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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Engine" inherits= "Object" category= "Core" version= "3.1" >
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<brief_description >
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Access to basic engine properties.
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</brief_description>
<description >
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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.
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</description>
<tutorials >
</tutorials>
<methods >
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<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>
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<method name= "get_frames_drawn" >
<return type= "int" >
</return>
<description >
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Returns the total number of frames drawn.
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</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>
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<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>
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<method name= "get_main_loop" qualifiers= "const" >
<return type= "MainLoop" >
</return>
<description >
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Returns the main loop object (see [MainLoop] and [SceneTree]).
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</description>
</method>
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<method name= "get_singleton" qualifiers= "const" >
<return type= "Object" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<description >
</description>
</method>
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<method name= "get_version_info" qualifiers= "const" >
<return type= "Dictionary" >
</return>
<description >
Returns the current engine version information in a Dictionary.
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"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
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"hex" - Holds the full version number encoded as an hexadecimal int with one byte (2 places) per number (see example below)
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"status" - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String
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"build" - Holds the build name (e.g. "custom-build") as a String
"string" - major + minor + patch + status + build in a single String
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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]
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if Engine.get_version_info().hex > = 0x030200:
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# do things specific to version 3.2 or later
else:
# do things specific to versions before 3.2
[/codeblock]
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</description>
</method>
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<method name= "has_singleton" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<description >
</description>
</method>
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<method name= "is_in_physics_frame" qualifiers= "const" >
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<return type= "bool" >
</return>
<description >
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Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop.
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</description>
</method>
</methods>
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<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>
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<member name= "physics_jitter_fix" type= "float" setter= "set_physics_jitter_fix" getter= "get_physics_jitter_fix" >
</member>
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<member name= "target_fps" type= "int" setter= "set_target_fps" getter= "get_target_fps" >
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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>
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<constants >
</constants>
</class>