summaryrefslogtreecommitdiff
path: root/doc/classes/Engine.xml
blob: 3273005395062768c2d1325806a05261680a240c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Engine" inherits="Object" category="Core" version="3.1">
	<brief_description>
		Access to basic engine properties.
	</brief_description>
	<description>
		The [code]Engine[/code] 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
				"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
			</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>