Expose disable_render_loop property to GDScript
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@ -4231,6 +4231,11 @@
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</description>
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</method>
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</methods>
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<members>
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<member name="render_loop_enabled" type="bool" setter="set_render_loop_enabled" getter="is_render_loop_enabled">
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If [code]false[/code], disables rendering completely, but the engine logic is still being processed. You can call [method force_draw] to draw a frame even with rendering disabled.
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</member>
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</members>
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<signals>
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<signal name="frame_post_draw">
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<description>
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@ -1271,6 +1271,9 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
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// also init our arvr_server from here
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arvr_server = memnew(ARVRServer);
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// and finally setup this property under visual_server
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VisualServer::get_singleton()->set_render_loop_enabled(!disable_render_loop);
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register_core_singletons();
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MAIN_PRINT("Main: Setup Logo");
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@ -2101,7 +2104,7 @@ bool Main::iteration() {
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VisualServer::get_singleton()->sync(); //sync if still drawing from previous frames.
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if (OS::get_singleton()->can_draw() && !disable_render_loop) {
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if (OS::get_singleton()->can_draw() && VisualServer::get_singleton()->is_render_loop_enabled()) {
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if ((!force_redraw_requested) && OS::get_singleton()->is_in_low_processor_usage_mode()) {
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if (VisualServer::get_singleton()->has_changed()) {
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@ -2050,6 +2050,10 @@ void VisualServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("has_os_feature", "feature"), &VisualServer::has_os_feature);
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ClassDB::bind_method(D_METHOD("set_debug_generate_wireframes", "generate"), &VisualServer::set_debug_generate_wireframes);
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ClassDB::bind_method(D_METHOD("is_render_loop_enabled"), &VisualServer::is_render_loop_enabled);
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ClassDB::bind_method(D_METHOD("set_render_loop_enabled", "enabled"), &VisualServer::set_render_loop_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "render_loop_enabled"), "set_render_loop_enabled", "is_render_loop_enabled");
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BIND_CONSTANT(NO_INDEX_ARRAY);
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BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
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BIND_CONSTANT(CANVAS_ITEM_Z_MIN);
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@ -2368,6 +2372,14 @@ RID VisualServer::instance_create2(RID p_base, RID p_scenario) {
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return instance;
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}
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bool VisualServer::is_render_loop_enabled() const {
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return render_loop_enabled;
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}
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void VisualServer::set_render_loop_enabled(bool p_enabled) {
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render_loop_enabled = p_enabled;
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}
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VisualServer::VisualServer() {
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//ERR_FAIL_COND(singleton);
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@ -46,6 +46,7 @@ class VisualServer : public Object {
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static VisualServer *singleton;
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int mm_policy;
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bool render_loop_enabled = true;
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void _camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
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void _canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate = Color(1, 1, 1));
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@ -1063,6 +1064,9 @@ public:
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virtual bool is_low_end() const = 0;
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bool is_render_loop_enabled() const;
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void set_render_loop_enabled(bool p_enabled);
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VisualServer();
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virtual ~VisualServer();
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};
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