBasicTypeConstant): int64 {.gcsafe, locks: 0.}
proc `basicType =`*(self: VisualScriptBasicTypeConstant; val: int64) {.gcsafe, locks: 0.}
proc constant*(self: VisualScriptBasicTypeConstant): string {.gcsafe, locks: 0.}
proc `constant =`*(self: VisualScriptBasicTypeConstant; val: string) {.gcsafe, locks: 0.}
proc function*(self: VisualScriptBuiltinFunc): int64 {.gcsafe, locks: 0.}
proc `function =`*(self: VisualScriptBuiltinFunc; val: int64) {.gcsafe, locks: 0.}
proc baseType*(self: VisualScriptClassConstant): string {.gcsafe, locks: 0.}
proc `baseType =`*(self: VisualScriptClassConstant; val: string) {.gcsafe, locks: 0.}
proc constant*(self: VisualScriptClassConstant): string {.gcsafe, locks: 0.}
proc `constant =`*(self: VisualScriptClassConstant; val: string) {.gcsafe, locks: 0.}
proc title*(self: VisualScriptComment): string {.gcsafe, locks: 0.}
proc `title =`*(self: VisualScriptComment; val: string) {.gcsafe, locks: 0.}
proc description*(self: VisualScriptComment): string {.gcsafe, locks: 0.}
proc `description =`*(self: VisualScriptComment; val: string) {.gcsafe, locks: 0.}
proc size*(self: VisualScriptComment): Vector2 {.gcsafe, locks: 0.}
proc `size =`*(self: VisualScriptComment; val: Vector2) {.gcsafe, locks: 0.}
proc typee*(self: VisualScriptConstant): int64 {.gcsafe, locks: 0.}
proc `typee =`*(self: VisualScriptConstant; val: int64) {.gcsafe, locks: 0.}
proc value*(self: VisualScriptConstant): Variant {.gcsafe, locks: 0.}
proc `value =`*(self: VisualScriptConstant; val: Variant) {.gcsafe, locks: 0.}
proc typee*(self: VisualScriptConstructor): int64 {.gcsafe, locks: 0.}
proc `typee =`*(self: VisualScriptConstructor; val: int64) {.gcsafe, locks: 0.}
proc constructor*(self: VisualScriptConstructor): Dictionary {.gcsafe, locks: 0.}
proc `constructor =`*(self: VisualScriptConstructor; val: Dictionary) {.gcsafe, locks: 0.}
START_MODE_BEGIN_SEQUENCE* = 0'i64
START_MODE_CONTINUE_SEQUENCE* = 1'i64
START_MODE_RESUME_YIELD* = 2'i64
STEP_PUSH_STACK_BIT* = 16777216'i64
STEP_GO_BACK_BIT* = 33554432'i64
STEP_NO_ADVANCE_BIT* = 67108864'i64
STEP_EXIT_FUNCTION_BIT* = 134217728'i64
STEP_YIELD_BIT* = 268435456'i64
method hasInputSequencePort*(self: VisualScriptCustomNode): bool {.gcsafe, locks: 0, base.}
method getOutputSequencePortText*(self: VisualScriptCustomNode; idx: int64): string {.gcsafe, locks: 0, base.}
method getInputValuePortCount*(self: VisualScriptCustomNode): int64 {.gcsafe, locks: 0, base.}
method getOutputValuePortCount*(self: VisualScriptCustomNode): int64 {.gcsafe, locks: 0, base.}
method getInputValuePortType*(self: VisualScriptCustomNode; idx: int64): int64 {.gcsafe, locks: 0, base.}
method getInputValuePortName*(self: VisualScriptCustomNode; idx: int64): string {.gcsafe, locks: 0, base.}
method getOutputValuePortType*(self: VisualScriptCustomNode; idx: int64): int64 {.gcsafe, locks: 0, base.}
method getOutputValuePortName*(self: VisualScriptCustomNode; idx: int64): string {.gcsafe, locks: 0, base.}
method getCaption*(self: VisualScriptCustomNode): string {.gcsafe, locks: 0, base.}
method getText*(self: VisualScriptCustomNode): string {.gcsafe, locks: 0, base.}
method getCategory*(self: VisualScriptCustomNode): string {.gcsafe, locks: 0, base.}
method getWorkingMemorySize*(self: VisualScriptCustomNode): int64 {.gcsafe, locks: 0, base.}
method step*(self: VisualScriptCustomNode; inputs: Array; outputs: Array; startMode: int64; workingMem: Array): Variant {.gcsafe, locks: 0, base.}
method scriptChanged*(self: VisualScriptCustomNode) {.gcsafe, locks: 0, base.}
proc typee*(self: VisualScriptDeconstruct): int64 {.gcsafe, locks: 0.}
proc `typee =`*(self: VisualScriptDeconstruct; val: int64) {.gcsafe, locks: 0.}
proc elemCache*(self: VisualScriptDeconstruct): Array {.gcsafe, locks: 0.}
proc `elemCache =`*(self: VisualScriptDeconstruct; val: Array) {.gcsafe, locks: 0.}
proc signal*(self: VisualScriptEmitSignal): string {.gcsafe, locks: 0.}
proc `signal =`*(self: VisualScriptEmitSignal; val: string) {.gcsafe, locks: 0.}
proc constant*(self: VisualScriptEngineSingleton): string {.gcsafe, locks: 0.}
proc `constant =`*(self: VisualScriptEngineSingleton; val: string) {.gcsafe, locks: 0.}
CALL_MODE_SELF* = 0'i64
CALL_MODE_NODE_PATH* = 1'i64
CALL_MODE_INSTANCE* = 2'i64
CALL_MODE_BASIC_TYPE* = 3'i64
proc callMode*(self: VisualScriptFunctionCall): int64 {.gcsafe, locks: 0.}
proc `callMode =`*(self: VisualScriptFunctionCall; val: int64) {.gcsafe, locks: 0.}
proc baseType*(self: VisualScriptFunctionCall): string {.gcsafe, locks: 0.}
proc `baseType =`*(self: VisualScriptFunctionCall; val: string) {.gcsafe, locks: 0.}
proc baseScript*(self: VisualScriptFunctionCall): string {.gcsafe, locks: 0.}
proc `baseScript =`*(self: VisualScriptFunctionCall; val: string) {.gcsafe, locks: 0.}
proc singleton*(self: VisualScriptFunctionCall): string {.gcsafe, locks: 0.}
proc `singleton =`*(self: VisualScriptFunctionCall; val: string) {.gcsafe, locks: 0.}
proc basicType*(self: VisualScriptFunctionCall): int64 {.gcsafe, locks: 0.}
proc `basicType =`*(self: VisualScriptFunctionCall; val: int64) {.gcsafe, locks: 0.}
proc nodePath*(self: VisualScriptFunctionCall): NodePath {.gcsafe, locks: 0.}
proc `nodePath =`*(self: VisualScriptFunctionCall; val: NodePath) {.gcsafe, locks: 0.}
proc argumentCache*(self: VisualScriptFunctionCall): Dictionary {.gcsafe, locks: 0.}
proc `argumentCache =`*(self: VisualScriptFunctionCall; val: Dictionary) {.gcsafe, locks: 0.}
proc function*(self: VisualScriptFunctionCall): string {.gcsafe, locks: 0.}
proc `function =`*(self: VisualScriptFunctionCall; val: string) {.gcsafe, locks: 0.}
proc useDefaultArgs*(self: VisualScriptFunctionCall): int64 {.gcsafe, locks: 0.}
proc `useDefaultArgs =`*(self: VisualScriptFunctionCall; val: int64) {.gcsafe, locks: 0.}
proc validate*(self: VisualScriptFunctionCall): bool {.gcsafe, locks: 0.}
proc `validate =`*(self: VisualScriptFunctionCall; val: bool) {.gcsafe, locks: 0.}
proc rpcCallMode*(self: VisualScriptFunctionCall): int64 {.gcsafe, locks: 0.}
proc `rpcCallMode =`*(self: VisualScriptFunctionCall; val: int64) {.gcsafe, locks: 0.}
proc resume*(self: VisualScriptFunctionState; args: Array = nil): Array {.gcsafe, locks: 0.}
proc isValid*(self: VisualScriptFunctionState): bool {.gcsafe, locks: 0.}
proc constant*(self: VisualScriptGlobalConstant): int64 {.gcsafe, locks: 0.}
proc `constant =`*(self: VisualScriptGlobalConstant; val: int64) {.gcsafe, locks: 0.}
proc action*(self: VisualScriptInputAction): string {.gcsafe, locks: 0.}
proc `action =`*(self: VisualScriptInputAction; val: string) {.gcsafe, locks: 0.}
proc mode*(self: VisualScriptInputAction): int64 {.gcsafe, locks: 0.}
proc `mode =`*(self: VisualScriptInputAction; val: int64) {.gcsafe, locks: 0.}
proc varName*(self: VisualScriptLocalVar): string {.gcsafe, locks: 0.}
proc `varName =`*(self: VisualScriptLocalVar; val: string) {.gcsafe, locks: 0.}
proc typee*(self: VisualScriptLocalVar): int64 {.gcsafe, locks: 0.}
proc `typee =`*(self: VisualScriptLocalVar; val: int64) {.gcsafe, locks: 0.}
proc varName*(self: VisualScriptLocalVarSet): string {.gcsafe, locks: 0.}
proc `varName =`*(self: VisualScriptLocalVarSet; val: string) {.gcsafe, locks: 0.}
proc typee*(self: VisualScriptLocalVarSet): int64 {.gcsafe, locks: 0.}
proc `typee =`*(self: VisualScriptLocalVarSet; val: int64) {.gcsafe, locks: 0.}
proc constant*(self: VisualScriptMathConstant): int64 {.gcsafe, locks: 0.}
proc `constant =`*(self: VisualScriptMathConstant; val: int64) {.gcsafe, locks: 0.}
proc defaultInputValues*(self: VisualScriptNode): Array {.gcsafe, locks: 0.}
proc `defaultInputValues =`*(self: VisualScriptNode; val: Array) {.gcsafe, locks: 0.}
proc getVisualScript*(self: VisualScriptNode): VisualScript {.gcsafe, locks: 0.}
proc setDefaultInputValue*(self: VisualScriptNode; portIdx: int64; value: Variant) {.gcsafe, locks: 0.}
proc getDefaultInputValue*(self: VisualScriptNode; portIdx: int64): Variant {.gcsafe, locks: 0.}
proc operator*(self: VisualScriptOperator): int64 {.gcsafe, locks: 0.}
proc `operator =`*(self: VisualScriptOperator; val: int64) {.gcsafe, locks: 0.}
proc typee*(self: VisualScriptOperator): int64 {.gcsafe, locks: 0.}
proc `typee =`*(self: VisualScriptOperator; val: int64) {.gcsafe, locks: 0.}
proc resource*(self: VisualScriptPreload): Resource {.gcsafe, locks: 0.}
proc `resource =`*(self: VisualScriptPreload; val: Resource) {.gcsafe, locks: 0.}
CALL_MODE_SELF* = 0'i64
CALL_MODE_NODE_PATH* = 1'i64
CALL_MODE_INSTANCE* = 2'i64
proc setMode*(self: VisualScriptPropertyGet): int64 {.gcsafe, locks: 0.}
proc `setMode =`*(self: VisualScriptPropertyGet; val: int64) {.gcsafe, locks: 0.}
proc baseType*(self: VisualScriptPropertyGet): string {.gcsafe, locks: 0.}
proc `baseType =`*(self: VisualScriptPropertyGet; val: string) {.gcsafe, locks: 0.}
proc baseScript*(self: VisualScriptPropertyGet): string {.gcsafe, locks: 0.}
proc `baseScript =`*(self: VisualScriptPropertyGet; val: string) {.gcsafe, locks: 0.}
proc typeCache*(self: VisualScriptPropertyGet): int64 {.gcsafe, locks: 0.}
proc `typeCache =`*(self: VisualScriptPropertyGet; val: int64) {.gcsafe, locks: 0.}
proc basicType*(self: VisualScriptPropertyGet): int64 {.gcsafe, locks: 0.}
proc `basicType =`*(self: VisualScriptPropertyGet; val: int64) {.gcsafe, locks: 0.}
proc nodePath*(self: VisualScriptPropertyGet): NodePath {.gcsafe, locks: 0.}
proc `nodePath =`*(self: VisualScriptPropertyGet; val: NodePath) {.gcsafe, locks: 0.}
proc property*(self: VisualScriptPropertyGet): string {.gcsafe, locks: 0.}
proc `property =`*(self: VisualScriptPropertyGet; val: string) {.gcsafe, locks: 0.}
proc index*(self: VisualScriptPropertyGet): string {.gcsafe, locks: 0.}
proc `index =`*(self: VisualScriptPropertyGet; val: string) {.gcsafe, locks: 0.}
CALL_MODE_SELF* = 0'i64
CALL_MODE_NODE_PATH* = 1'i64
CALL_MODE_INSTANCE* = 2'i64
proc setMode*(self: VisualScriptPropertySet): int64 {.gcsafe, locks: 0.}
proc `setMode =`*(self: VisualScriptPropertySet; val: int64) {.gcsafe, locks: 0.}
proc baseType*(self: VisualScriptPropertySet): string {.gcsafe, locks: 0.}
proc `baseType =`*(self: VisualScriptPropertySet; val: string) {.gcsafe, locks: 0.}
proc baseScript*(self: VisualScriptPropertySet): string {.gcsafe, locks: 0.}
proc `baseScript =`*(self: VisualScriptPropertySet; val: string) {.gcsafe, locks: 0.}
proc typeCache*(self: VisualScriptPropertySet): int64 {.gcsafe, locks: 0.}
proc `typeCache =`*(self: VisualScriptPropertySet; val: int64) {.gcsafe, locks: 0.}
proc basicType*(self: VisualScriptPropertySet): int64 {.gcsafe, locks: 0.}
proc `basicType =`*(self: VisualScriptPropertySet; val: int64) {.gcsafe, locks: 0.}
proc nodePath*(self: VisualScriptPropertySet): NodePath {.gcsafe, locks: 0.}
proc `nodePath =`*(self: VisualScriptPropertySet; val: NodePath) {.gcsafe, locks: 0.}
proc property*(self: VisualScriptPropertySet): string {.gcsafe, locks: 0.}
proc `property =`*(self: VisualScriptPropertySet; val: string) {.gcsafe, locks: 0.}
proc index*(self: VisualScriptPropertySet): string {.gcsafe, locks: 0.}
proc `index =`*(self: VisualScriptPropertySet; val: string) {.gcsafe, locks: 0.}
proc assignOp*(self: VisualScriptPropertySet): int64 {.gcsafe, locks: 0.}
proc `assignOp =`*(self: VisualScriptPropertySet; val: int64) {.gcsafe, locks: 0.}
proc path*(self: VisualScriptResourcePath): string {.gcsafe, locks: 0.}
proc `path =`*(self: VisualScriptResourcePath; val: string) {.gcsafe, locks: 0.}
proc returnEnabled*(self: VisualScriptReturn): bool {.gcsafe, locks: 0.}
proc `returnEnabled =`*(self: VisualScriptReturn; val: bool) {.gcsafe, locks: 0.}
proc returnType*(self: VisualScriptReturn): int64 {.gcsafe, locks: 0.}
proc `returnType =`*(self: VisualScriptReturn; val: int64) {.gcsafe, locks: 0.}
proc nodePath*(self: VisualScriptSceneNode): NodePath {.gcsafe, locks: 0.}
proc `nodePath =`*(self: VisualScriptSceneNode; val: NodePath) {.gcsafe, locks: 0.}
proc typee*(self: VisualScriptSelect): int64 {.gcsafe, locks: 0.}
proc `typee =`*(self: VisualScriptSelect; val: int64) {.gcsafe, locks: 0.}
proc steps*(self: VisualScriptSequence): int64 {.gcsafe, locks: 0.}
proc `steps =`*(self: VisualScriptSequence; val: int64) {.gcsafe, locks: 0.}
method subcall*(self: VisualScriptSubCall; arguments: Variant) {.gcsafe, locks: 0, base.}
proc baseType*(self: VisualScriptTypeCast): string {.gcsafe, locks: 0.}
proc `baseType =`*(self: VisualScriptTypeCast; val: string) {.gcsafe, locks: 0.}
proc baseScript*(self: VisualScriptTypeCast): string {.gcsafe, locks: 0.}
proc `baseScript =`*(self: VisualScriptTypeCast; val: string) {.gcsafe, locks: 0.}
proc varName*(self: VisualScriptVariableGet): string {.gcsafe, locks: 0.}
proc `varName =`*(self: VisualScriptVariableGet; val: string) {.gcsafe, locks: 0.}
proc varName*(self: VisualScriptVariableSet): string {.gcsafe, locks: 0.}
proc `varName =`*(self: VisualScriptVariableSet; val: string) {.gcsafe, locks: 0.}
YIELD_FRAME* = 1'i64
YIELD_FIXED_FRAME* = 2'i64
YIELD_WAIT* = 3'i64
proc mode*(self: VisualScriptYield): int64 {.gcsafe, locks: 0.}
proc `mode =`*(self: VisualScriptYield; val: int64) {.gcsafe, locks: 0.}
proc waitTime*(self: VisualScriptYield): float64 {.gcsafe, locks: 0.}
proc `waitTime =`*(self: VisualScriptYield; val: float64) {.gcsafe, locks: 0.}
CALL_MODE_SELF* = 0'i64
CALL_MODE_NODE_PATH* = 1'i64
CALL_MODE_INSTANCE* = 2'i64
proc callMode*(self: VisualScriptYieldSignal): int64 {.gcsafe, locks: 0.}
proc `callMode =`*(self: VisualScriptYieldSignal; val: int64) {.gcsafe, locks: 0.}
proc baseType*(self: VisualScriptYieldSignal): string {.gcsafe, locks: 0.}
proc `baseType =`*(self: VisualScriptYieldSignal; val: string) {.gcsafe, locks: 0.}
proc nodePath*(self: VisualScriptYieldSignal): NodePath {.gcsafe, locks: 0.}
proc `nodePath =`*(self: VisualScriptYieldSignal; val: NodePath) {.gcsafe, locks: 0.}
proc signal*(self: VisualScriptYieldSignal): string {.gcsafe, locks: 0.}
proc `signal =`*(self: VisualScriptYieldSignal; val: string) {.gcsafe, locks: 0.}
proc textureCreate*(): RID {.gcsafe, locks: 0.}
proc textureCreateFromImage*(image: Image; flags: int64 = 7'i64): RID {.gcsafe, locks: 0.}
proc textureSetFlags*(texture: RID; arg1: int64) {.gcsafe, locks: 0.}
proc textureGetFlags*(texture: RID): int64 {.gcsafe, locks: 0.}
proc textureGetWidth*(texture: RID): int64 {.gcsafe, locks: 0.}
proc textureGetHeight*(texture: RID): int64 {.gcsafe, locks: 0.}
proc textureSetShrinkAllX2OnSetData*(shrink: bool) {.gcsafe, locks: 0.}
proc getRef*(self: WeakRef): Object {.gcsafe, locks: 0.}
proc windowTitle*(self: WindowDialog): string {.gcsafe, locks: 0.}
proc `windowTitle =`*(self: WindowDialog; val: string) {.gcsafe, locks: 0.}
proc resizable*(self: WindowDialog): bool {.gcsafe, locks: 0.}
proc `resizable =`*(self: WindowDialog; val: bool) {.gcsafe, locks: 0.}
proc getCloseButton*(self: WindowDialog): TextureButton {.gcsafe, locks: 0.}
method guiInput*(self: WindowDialog; event: InputEvent) {.gcsafe, locks: 0.}
method closed*(self: WindowDialog) {.gcsafe, locks: 0, base.}
proc environment*(self: World): Environment {.gcsafe, locks: 0.}
proc `environment =`*(self: World; val: Environment) {.gcsafe, locks: 0.}
proc fallbackEnvironment*(self: World): Environment {.gcsafe, locks: 0.}
proc `fallbackEnvironment =`*(self: World; val: Environment) {.gcsafe, locks: 0.}
proc getSpace*(self: World): RID {.gcsafe, locks: 0.}
proc getScenario*(self: World): RID {.gcsafe, locks: 0.}
proc getDirectSpaceState*(self: World): PhysicsDirectSpaceState {.gcsafe, locks: 0.}
proc getCanvas*(self: World2D): RID {.gcsafe, locks: 0.}
proc getSpace*(self: World2D): RID {.gcsafe, locks: 0.}
proc getDirectSpaceState*(self: World2D): Physics2DDirectSpaceState {.gcsafe, locks: 0.}
proc environment*(self: WorldEnvironment): Environment {.gcsafe, locks: 0.}
proc `environment =`*(self: WorldEnvironment; val: Environment) {.gcsafe, locks: 0.}
NODE_NONE* = 0'i64
NODE_ELEMENT* = 1'i64
NODE_ELEMENT_END* = 2'i64
NODE_TEXT* = 3'i64
NODE_COMMENT* = 4'i64
NODE_CDATA* = 5'i64
NODE_UNKNOWN* = 6'i64
proc read*(self: XMLParser): int64 {.gcsafe, locks: 0.}
proc getNodeType*(self: XMLParser): int64 {.gcsafe, locks: 0.}
proc getNodeName*(self: XMLParser): string {.gcsafe, locks: 0.}
proc getNodeData*(self: XMLParser): string {.gcsafe, locks: 0.}
proc getNodeOffset*(self: XMLParser): int64 {.gcsafe, locks: 0.}
proc getAttributeCount*(self: XMLParser): int64 {.gcsafe, locks: 0.}
proc getAttributeName*(self: XMLParser; idx: int64): string {.gcsafe, locks: 0.}
proc getAttributeValue*(self: XMLParser; idx: int64): string {.gcsafe, locks: 0.}
proc hasAttribute*(self: XMLParser; name: string): bool {.gcsafe, locks: 0.}
proc getNamedAttributeValue*(self: XMLParser; name: string): string {.gcsafe, locks: 0.}
proc getNamedAttributeValueSafe*(self: XMLParser; name: string): string {.gcsafe, locks: 0.}
proc isEmpty*(self: XMLParser): bool {.gcsafe, locks: 0.}
proc getCurrentLine*(self: XMLParser): int64 {.gcsafe, locks: 0.}
proc skipSection*(self: XMLParser) {.gcsafe, locks: 0.}
proc seek*(self: XMLParser; pos: int64): int64 {.gcsafe, locks: 0.}
proc open*(self: XMLParser; file: string): int64 {.gcsafe, locks: 0.}
proc openBuffer*(self: XMLParser; buffer: PoolByteArray): int64 {.gcsafe, locks: 0.}
proc sortEnabled*(self: YSort): bool {.gcsafe, locks: 0.}
proc `sortEnabled =`*(self: YSort; val: bool) {.gcsafe, locks: 0.}
proc genApi*(targetDir: string; apiJsonFile: string)
GodotArray* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
GodotDictionary* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
proc godotScriptRegisterProperty*(libHandle: pointer; name: cstring; path: cstring; - attr: var GodotPropertyAttributes; +
proc godotScriptRegisterProperty*(libHandle: pointer; name: cstring; path: cstring; + attr: ptr GodotPropertyAttributes; setFunc: GodotPropertySetFunc; getFunc: GodotPropertyGetFunc) {.importc: "godot_nativescript_register_property".}
proc getGodotSingleton*(name: cstring): ptr GodotObject {.+ importc: "godot_global_get_singleton".}
proc godotAlloc*(bytes: cint): pointer {.importc: "godot_alloc".}
proc godotRealloc*(p: pointer; bytes: cint): pointer {.importc: "godot_realloc".}
proc godotFree*(p: pointer) {.importc: "godot_free".}
macro gdobj*(definition: untyped; body: untyped): typed
macro gdobj*(definition: untyped; body: typed): typed {.immediate.}
import godot, node + +gdobj MyObj of Node: + var myField: int + ## Not exported to Godot (i.e. editor will not see this field). + + var myString* {.gdExport, hint: Length, tip: "20".}: string + ## Exported to Godot as ``my_string``. + ## Editor will limit this string to length 20. + ## ``hint` is a value of ``GodotPropertyHint`` enum. + ## ``tip`` depends on the value of ``hint``, its format is described + ## in ``GodotPropertyHint`` documentation. + + method ready*() = + ## Exported methods are exported to Godot by default, + ## and their Godot names are prefixed with ``_`` + ## (in this case ``_ready``) + print("I am ready! myString is: " & myString) + + proc myProc*() {.gdExport.} = + ## Exported to Godot as ``my_proc`` + print("myProc is called! Incrementing myField.") + inc myField
If parent type is omitted, the type is inherited from Object.
+tool specifier can be added to mark the type as an editor plugin:
+import godot, editor_plugin + +gdobj(MyTool of EditorPlugin, tool): + method enterTree*() = + print("MyTool initialized!")
Objects can be instantiated by invoking gdnew or by using load or any other way that you can find in Godot API.
Source -Edit +EditDefinition of NimGodotObject and converters for built-in types.
+This module defines NimGodotObject and toVariant/fromVariant converters for Nim types. The converters are used by gdobj macro to import/export values from/to Godot (editor, GDScript).
+You can also allow conversion of any custom type MyType by implementing:
+proc variantType*(T: typedesc[MyType]): VariantType +proc toVariant*(self: MyType): Variant +proc fromVariant*(self: var MyType, val: Variant): ConversionResult
ConversionResult* {.pure.} = enum @@ -1384,22 +1382,22 @@ class="link-seesrc" target="_blank">Source RangeError ## Types match, but the value is out of range. ## Mainly used for numeric (ordinal) types.
CallError* = object of Exception - err*: VariantCallError -
proc print*(message: string) {.inline.}
proc print*(message: cstring) {.inline.}
proc getClassName*(o: NimGodotObject): string
proc deinit*(obj: NimGodotObject)
proc asNimGodotObject*[T: NimGodotObject](godotObject: ptr GodotObject): T
proc newVariant*(obj: NimGodotObject): Variant {.inline.}
proc asObject*[T: NimGodotObject](v: Variant): T {.inline.}
proc asObject*(v: Variant; T: typedesc[NimGodotObject]): T {.inline.}
proc `as`*[T: NimGodotObject](obj: NimGodotObject; t: typedesc[T]): T
proc getSingletonGodot*(name: cstring): ptr GodotObject {.- importc: "godot_global_get_singleton".}
Converts the obj into the specified type. Returns nil if the conversion cannot be performed (the obj is not of the type T)
+This can be used either in dot notation (node.as(Button)) or infix notation (node as Button).
Source -Edit +Editproc getSingleton*[T: NimGodotObject](): T
proc gdnew*[T: NimGodotObject](): T
proc newCallError*(err: VariantCallError): ref CallError
proc newConversionError*(err: ConversionResult): ref ValueError
proc removeGodotObject*(nimObj: NimGodotObject) {.inline.}
proc setGodotObject*(nimObj: NimGodotObject; obj: ptr GodotObject) {.inline.}
proc setOwn*(nimObj: NimGodotObject) {.inline.}
proc godotObject*(nimObj: NimGodotObject): ptr GodotObject {.inline.}
proc godotVariantType*(T: typedesc[NimGodotObject]): VariantType {.inline.}
proc toGodot*(self: NimGodotObject): Variant {.inline.}
proc fromGodot*[T: NimGodotObject](self: var T; val: Variant): ConversionResult
proc godotVariantType*(T: typedesc[enum]): VariantType {.inline.}
proc toGodot*[T: enum](self: T): Variant {.inline.}
proc fromGodot*[T: enum](self: var T; val: Variant): ConversionResult {.inline.}
proc toGodot*(self: Variant): Variant {.inline.}
proc setOwn*(nimObj: NimGodotObject) {.inline.}
proc fromGodot*(self: var Variant; val: Variant): ConversionResult {.inline.}
proc removeGodotObject*(nimObj: NimGodotObject) {.inline.}
proc godotVariantType*(T: typedesc[SomeGodotOrNum]): VariantType {.inline.}
proc godotObject*(nimObj: NimGodotObject): ptr GodotObject {.inline.}
proc toGodot*[T: SomeGodotOrNum](val: T): Variant {.inline.}
proc variantType*(T: typedesc[NimGodotObject]): VariantType {.inline.}
proc fromGodot*[T: SomeSignedInt or SomeUnsignedInt](self: var T; val: Variant): ConversionResult
proc toVariant*(self: NimGodotObject): Variant {.inline.}
proc fromGodot*[T: SomeFloat](self: var T; val: Variant): ConversionResult
proc fromVariant*[T: NimGodotObject](self: var T; val: Variant): ConversionResult
proc fromGodot*[T: SomeGodot](self: var T; val: Variant): ConversionResult
proc variantType*(T: typedesc[enum]): VariantType {.inline.}
proc godotVariantType*(T: typedesc[string]): VariantType {.inline.}
proc toVariant*[T: enum](self: T): Variant {.inline.}
proc toGodot*(s: string): Variant {.inline.}
proc fromVariant*[T: enum](self: var T; val: Variant): ConversionResult {.inline.}
proc fromGodot*(s: var string; val: Variant): ConversionResult
proc toVariant*(self: Variant): Variant {.inline.}
proc godotVariantType*(T: typedesc[seq]): VariantType
proc fromVariant*(self: var Variant; val: Variant): ConversionResult {.inline.}
proc godotVariantType*(T: typedesc[array]): VariantType
proc variantType*(T: typedesc[SomeGodotOrNum]): VariantType {.inline.}
proc toGodot*[T](s: openarray[T]): Variant
proc toVariant*[T: SomeGodotOrNum](val: T): Variant {.inline.}
proc fromGodot*[T](s: var seq[T]; val: Variant): ConversionResult
proc fromVariant*[T: SomeSignedInt or SomeUnsignedInt](self: var T; val: Variant): ConversionResult
proc fromGodot*[T: array](s: var T; val: Variant): ConversionResult
proc fromVariant*[T: SomeFloat](self: var T; val: Variant): ConversionResult
proc godotVariantType*(T: typedesc[Table | TableRef]): VariantType {.inline.}
proc fromVariant*[T: SomeGodot](self: var T; val: Variant): ConversionResult
proc toGodot*[T: Table or TableRef](t: T): Variant
proc variantType*(T: typedesc[string]): VariantType {.inline.}
proc fromGodot*[T: Table or TableRef](t: var T; val: Variant): ConversionResult
proc toVariant*(s: string): Variant {.inline.}
proc fromVariant*(s: var string; val: Variant): ConversionResult
proc variantType*(T: typedesc[seq]): VariantType
proc variantType*(T: typedesc[array]): VariantType
proc toVariant*[T](s: openarray[T]): Variant
proc godotToNim*[T](val: Variant): (T, ConversionResult)
proc fromVariant*[T](s: var seq[T]; val: Variant): ConversionResult
proc nimToGodot*[T](val: T): Variant
proc fromVariant*[T: array](s: var T; val: Variant): ConversionResult
proc variantType*(T: typedesc[Table | TableRef]): VariantType {.inline.}
proc toVariant*[T: Table or TableRef](t: T): Variant
proc fromVariant*[T: Table or TableRef](t: var T; val: Variant): ConversionResult
proc getNativeLibHandle*(): pointer
template printWarning*(warn: typed)
template printWarning*(warning: typed)
template printError*(err: typed)
template printError*(error: typed)
template registerClass*(T: typedesc; godotClassName: cstring; isNativeParam: bool)
template registerClass*(T: typedesc; godotClassName: cstring; native: bool)
GodotNodePath* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
GodotPoolByteArray* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
GodotPoolIntArray* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
GodotPoolRealArray* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
GodotPoolStringArray* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
GodotPoolVector2Array* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
GodotPoolVector3Array* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
GodotPoolColorArray* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
GodotString* {.byref.} = object - p: pointer + data: array[sizeof(int), byte]
GodotVariant* {.byref.} = object - data: array[24, byte] + data: array[4 + sizeof(int) div 4, float32]