/*************************************************************************/ /* engine.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef ENGINE_H #define ENGINE_H #include "core/os/main_loop.h" #include "core/string/ustring.h" #include "core/templates/list.h" #include "core/templates/vector.h" class Engine { public: struct Singleton { StringName name; Object *ptr; StringName class_name; //used for binding generation hinting Singleton(const StringName &p_name = StringName(), Object *p_ptr = nullptr, const StringName &p_class_name = StringName()); }; private: friend class Main; uint64_t frames_drawn = 0; uint32_t _frame_delay = 0; uint64_t _frame_ticks = 0; double _process_step = 0; int ips = 60; double physics_jitter_fix = 0.5; double _fps = 1; int _target_fps = 0; double _time_scale = 1.0; uint64_t _physics_frames = 0; double _physics_interpolation_fraction = 0.0f; bool abort_on_gpu_errors = false; bool use_validation_layers = false; uint64_t _process_frames = 0; bool _in_physics = false; List singletons; Map singleton_ptrs; bool editor_hint = false; static Engine *singleton; String shader_cache_path; public: static Engine *get_singleton(); virtual void set_iterations_per_second(int p_ips); virtual int get_iterations_per_second() const; void set_physics_jitter_fix(double p_threshold); double get_physics_jitter_fix() const; virtual void set_target_fps(int p_fps); virtual int get_target_fps() const; virtual double get_frames_per_second() const { return _fps; } uint64_t get_frames_drawn(); uint64_t get_physics_frames() const { return _physics_frames; } uint64_t get_process_frames() const { return _process_frames; } bool is_in_physics_frame() const { return _in_physics; } uint64_t get_frame_ticks() const { return _frame_ticks; } double get_process_step() const { return _process_step; } double get_physics_interpolation_fraction() const { return _physics_interpolation_fraction; } void set_time_scale(double p_scale); double get_time_scale() const; void set_print_error_messages(bool p_enabled); bool is_printing_error_messages() const; void set_frame_delay(uint32_t p_msec); uint32_t get_frame_delay() const; void add_singleton(const Singleton &p_singleton); void get_singletons(List *p_singletons); bool has_singleton(const String &p_name) const; Object *get_singleton_object(const String &p_name) const; #ifdef TOOLS_ENABLED _FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; } _FORCE_INLINE_ bool is_editor_hint() const { return editor_hint; } #else _FORCE_INLINE_ void set_editor_hint(bool p_enabled) {} _FORCE_INLINE_ bool is_editor_hint() const { return false; } #endif Dictionary get_version_info() const; Dictionary get_author_info() const; Array get_copyright_info() const; Dictionary get_donor_info() const; Dictionary get_license_info() const; String get_license_text() const; void set_shader_cache_path(const String &p_path); String get_shader_cache_path() const; bool is_abort_on_gpu_errors_enabled() const; bool is_validation_layers_enabled() const; Engine(); virtual ~Engine() {} }; #endif // ENGINE_H