d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
90 lines
3.2 KiB
XML
90 lines
3.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Engine" inherits="Object" category="Core" version="3.0-stable">
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<brief_description>
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Access to basic engine properties.
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</brief_description>
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<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>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="get_frames_drawn">
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<return type="int">
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</return>
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<description>
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Returns the total number of frames drawn.
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</description>
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</method>
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<method name="get_frames_per_second" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Returns the frames per second of the running game.
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</description>
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</method>
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<method name="get_main_loop" qualifiers="const">
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<return type="MainLoop">
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</return>
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<description>
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Returns the main loop object (see [MainLoop] and [SceneTree]).
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</description>
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</method>
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<method name="get_singleton" qualifiers="const">
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<return type="Object">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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</description>
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</method>
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<method name="get_version_info" qualifiers="const">
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<return type="Dictionary">
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</return>
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<description>
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Returns the current engine version information in a Dictionary.
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"major" - Holds the major version number as a String
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"minor" - Holds the minor version number as a String
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"patch" - Holds the patch version number as a String
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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
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"string" - major + minor + patch + status + build in a single String
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</description>
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</method>
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<method name="has_singleton" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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</description>
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</method>
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<method name="is_in_physics_frame" qualifiers="const">
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<return type="bool">
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</return>
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<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>
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</method>
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</methods>
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<members>
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<member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint">
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If [code]true[/code], it is running inside the editor. Useful for tool scripts.
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</member>
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<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second">
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The number of fixed iterations per second (for fixed process and physics).
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</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.
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</member>
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<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale">
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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.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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