engine.h 4.6 KB

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  1. /*************************************************************************/
  2. /* engine.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef ENGINE_H
  31. #define ENGINE_H
  32. #include "core/list.h"
  33. #include "core/os/main_loop.h"
  34. #include "core/ustring.h"
  35. #include "core/vector.h"
  36. class Engine {
  37. public:
  38. struct Singleton {
  39. StringName name;
  40. Object *ptr;
  41. Singleton(const StringName &p_name = StringName(), Object *p_ptr = NULL) :
  42. name(p_name),
  43. ptr(p_ptr) {
  44. }
  45. };
  46. private:
  47. friend class Main;
  48. uint64_t frames_drawn;
  49. uint32_t _frame_delay;
  50. uint64_t _frame_ticks;
  51. float _frame_step;
  52. int ips;
  53. float physics_jitter_fix;
  54. float _fps;
  55. int _target_fps;
  56. float _time_scale;
  57. bool _pixel_snap;
  58. uint64_t _physics_frames;
  59. uint64_t _idle_frames;
  60. bool _in_physics;
  61. List<Singleton> singletons;
  62. Map<StringName, Object *> singleton_ptrs;
  63. bool editor_hint;
  64. static Engine *singleton;
  65. public:
  66. static Engine *get_singleton();
  67. virtual void set_iterations_per_second(int p_ips);
  68. virtual int get_iterations_per_second() const;
  69. void set_physics_jitter_fix(float p_threshold);
  70. float get_physics_jitter_fix() const;
  71. virtual void set_target_fps(int p_fps);
  72. virtual float get_target_fps() const;
  73. virtual float get_frames_per_second() const { return _fps; }
  74. uint64_t get_frames_drawn();
  75. uint64_t get_physics_frames() const { return _physics_frames; }
  76. uint64_t get_idle_frames() const { return _idle_frames; }
  77. bool is_in_physics_frame() const { return _in_physics; }
  78. uint64_t get_idle_frame_ticks() const { return _frame_ticks; }
  79. float get_idle_frame_step() const { return _frame_step; }
  80. void set_time_scale(float p_scale);
  81. float get_time_scale() const;
  82. void set_frame_delay(uint32_t p_msec);
  83. uint32_t get_frame_delay() const;
  84. void add_singleton(const Singleton &p_singleton);
  85. void get_singletons(List<Singleton> *p_singletons);
  86. bool has_singleton(const String &p_name) const;
  87. Object *get_singleton_object(const String &p_name) const;
  88. _FORCE_INLINE_ bool get_use_pixel_snap() const { return _pixel_snap; }
  89. #ifdef TOOLS_ENABLED
  90. _FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; }
  91. _FORCE_INLINE_ bool is_editor_hint() const { return editor_hint; }
  92. #else
  93. _FORCE_INLINE_ void set_editor_hint(bool p_enabled) {}
  94. _FORCE_INLINE_ bool is_editor_hint() const { return false; }
  95. #endif
  96. Dictionary get_version_info() const;
  97. Dictionary get_author_info() const;
  98. Array get_copyright_info() const;
  99. Dictionary get_donor_info() const;
  100. Dictionary get_license_info() const;
  101. String get_license_text() const;
  102. Engine();
  103. virtual ~Engine() {}
  104. };
  105. #endif // ENGINE_H