2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* editor_run.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#ifndef EDITOR_RUN_H
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#define EDITOR_RUN_H
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2018-09-11 16:13:45 +00:00
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#include "core/os/os.h"
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2014-02-10 01:10:30 +00:00
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#include "scene/main/node.h"
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class EditorRun {
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public:
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enum Status {
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STATUS_PLAY,
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STATUS_PAUSED,
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STATUS_STOP
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};
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2020-02-07 01:52:05 +00:00
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List<OS::ProcessID> pids;
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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private:
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2014-02-10 01:10:30 +00:00
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Status status;
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2020-04-05 14:19:24 +00:00
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String running_scene;
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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public:
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2014-02-10 01:10:30 +00:00
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Status get_status() const;
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2020-04-05 14:19:24 +00:00
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String get_running_scene() const;
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Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
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Error run(const String &p_scene, const String &p_write_movie = "");
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2015-08-06 05:37:40 +00:00
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void run_native_notify() { status = STATUS_PLAY; }
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2014-02-10 01:10:30 +00:00
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void stop();
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2015-09-20 16:03:46 +00:00
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2020-02-07 01:52:05 +00:00
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void stop_child_process(OS::ProcessID p_pid);
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bool has_child_process(OS::ProcessID p_pid) const;
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int get_child_process_count() const { return pids.size(); }
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2016-09-14 02:02:18 +00:00
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2014-02-10 01:10:30 +00:00
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EditorRun();
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};
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#endif // EDITOR_RUN_H
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