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path: root/doc/classes/Engine.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Engine" inherits="Object" category="Core" version="3.2">
	<brief_description>
		Access to basic engine properties.
	</brief_description>
	<description>
		The [Engine] class allows you to query and modify the game's run-time parameters, such as frames per second, time scale, and others.
	</description>
	<tutorials>
	</tutorials>
	<demos>
	</demos>
	<methods>
		<method name="get_author_info" qualifiers="const">
			<return type="Dictionary">
			</return>
			<description>
				Returns engine author information in a Dictionary.
				"lead_developers" - Array of Strings, lead developer names
				"founders" - Array of Strings, founder names
				"project_managers" - Array of Strings, project manager names
				"developers" - Array of Strings, developer names
			</description>
		</method>
		<method name="get_copyright_info" qualifiers="const">
			<return type="Array">
			</return>
			<description>
				Returns an Array of copyright information Dictionaries.
				"name" - String, component name
				"parts" - Array of Dictionaries {"files", "copyright", "license"} describing subsections of the component
			</description>
		</method>
		<method name="get_donor_info" qualifiers="const">
			<return type="Dictionary">
			</return>
			<description>
				Returns a Dictionary of Arrays of donor names.
				{"platinum_sponsors", "gold_sponsors", "mini_sponsors", "gold_donors", "silver_donors", "bronze_donors"}
			</description>
		</method>
		<method name="get_frames_drawn">
			<return type="int">
			</return>
			<description>
				Returns the total number of frames drawn.
			</description>
		</method>
		<method name="get_frames_per_second" qualifiers="const">
			<return type="float">
			</return>
			<description>
				Returns the frames per second of the running game.
			</description>
		</method>
		<method name="get_license_info" qualifiers="const">
			<return type="Dictionary">
			</return>
			<description>
				Returns Dictionary of licenses used by Godot and included third party components.
			</description>
		</method>
		<method name="get_license_text" qualifiers="const">
			<return type="String">
			</return>
			<description>
				Returns Godot license text.
			</description>
		</method>
		<method name="get_main_loop" qualifiers="const">
			<return type="MainLoop">
			</return>
			<description>
				Returns the main loop object (see [MainLoop] and [SceneTree]).
			</description>
		</method>
		<method name="get_singleton" qualifiers="const">
			<return type="Object">
			</return>
			<argument index="0" name="name" type="String">
			</argument>
			<description>
			</description>
		</method>
		<method name="get_version_info" qualifiers="const">
			<return type="Dictionary">
			</return>
			<description>
				Returns the current engine version information in a Dictionary.
				"major"    - Holds the major version number as an int
				"minor"    - Holds the minor version number as an int
				"patch"    - Holds the patch version number as an int
				"hex"      - Holds the full version number encoded as an hexadecimal int with one byte (2 places) per number (see example below)
				"status"   - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String
				"build"    - Holds the build name (e.g. "custom-build") as a String
				"string"   - major + minor + patch + status + build in a single String
				The "hex" value is encoded as follows, from left to right: one byte for the major, one byte for the minor, one byte for the patch version. For example, "3.1.12" would be [code]0x03010C[/code]. Note that it's still an int internally, and printing it will give you its decimal representation, which is not particularly meaningful. Use hexadecimal literals for easy version comparisons from code:
				[codeblock]
				if Engine.get_version_info().hex &gt;= 0x030200:
				    # do things specific to version 3.2 or later
				else:
				    # do things specific to versions before 3.2
				[/codeblock]
			</description>
		</method>
		<method name="has_singleton" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="name" type="String">
			</argument>
			<description>
			</description>
		</method>
		<method name="is_in_physics_frame" qualifiers="const">
			<return type="bool">
			</return>
			<description>
				Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop.
			</description>
		</method>
	</methods>
	<members>
		<member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint">
			If [code]true[/code], it is running inside the editor. Useful for tool scripts.
		</member>
		<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second">
			The number of fixed iterations per second (for fixed process and physics).
		</member>
		<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix">
		</member>
		<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps">
			The desired frames per second. If the hardware cannot keep up, this setting may not be respected. Defaults to 0, which indicates no limit.
		</member>
		<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale">
			Controls how fast or slow the in-game clock ticks versus the real life one. It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real life, whilst a value of 0.5 means the game moves at half the regular speed.
		</member>
	</members>
	<constants>
	</constants>
</class>