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d2aae675e9
It outputs a single Dictionary with all relevant information as keys, that will less bloat the documentation and provide all details in one function call.
89 lines
3.3 KiB
C++
89 lines
3.3 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "ustring.h"
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#include "list.h"
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#include "vector.h"
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#include "os/main_loop.h"
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class Engine {
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friend class Main;
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String _custom_level;
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uint64_t frames_drawn;
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uint32_t _frame_delay;
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int ips;
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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 _fixed_frames;
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uint64_t _idle_frames;
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bool _in_fixed;
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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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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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String get_custom_level() const { return _custom_level; }
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uint64_t get_frames_drawn();
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uint64_t get_fixed_frames() const { return _fixed_frames; }
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uint64_t get_idle_frames() const { return _idle_frames; }
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bool is_in_fixed_frame() const { return _in_fixed; }
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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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_FORCE_INLINE_ bool get_use_pixel_snap() const { return _pixel_snap; }
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Dictionary get_version_info() const;
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Engine();
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};
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#endif // ENGINE_H
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