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/*************************************************************************/
/*  engine.cpp                                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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.                */
/*************************************************************************/
#include "engine.h"
#include "version.h"

void Engine::set_iterations_per_second(int p_ips) {

	ips=p_ips;
}
int Engine::get_iterations_per_second() const {

	return ips;
}

void Engine::set_target_fps(int p_fps) {
	_target_fps=p_fps>0? p_fps : 0;
}

float Engine::get_target_fps() const {
	return _target_fps;
}

uint64_t Engine::get_frames_drawn() {

	return frames_drawn;
}

void Engine::set_frame_delay(uint32_t p_msec) {

	_frame_delay=p_msec;
}

uint32_t Engine::get_frame_delay() const {

	return _frame_delay;
}

void Engine::set_time_scale(float p_scale) {

	_time_scale=p_scale;
}

float Engine::get_time_scale() const {

	return _time_scale;
}

Dictionary Engine::get_version_info() const {

	Dictionary dict;
	dict["major"] = VERSION_MAJOR;
	dict["minor"] = VERSION_MINOR;
	#ifdef VERSION_PATCH
	dict["patch"] = VERSION_PATCH;
	#else
	dict["patch"] = 0;
	#endif
	dict["status"] = _MKSTR(VERSION_STATUS);
	dict["revision"] = _MKSTR(VERSION_REVISION);
	dict["year"] = VERSION_YEAR;

	String stringver = String(dict["major"]) + "." + String(dict["minor"]);
	if ((int)dict["patch"] != 0)
		stringver += "." + String(dict["patch"]);
	stringver += "-" + String(dict["status"]) + " (" + String(dict["revision"]) + ")";
	dict["string"] = stringver;

	return dict;
}


Engine *Engine::singleton=NULL;

Engine *Engine::get_singleton() {
	return singleton;
}

Engine::Engine()
{

	singleton=this;
	frames_drawn=0;
	ips=60;
	_frame_delay=0;
	_fps=1;
	_target_fps=0;
	_time_scale=1.0;
	_pixel_snap=false;
	_fixed_frames=0;
	_idle_frames=0;
	_in_fixed=false;
}