/*************************************************************************/ /* engine.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef ENGINE_H #define ENGINE_H #include "list.h" #include "os/main_loop.h" #include "ustring.h" #include "vector.h" class Engine { public: struct Singleton { StringName name; Object *ptr; Singleton(const StringName &p_name = StringName(), Object *p_ptr = NULL) : name(p_name), ptr(p_ptr) { } }; private: friend class Main; uint64_t frames_drawn; uint32_t _frame_delay; uint64_t _frame_ticks; float _frame_step; int ips; float _fps; int _target_fps; float _time_scale; bool _pixel_snap; uint64_t _physics_frames; uint64_t _idle_frames; bool _in_physics; List singletons; Map singleton_ptrs; bool editor_hint; static Engine *singleton; public: static Engine *get_singleton(); virtual void set_iterations_per_second(int p_ips); virtual int get_iterations_per_second() const; virtual void set_target_fps(int p_fps); virtual float get_target_fps() const; virtual float get_frames_per_second() const { return _fps; } uint64_t get_frames_drawn(); uint64_t get_physics_frames() const { return _physics_frames; } uint64_t get_idle_frames() const { return _idle_frames; } bool is_in_physics_frame() const { return _in_physics; } uint64_t get_idle_frame_ticks() const { return _frame_ticks; } float get_idle_frame_step() const { return _frame_step; } void set_time_scale(float p_scale); float get_time_scale() const; void set_frame_delay(uint32_t p_msec); uint32_t get_frame_delay() const; void add_singleton(const Singleton &p_singleton); void get_singletons(List *p_singletons); bool has_singleton(const String &p_name) const; Object *get_singleton_object(const String &p_name) const; _FORCE_INLINE_ bool get_use_pixel_snap() const { return _pixel_snap; } #ifdef TOOLS_ENABLED _FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; } _FORCE_INLINE_ bool is_editor_hint() const { return editor_hint; } #else _FORCE_INLINE_ void set_editor_hint(bool p_enabled) {} _FORCE_INLINE_ bool is_editor_hint() const { return false; } #endif Dictionary get_version_info() const; Engine(); }; #endif // ENGINE_H