diff options
Diffstat (limited to 'main/main.cpp')
-rw-r--r-- | main/main.cpp | 443 |
1 files changed, 369 insertions, 74 deletions
diff --git a/main/main.cpp b/main/main.cpp index d670b1d0b5..5959deb495 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -106,6 +106,7 @@ static OS::VideoMode video_mode; static bool init_maximized = false; static bool init_windowed = false; static bool init_fullscreen = false; +static bool init_always_on_top = false; static bool init_use_custom_pos = false; #ifdef DEBUG_ENABLED static bool debug_collisions = false; @@ -124,9 +125,18 @@ static bool editor = false; static bool show_help = false; static bool disable_render_loop = false; static int fixed_fps = -1; +static bool auto_build_solutions = false; +static bool auto_quit = false; +static bool print_fps = false; static OS::ProcessID allow_focus_steal_pid = 0; +static bool project_manager = false; + +bool Main::is_project_manager() { + return project_manager; +} + void initialize_physics() { /// 3D Physics Server @@ -166,7 +176,7 @@ static String get_full_version_string() { String hash = String(VERSION_HASH); if (hash.length() != 0) hash = "." + hash.left(7); - return String(VERSION_MKSTRING) + hash; + return String(VERSION_FULL_BUILD) + hash; } //#define DEBUG_INIT @@ -197,6 +207,7 @@ void Main::print_help(const char *p_binary) { OS::get_singleton()->print(" -e, --editor Start the editor instead of running the scene.\n"); OS::get_singleton()->print(" -p, --project-manager Start the project manager, even if a project is auto-detected.\n"); #endif + OS::get_singleton()->print(" -q, --quit Quit after the first iteration.\n"); OS::get_singleton()->print(" -l, --language <locale> Use a specific locale (<locale> being a two-letter code).\n"); OS::get_singleton()->print(" --path <directory> Path to a project (<directory> must contain a 'project.godot' file).\n"); OS::get_singleton()->print(" -u, --upwards Scan folders upwards for project.godot file.\n"); @@ -224,6 +235,7 @@ void Main::print_help(const char *p_binary) { OS::get_singleton()->print(" -f, --fullscreen Request fullscreen mode.\n"); OS::get_singleton()->print(" -m, --maximized Request a maximized window.\n"); OS::get_singleton()->print(" -w, --windowed Request windowed mode.\n"); + OS::get_singleton()->print(" -t, --always-on-top Request an always-on-top window.\n"); OS::get_singleton()->print(" --resolution <W>x<H> Request window resolution.\n"); OS::get_singleton()->print(" --position <X>,<Y> Request window position.\n"); OS::get_singleton()->print(" --low-dpi Force low-DPI mode (macOS and Windows only).\n"); @@ -244,6 +256,7 @@ void Main::print_help(const char *p_binary) { OS::get_singleton()->print(" --disable-render-loop Disable render loop so rendering only occurs when called explicitly from script.\n"); OS::get_singleton()->print(" --disable-crash-handler Disable crash handler when supported by the platform code.\n"); OS::get_singleton()->print(" --fixed-fps <fps> Force a fixed number of frames per second. This setting disables real-time synchronization.\n"); + OS::get_singleton()->print(" --print-fps Print the frames per second to the stdout.\n"); OS::get_singleton()->print("\n"); OS::get_singleton()->print("Standalone tools:\n"); @@ -253,6 +266,7 @@ void Main::print_help(const char *p_binary) { OS::get_singleton()->print(" --export-debug Use together with --export, enables debug mode for the template.\n"); OS::get_singleton()->print(" --doctool <path> Dump the engine API reference to the given <path> in XML format, merging if existing files are found.\n"); OS::get_singleton()->print(" --no-docbase Disallow dumping the base types (used with --doctool).\n"); + OS::get_singleton()->print(" --build-solutions Build the scripting solutions (e.g. for C# projects).\n"); #ifdef DEBUG_METHODS_ENABLED OS::get_singleton()->print(" --gdnative-generate-json-api Generate JSON dump of the Godot API for GDNative bindings.\n"); #endif @@ -337,6 +351,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph Vector<String> breakpoints; bool use_custom_res = true; bool force_res = false; + bool found_project = false; packed_data = PackedData::get_singleton(); if (!packed_data) @@ -430,6 +445,9 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } else if (I->get() == "-w" || I->get() == "--windowed") { // force windowed window init_windowed = true; + } else if (I->get() == "-t" || I->get() == "--always-on-top") { // force always-on-top window + + init_always_on_top = true; } else if (I->get() == "--profiling") { // enable profiling use_debug_profiler = true; @@ -508,9 +526,17 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph //video_mode.fullscreen=false; init_fullscreen = true; +#ifdef TOOLS_ENABLED } else if (I->get() == "-e" || I->get() == "--editor") { // starts editor editor = true; + } else if (I->get() == "-p" || I->get() == "--project-manager") { // starts project manager + + project_manager = true; + } else if (I->get() == "--build-solutions") { // Build the scripting solution such C# + + auto_build_solutions = true; +#endif } else if (I->get() == "--no-window") { // disable window creation, Windows only OS::get_singleton()->set_no_window_mode(true); @@ -536,6 +562,8 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } } else if (I->get() == "-u" || I->get() == "--upwards") { // scan folders upwards upwards = true; + } else if (I->get() == "-q" || I->get() == "--quit") { // Auto quit at the end of the first main loop iteration + auto_quit = true; } else if (I->get().ends_with("project.godot")) { String path; String file = I->get(); @@ -639,6 +667,8 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph OS::get_singleton()->print("Missing fixed-fps argument, aborting.\n"); goto error; } + } else if (I->get() == "--print-fps") { + print_fps = true; } else if (I->get() == "--disable-crash-handler") { OS::get_singleton()->disable_crash_handler(); } else { @@ -663,6 +693,19 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph I = N; } + if (globals->setup(game_path, main_pack, upwards) == OK) { + found_project = true; + } else { + +#ifdef TOOLS_ENABLED + editor = false; +#else + OS::get_singleton()->print("Error: Could not load game path '%s'.\n", game_path.ascii().get_data()); + + goto error; +#endif + } + GLOBAL_DEF("memory/limits/multithreaded_server/rid_pool_prealloc", 60); GLOBAL_DEF("network/limits/debugger_stdout/max_chars_per_second", 2048); GLOBAL_DEF("network/limits/debugger_stdout/max_messages_per_frame", 10); @@ -687,6 +730,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } else if (debug_mode == "local") { script_debugger = memnew(ScriptDebuggerLocal); + OS::get_singleton()->initialize_debugging(); } FileAccessNetwork::configure(); @@ -735,17 +779,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph #endif - if (globals->setup(game_path, main_pack, upwards) != OK) { - -#ifdef TOOLS_ENABLED - editor = false; -#else - OS::get_singleton()->print("Error: Could not load game path '%s'.\n", game_path.ascii().get_data()); - - goto error; -#endif - } - GLOBAL_DEF("logging/file_logging/enable_file_logging", false); GLOBAL_DEF("logging/file_logging/log_path", "user://logs/log.txt"); GLOBAL_DEF("logging/file_logging/max_log_files", 10); @@ -755,6 +788,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph OS::get_singleton()->add_logger(memnew(RotatedFileLogger(base_path, max_files))); } +#ifdef TOOLS_ENABLED if (editor) { Engine::get_singleton()->set_editor_hint(true); main_args.push_back("--editor"); @@ -762,7 +796,30 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph init_maximized = true; video_mode.maximized = true; } + } + + if (!project_manager) { + // Determine if the project manager should be requested + project_manager = main_args.size() == 0 && !found_project; + } +#endif + + if (main_args.size() == 0 && String(GLOBAL_DEF("application/run/main_scene", "")) == "") { +#ifdef TOOLS_ENABLED + if (!editor && !project_manager) { +#endif + OS::get_singleton()->print("Error: Can't run project: no main scene defined.\n"); + goto error; +#ifdef TOOLS_ENABLED + } +#endif + } + + if (editor || project_manager) { use_custom_res = false; + input_map->load_default(); //keys for editor + } else { + input_map->load_from_globals(); //keys for game } if (bool(ProjectSettings::get_singleton()->get("application/run/disable_stdout"))) { @@ -777,26 +834,18 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph OS::get_singleton()->set_cmdline(execpath, main_args); -#ifdef TOOLS_ENABLED - - if (main_args.size() == 0 && (!ProjectSettings::get_singleton()->has_setting("application/run/main_loop_type")) && (!ProjectSettings::get_singleton()->has_setting("application/run/main_scene") || String(ProjectSettings::get_singleton()->get("application/run/main_scene")) == "")) - use_custom_res = false; //project manager (run without arguments) - -#endif - - if (editor) - input_map->load_default(); //keys for editor - else - input_map->load_from_globals(); //keys for game - - //if (video_driver == "") // useless for now, so removing - // video_driver = GLOBAL_DEF("display/driver/name", Variant((const char *)OS::get_singleton()->get_video_driver_name(0))); + GLOBAL_DEF("rendering/quality/driver/driver_name", "GLES3"); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/driver/driver_name", PropertyInfo(Variant::STRING, "rendering/quality/driver/driver_name", PROPERTY_HINT_ENUM, "GLES3,GLES2")); + if (video_driver == "") { + video_driver = GLOBAL_GET("rendering/quality/driver/driver_name"); + } GLOBAL_DEF("display/window/size/width", 1024); GLOBAL_DEF("display/window/size/height", 600); GLOBAL_DEF("display/window/size/resizable", true); GLOBAL_DEF("display/window/size/borderless", false); GLOBAL_DEF("display/window/size/fullscreen", false); + GLOBAL_DEF("display/window/size/always_on_top", false); GLOBAL_DEF("display/window/size/test_width", 0); GLOBAL_DEF("display/window/size/test_height", 0); @@ -819,6 +868,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph video_mode.resizable = GLOBAL_GET("display/window/size/resizable"); video_mode.borderless_window = GLOBAL_GET("display/window/size/borderless"); video_mode.fullscreen = GLOBAL_GET("display/window/size/fullscreen"); + video_mode.always_on_top = GLOBAL_GET("display/window/size/always_on_top"); } if (!force_lowdpi) { @@ -830,9 +880,11 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph GLOBAL_DEF("rendering/quality/intended_usage/framebuffer_allocation", 2); GLOBAL_DEF("rendering/quality/intended_usage/framebuffer_allocation.mobile", 3); - if (editor) { - OS::get_singleton()->_allow_hidpi = true; //editors always in hidpi + if (editor || project_manager) { + // The editor and project manager always detect and use hiDPI if needed + OS::get_singleton()->_allow_hidpi = true; } + Engine::get_singleton()->_pixel_snap = GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false); OS::get_singleton()->_keep_screen_on = GLOBAL_DEF("display/window/energy_saving/keep_screen_on", true); if (rtm == -1) { @@ -903,10 +955,11 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph OS::get_singleton()->set_screen_orientation(OS::SCREEN_LANDSCAPE); } - Engine::get_singleton()->set_iterations_per_second(GLOBAL_DEF("physics/common/fixed_fps", 60)); + Engine::get_singleton()->set_iterations_per_second(GLOBAL_DEF("physics/common/physics_fps", 60)); + Engine::get_singleton()->set_physics_jitter_fix(GLOBAL_DEF("physics/common/physics_jitter_fix", 0.5)); Engine::get_singleton()->set_target_fps(GLOBAL_DEF("debug/settings/fps/force_fps", 0)); - GLOBAL_DEF("debug/settings/stdout/print_fps", OS::get_singleton()->is_stdout_verbose()); + GLOBAL_DEF("debug/settings/stdout/print_fps", false); if (!OS::get_singleton()->_verbose_stdout) //overridden OS::get_singleton()->_verbose_stdout = GLOBAL_DEF("debug/settings/stdout/verbose_stdout", false); @@ -1022,6 +1075,9 @@ Error Main::setup2(Thread::ID p_main_tid_override) { } else if (init_fullscreen) { OS::get_singleton()->set_window_fullscreen(true); } + if (init_always_on_top) { + OS::get_singleton()->set_window_always_on_top(true); + } register_server_types(); @@ -1062,7 +1118,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) { MAIN_PRINT("Main: Create bootsplash"); #if defined(TOOLS_ENABLED) && !defined(NO_EDITOR_SPLASH) - Ref<Image> splash = editor ? memnew(Image(boot_splash_editor_png)) : memnew(Image(boot_splash_png)); + Ref<Image> splash = (editor || project_manager) ? memnew(Image(boot_splash_editor_png)) : memnew(Image(boot_splash_png)); #else Ref<Image> splash = memnew(Image(boot_splash_png)); #endif @@ -1087,13 +1143,16 @@ Error Main::setup2(Thread::ID p_main_tid_override) { GLOBAL_DEF("application/config/icon", String()); ProjectSettings::get_singleton()->set_custom_property_info("application/config/icon", PropertyInfo(Variant::STRING, "application/config/icon", PROPERTY_HINT_FILE, "*.png,*.webp")); - if (bool(GLOBAL_DEF("display/window/handheld/emulate_touchscreen", false))) { - if (!OS::get_singleton()->has_touchscreen_ui_hint() && Input::get_singleton() && !editor) { - //only if no touchscreen ui hint, set emulation - InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton()); - if (id) - id->set_emulate_touch(true); + InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton()); + if (id) { + if (bool(GLOBAL_DEF("input/pointing_devices/emulate_touch_from_mouse", false)) && !(editor || project_manager)) { + if (!OS::get_singleton()->has_touchscreen_ui_hint()) { + //only if no touchscreen ui hint, set emulation + id->set_emulate_touch_from_mouse(true); + } } + + id->set_emulate_mouse_from_touch(bool(GLOBAL_DEF("input/pointing_devices/emulate_mouse_from_touch", true))); } MAIN_PRINT("Main: Load Remaps"); @@ -1171,12 +1230,234 @@ Error Main::setup2(Thread::ID p_main_tid_override) { return OK; } +// everything the main loop needs to know about frame timings +struct _FrameTime { + float animation_step; // time to advance animations for (argument to process()) + int physics_steps; // number of times to iterate the physics engine + + void clamp_animation(float min_animation_step, float max_animation_step) { + if (animation_step < min_animation_step) { + animation_step = min_animation_step; + } else if (animation_step > max_animation_step) { + animation_step = max_animation_step; + } + } +}; + +class _TimerSync { + // wall clock time measured on the main thread + uint64_t last_cpu_ticks_usec; + uint64_t current_cpu_ticks_usec; + + // logical game time since last physics timestep + float time_accum; + + // current difference between wall clock time and reported sum of animation_steps + float time_deficit; + + // number of frames back for keeping accumulated physics steps roughly constant. + // value of 12 chosen because that is what is required to make 144 Hz monitors + // behave well with 60 Hz physics updates. The only worse commonly available refresh + // would be 85, requiring CONTROL_STEPS = 17. + static const int CONTROL_STEPS = 12; + + // sum of physics steps done over the last (i+1) frames + int accumulated_physics_steps[CONTROL_STEPS]; + + // typical value for accumulated_physics_steps[i] is either this or this plus one + int typical_physics_steps[CONTROL_STEPS]; + +protected: + // returns the fraction of p_frame_slice required for the timer to overshoot + // before advance_core considers changing the physics_steps return from + // the typical values as defined by typical_physics_steps + float get_physics_jitter_fix() { + return Engine::get_singleton()->get_physics_jitter_fix(); + } + + // gets our best bet for the average number of physics steps per render frame + // return value: number of frames back this data is consistent + int get_average_physics_steps(float &p_min, float &p_max) { + p_min = typical_physics_steps[0]; + p_max = p_min + 1; + + for (int i = 1; i < CONTROL_STEPS; ++i) { + const float typical_lower = typical_physics_steps[i]; + const float current_min = typical_lower / (i + 1); + if (current_min > p_max) + return i; // bail out of further restrictions would void the interval + else if (current_min > p_min) + p_min = current_min; + const float current_max = (typical_lower + 1) / (i + 1); + if (current_max < p_min) + return i; + else if (current_max < p_max) + p_max = current_max; + } + + return CONTROL_STEPS; + } + + // advance physics clock by p_animation_step, return appropriate number of steps to simulate + _FrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_animation_step) { + _FrameTime ret; + + ret.animation_step = p_animation_step; + + // simple determination of number of physics iteration + time_accum += ret.animation_step; + ret.physics_steps = floor(time_accum * p_iterations_per_second); + + int min_typical_steps = typical_physics_steps[0]; + int max_typical_steps = min_typical_steps + 1; + + // given the past recorded steps and typcial steps to match, calculate bounds for this + // step to be typical + bool update_typical = false; + + for (int i = 0; i < CONTROL_STEPS - 1; ++i) { + int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i]; + if (steps_left_to_match_typical > max_typical_steps || + steps_left_to_match_typical + 1 < min_typical_steps) { + update_typical = true; + break; + } + + if (steps_left_to_match_typical > min_typical_steps) + min_typical_steps = steps_left_to_match_typical; + if (steps_left_to_match_typical + 1 < max_typical_steps) + max_typical_steps = steps_left_to_match_typical + 1; + } + + // try to keep it consistent with previous iterations + if (ret.physics_steps < min_typical_steps) { + const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix()); + if (max_possible_steps < min_typical_steps) { + ret.physics_steps = max_possible_steps; + update_typical = true; + } else { + ret.physics_steps = min_typical_steps; + } + } else if (ret.physics_steps > max_typical_steps) { + const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix()); + if (min_possible_steps > max_typical_steps) { + ret.physics_steps = min_possible_steps; + update_typical = true; + } else { + ret.physics_steps = max_typical_steps; + } + } + + time_accum -= ret.physics_steps * p_frame_slice; + + // keep track of accumulated step counts + for (int i = CONTROL_STEPS - 2; i >= 0; --i) { + accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps; + } + accumulated_physics_steps[0] = ret.physics_steps; + + if (update_typical) { + for (int i = CONTROL_STEPS - 1; i >= 0; --i) { + if (typical_physics_steps[i] > accumulated_physics_steps[i]) { + typical_physics_steps[i] = accumulated_physics_steps[i]; + } else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) { + typical_physics_steps[i] = accumulated_physics_steps[i] - 1; + } + } + } + + return ret; + } + + // calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero + _FrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_animation_step) { + if (fixed_fps != -1) + p_animation_step = 1.0 / fixed_fps; + + // compensate for last deficit + p_animation_step += time_deficit; + + _FrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_animation_step); + + // we will do some clamping on ret.animation_step and need to sync those changes to time_accum, + // that's easiest if we just remember their fixed difference now + const double animation_minus_accum = ret.animation_step - time_accum; + + // first, least important clamping: keep ret.animation_step consistent with typical_physics_steps. + // this smoothes out the animation steps and culls small but quick variations. + { + float min_average_physics_steps, max_average_physics_steps; + int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps); + if (consistent_steps > 3) { + ret.clamp_animation(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice); + } + } + + // second clamping: keep abs(time_deficit) < jitter_fix * frame_slise + float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice; + ret.clamp_animation(p_animation_step - max_clock_deviation, p_animation_step + max_clock_deviation); + + // last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and animation + ret.clamp_animation(animation_minus_accum, animation_minus_accum + p_frame_slice); + + // restore time_accum + time_accum = ret.animation_step - animation_minus_accum; + + // track deficit + time_deficit = p_animation_step - ret.animation_step; + + return ret; + } + + // determine wall clock step since last iteration + float get_cpu_animation_step() { + uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec; + last_cpu_ticks_usec = current_cpu_ticks_usec; + + return cpu_ticks_elapsed / 1000000.0; + } + +public: + explicit _TimerSync() : + last_cpu_ticks_usec(0), + current_cpu_ticks_usec(0), + time_accum(0), + time_deficit(0) { + for (int i = CONTROL_STEPS - 1; i >= 0; --i) { + typical_physics_steps[i] = i; + accumulated_physics_steps[i] = i; + } + } + + // start the clock + void init(uint64_t p_cpu_ticks_usec) { + current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec; + } + + // set measured wall clock time + void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) { + current_cpu_ticks_usec = p_cpu_ticks_usec; + } + + // advance one frame, return timesteps to take + _FrameTime advance(float p_frame_slice, int p_iterations_per_second) { + float cpu_animation_step = get_cpu_animation_step(); + + return advance_checked(p_frame_slice, p_iterations_per_second, cpu_animation_step); + } + + void before_start_render() { + VisualServer::get_singleton()->sync(); + } +}; + +static _TimerSync _timer_sync; + bool Main::start() { ERR_FAIL_COND_V(!_start_success, false); bool hasicon = false; - bool editor = false; String doc_tool; List<String> removal_docs; bool doc_base = true; @@ -1185,31 +1466,35 @@ bool Main::start() { String test; String _export_preset; bool export_debug = false; - bool project_manager_request = false; + + _timer_sync.init(OS::get_singleton()->get_ticks_usec()); List<String> args = OS::get_singleton()->get_cmdline_args(); for (int i = 0; i < args.size(); i++) { //parameters that do not have an argument to the right if (args[i] == "--no-docbase") { doc_base = false; +#ifdef TOOLS_ENABLED } else if (args[i] == "-e" || args[i] == "--editor") { editor = true; } else if (args[i] == "-p" || args[i] == "--project-manager") { - project_manager_request = true; + project_manager = true; +#endif } else if (args[i].length() && args[i][0] != '-' && game_path == "") { game_path = args[i]; } //parameters that have an argument to the right else if (i < (args.size() - 1)) { bool parsed_pair = true; - if (args[i] == "--doctool") { - doc_tool = args[i + 1]; - for (int j = i + 2; j < args.size(); j++) - removal_docs.push_back(args[j]); - } else if (args[i] == "-s" || args[i] == "--script") { + if (args[i] == "-s" || args[i] == "--script") { script = args[i + 1]; } else if (args[i] == "--test") { test = args[i + 1]; +#ifdef TOOLS_ENABLED + } else if (args[i] == "--doctool") { + doc_tool = args[i + 1]; + for (int j = i + 2; j < args.size(); j++) + removal_docs.push_back(args[j]); } else if (args[i] == "--export") { editor = true; //needs editor if (i + 1 < args.size()) { @@ -1227,6 +1512,7 @@ bool Main::start() { return false; } export_debug = true; +#endif } else { // The parameter does not match anything known, don't skip the next argument parsed_pair = false; @@ -1256,7 +1542,7 @@ bool Main::start() { DocData docsrc; Map<String, String> doc_data_classes; Set<String> checked_paths; - print_line("Loading docs.."); + print_line("Loading docs..."); for (int i = 0; i < _doc_data_class_path_count; i++) { String path = doc_tool.plus_file(_doc_data_class_paths[i].path); @@ -1274,14 +1560,14 @@ bool Main::start() { checked_paths.insert(index_path); print_line("Loading docs from: " + index_path); - print_line("Merging docs.."); + print_line("Merging docs..."); doc.merge_from(docsrc); for (Set<String>::Element *E = checked_paths.front(); E; E = E->next()) { print_line("Erasing old docs at: " + E->get()); DocData::erase_classes(E->get()); } - print_line("Generating new docs.."); + print_line("Generating new docs..."); doc.save_classes(index_path, doc_data_classes); return false; @@ -1407,7 +1693,7 @@ bool Main::start() { { } - if (!editor) { + if (!editor && !project_manager) { //standard helpers that can be changed from main config String stretch_mode = GLOBAL_DEF("display/window/stretch/mode", "disabled"); @@ -1456,7 +1742,7 @@ bool Main::start() { bool snap_controls = GLOBAL_DEF("gui/common/snap_controls_to_pixels", true); sml->get_root()->set_snap_controls_to_pixels(snap_controls); - bool font_oversampling = GLOBAL_DEF("rendering/quality/dynamic_fonts/use_oversampling", false); + bool font_oversampling = GLOBAL_DEF("rendering/quality/dynamic_fonts/use_oversampling", true); sml->set_use_font_oversampling(font_oversampling); } else { @@ -1469,11 +1755,11 @@ bool Main::start() { sml->set_auto_accept_quit(GLOBAL_DEF("application/config/auto_accept_quit", true)); sml->set_quit_on_go_back(GLOBAL_DEF("application/config/quit_on_go_back", true)); GLOBAL_DEF("gui/common/snap_controls_to_pixels", true); - GLOBAL_DEF("rendering/quality/dynamic_fonts/use_oversampling", false); + GLOBAL_DEF("rendering/quality/dynamic_fonts/use_oversampling", true); } String local_game_path; - if (game_path != "" && !project_manager_request) { + if (game_path != "" && !project_manager) { local_game_path = game_path.replace("\\", "/"); @@ -1518,7 +1804,7 @@ bool Main::start() { #endif } - if (!project_manager_request && !editor) { + if (!project_manager && !editor) { // game if (game_path != "" || script != "") { //autoload List<PropertyInfo> props; @@ -1600,7 +1886,6 @@ bool Main::start() { sml->get_root()->add_child(E->get()); } - //singletons } if (game_path != "") { @@ -1626,7 +1911,7 @@ bool Main::start() { } #ifdef TOOLS_ENABLED - if (project_manager_request || (script == "" && test == "" && game_path == "" && !editor)) { + if (project_manager || (script == "" && test == "" && game_path == "" && !editor)) { ProjectManager *pmanager = memnew(ProjectManager); ProgressDialog *progress_dialog = memnew(ProgressDialog); @@ -1649,7 +1934,6 @@ bool Main::start() { uint64_t Main::last_ticks = 0; uint64_t Main::target_ticks = 0; -float Main::time_accum = 0; uint32_t Main::frames = 0; uint32_t Main::frame = 0; bool Main::force_redraw_requested = false; @@ -1662,14 +1946,15 @@ bool Main::iteration() { uint64_t ticks = OS::get_singleton()->get_ticks_usec(); Engine::get_singleton()->_frame_ticks = ticks; + _timer_sync.set_cpu_ticks_usec(ticks); uint64_t ticks_elapsed = ticks - last_ticks; - double step = (double)ticks_elapsed / 1000000.0; - if (fixed_fps != -1) - step = 1.0 / fixed_fps; + int physics_fps = Engine::get_singleton()->get_iterations_per_second(); + float frame_slice = 1.0 / physics_fps; - float frame_slice = 1.0 / Engine::get_singleton()->get_iterations_per_second(); + _FrameTime advance = _timer_sync.advance(frame_slice, physics_fps); + double step = advance.animation_step; Engine::get_singleton()->_frame_step = step; @@ -1685,20 +1970,19 @@ bool Main::iteration() { last_ticks = ticks; - if (fixed_fps == -1 && step > frame_slice * 8) - step = frame_slice * 8; - - time_accum += step; + static const int max_physics_steps = 8; + if (fixed_fps == -1 && advance.physics_steps > max_physics_steps) { + step -= (advance.physics_steps - max_physics_steps) * frame_slice; + advance.physics_steps = max_physics_steps; + } float time_scale = Engine::get_singleton()->get_time_scale(); bool exit = false; - int iters = 0; - Engine::get_singleton()->_in_physics = true; - while (time_accum > frame_slice) { + for (int iters = 0; iters < advance.physics_steps; ++iters) { uint64_t physics_begin = OS::get_singleton()->get_ticks_usec(); @@ -1720,12 +2004,10 @@ bool Main::iteration() { Physics2DServer::get_singleton()->end_sync(); Physics2DServer::get_singleton()->step(frame_slice * time_scale); - time_accum -= frame_slice; message_queue->flush(); physics_process_ticks = MAX(physics_process_ticks, OS::get_singleton()->get_ticks_usec() - physics_begin); // keep the largest one for reference physics_process_max = MAX(OS::get_singleton()->get_ticks_usec() - physics_begin, physics_process_max); - iters++; Engine::get_singleton()->_physics_frames++; } @@ -1736,7 +2018,7 @@ bool Main::iteration() { OS::get_singleton()->get_main_loop()->idle(step * time_scale); message_queue->flush(); - VisualServer::get_singleton()->sync(); //sync if still drawing from previous frames. + _timer_sync.before_start_render(); //sync if still drawing from previous frames. if (OS::get_singleton()->can_draw() && !disable_render_loop) { @@ -1775,9 +2057,13 @@ bool Main::iteration() { if (frame > 1000000) { - if (GLOBAL_DEF("debug/settings/stdout/print_fps", OS::get_singleton()->is_stdout_verbose())) { - print_line("FPS: " + itos(frames)); - }; + if (editor || project_manager) { + if (print_fps) { + print_line("Editor FPS: " + itos(frames)); + } + } else if (GLOBAL_GET("debug/settings/stdout/print_fps") || print_fps) { + print_line("Game FPS: " + itos(frames)); + } Engine::get_singleton()->_fps = frames; performance->set_process_time(USEC_TO_SEC(idle_process_max)); @@ -1810,7 +2096,16 @@ bool Main::iteration() { target_ticks = MIN(MAX(target_ticks, current_ticks - time_step), current_ticks + time_step); } - return exit; +#ifdef TOOLS_ENABLED + if (auto_build_solutions) { + auto_build_solutions = false; + if (!EditorNode::get_singleton()->call_build()) { + ERR_FAIL_V(true); + } + } +#endif + + return exit || auto_quit; } void Main::force_redraw() { |