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		b5334d14f7
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
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			131 lines
		
	
	
	
		
			4.8 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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 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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| 
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| #ifndef ENGINE_H
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| #define ENGINE_H
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| 
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| #include "core/os/main_loop.h"
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| #include "core/string/ustring.h"
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| #include "core/templates/list.h"
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| #include "core/templates/vector.h"
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| 
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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 = nullptr);
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| 	};
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| 
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| private:
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| 	friend class Main;
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| 
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| 	uint64_t frames_drawn = 0;
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| 	uint32_t _frame_delay = 0;
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| 	uint64_t _frame_ticks = 0;
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| 	float _process_step = 0;
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| 
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| 	int ips = 60;
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| 	float physics_jitter_fix = 0.5;
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| 	float _fps = 1;
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| 	int _target_fps = 0;
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| 	float _time_scale = 1.0;
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| 	uint64_t _physics_frames = 0;
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| 	float _physics_interpolation_fraction = 0.0f;
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| 	bool abort_on_gpu_errors = false;
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| 	bool use_validation_layers = false;
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| 
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| 	uint64_t _process_frames = 0;
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| 	bool _in_physics = false;
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| 
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| 	List<Singleton> singletons;
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| 	Map<StringName, Object *> singleton_ptrs;
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| 
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| 	bool editor_hint = false;
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| 
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| 	static Engine *singleton;
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| 
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| public:
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| 	static Engine *get_singleton();
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| 
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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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| 
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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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| 
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| 	virtual void set_target_fps(int p_fps);
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| 	virtual int get_target_fps() const;
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| 
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| 	virtual float get_frames_per_second() const { return _fps; }
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| 
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| 	uint64_t get_frames_drawn();
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| 
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| 	uint64_t get_physics_frames() const { return _physics_frames; }
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| 	uint64_t get_process_frames() const { return _process_frames; }
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| 	bool is_in_physics_frame() const { return _in_physics; }
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| 	uint64_t get_frame_ticks() const { return _frame_ticks; }
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| 	float get_process_step() const { return _process_step; }
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| 	float get_physics_interpolation_fraction() const { return _physics_interpolation_fraction; }
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| 
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| 	void set_time_scale(float p_scale);
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| 	float get_time_scale() const;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	bool is_abort_on_gpu_errors_enabled() const;
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| 	bool is_validation_layers_enabled() const;
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| 
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| 	Engine();
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| 	virtual ~Engine() {}
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| };
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| 
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| #endif // ENGINE_H
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