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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
134 lines
4.7 KiB
C++
134 lines
4.7 KiB
C++
/*************************************************************************/
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/* engine.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ENGINE_H
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#define ENGINE_H
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#include "core/list.h"
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#include "core/os/main_loop.h"
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#include "core/ustring.h"
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#include "core/vector.h"
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class Engine {
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public:
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struct Singleton {
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StringName name;
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Object *ptr;
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Singleton(const StringName &p_name = StringName(), Object *p_ptr = NULL) :
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name(p_name),
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ptr(p_ptr) {
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}
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};
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private:
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friend class Main;
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uint64_t frames_drawn;
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uint32_t _frame_delay;
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uint64_t _frame_ticks;
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float _frame_step;
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int ips;
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float physics_jitter_fix;
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float _fps;
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int _target_fps;
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float _time_scale;
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bool _pixel_snap;
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uint64_t _physics_frames;
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float _physics_interpolation_fraction;
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uint64_t _idle_frames;
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bool _in_physics;
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List<Singleton> singletons;
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Map<StringName, Object *> singleton_ptrs;
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bool editor_hint;
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static Engine *singleton;
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public:
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static Engine *get_singleton();
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virtual void set_iterations_per_second(int p_ips);
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virtual int get_iterations_per_second() const;
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void set_physics_jitter_fix(float p_threshold);
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float get_physics_jitter_fix() const;
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virtual void set_target_fps(int p_fps);
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virtual float get_target_fps() const;
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virtual float get_frames_per_second() const { return _fps; }
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uint64_t get_frames_drawn();
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uint64_t get_physics_frames() const { return _physics_frames; }
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uint64_t get_idle_frames() const { return _idle_frames; }
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bool is_in_physics_frame() const { return _in_physics; }
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uint64_t get_idle_frame_ticks() const { return _frame_ticks; }
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float get_idle_frame_step() const { return _frame_step; }
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float get_physics_interpolation_fraction() const { return _physics_interpolation_fraction; }
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void set_time_scale(float p_scale);
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float get_time_scale() const;
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void set_frame_delay(uint32_t p_msec);
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uint32_t get_frame_delay() const;
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void add_singleton(const Singleton &p_singleton);
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void get_singletons(List<Singleton> *p_singletons);
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bool has_singleton(const String &p_name) const;
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Object *get_singleton_object(const String &p_name) const;
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_FORCE_INLINE_ bool get_use_pixel_snap() const { return _pixel_snap; }
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#ifdef TOOLS_ENABLED
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_FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; }
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_FORCE_INLINE_ bool is_editor_hint() const { return editor_hint; }
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#else
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_FORCE_INLINE_ void set_editor_hint(bool p_enabled) {}
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_FORCE_INLINE_ bool is_editor_hint() const { return false; }
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#endif
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Dictionary get_version_info() const;
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Dictionary get_author_info() const;
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Array get_copyright_info() const;
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Dictionary get_donor_info() const;
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Dictionary get_license_info() const;
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String get_license_text() const;
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Engine();
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virtual ~Engine() {}
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};
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#endif // ENGINE_H
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