class_engine.rst 11 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the Engine.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_Engine:
  6. Engine
  7. ======
  8. **Inherits:** :ref:`Object<class_Object>`
  9. **Category:** Core
  10. Brief Description
  11. -----------------
  12. Access to basic engine properties.
  13. Properties
  14. ----------
  15. +---------------------------+---------------------------------------------------------------------------+
  16. | :ref:`bool<class_bool>` | :ref:`editor_hint<class_Engine_property_editor_hint>` |
  17. +---------------------------+---------------------------------------------------------------------------+
  18. | :ref:`int<class_int>` | :ref:`iterations_per_second<class_Engine_property_iterations_per_second>` |
  19. +---------------------------+---------------------------------------------------------------------------+
  20. | :ref:`float<class_float>` | :ref:`physics_jitter_fix<class_Engine_property_physics_jitter_fix>` |
  21. +---------------------------+---------------------------------------------------------------------------+
  22. | :ref:`int<class_int>` | :ref:`target_fps<class_Engine_property_target_fps>` |
  23. +---------------------------+---------------------------------------------------------------------------+
  24. | :ref:`float<class_float>` | :ref:`time_scale<class_Engine_property_time_scale>` |
  25. +---------------------------+---------------------------------------------------------------------------+
  26. Methods
  27. -------
  28. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  29. | :ref:`Dictionary<class_Dictionary>` | :ref:`get_author_info<class_Engine_method_get_author_info>` **(** **)** const |
  30. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  31. | :ref:`Array<class_Array>` | :ref:`get_copyright_info<class_Engine_method_get_copyright_info>` **(** **)** const |
  32. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  33. | :ref:`Dictionary<class_Dictionary>` | :ref:`get_donor_info<class_Engine_method_get_donor_info>` **(** **)** const |
  34. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  35. | :ref:`int<class_int>` | :ref:`get_frames_drawn<class_Engine_method_get_frames_drawn>` **(** **)** |
  36. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  37. | :ref:`float<class_float>` | :ref:`get_frames_per_second<class_Engine_method_get_frames_per_second>` **(** **)** const |
  38. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  39. | :ref:`Dictionary<class_Dictionary>` | :ref:`get_license_info<class_Engine_method_get_license_info>` **(** **)** const |
  40. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  41. | :ref:`String<class_String>` | :ref:`get_license_text<class_Engine_method_get_license_text>` **(** **)** const |
  42. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  43. | :ref:`MainLoop<class_MainLoop>` | :ref:`get_main_loop<class_Engine_method_get_main_loop>` **(** **)** const |
  44. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  45. | :ref:`Object<class_Object>` | :ref:`get_singleton<class_Engine_method_get_singleton>` **(** :ref:`String<class_String>` name **)** const |
  46. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  47. | :ref:`Dictionary<class_Dictionary>` | :ref:`get_version_info<class_Engine_method_get_version_info>` **(** **)** const |
  48. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  49. | :ref:`bool<class_bool>` | :ref:`has_singleton<class_Engine_method_has_singleton>` **(** :ref:`String<class_String>` name **)** const |
  50. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  51. | :ref:`bool<class_bool>` | :ref:`is_in_physics_frame<class_Engine_method_is_in_physics_frame>` **(** **)** const |
  52. +-------------------------------------+------------------------------------------------------------------------------------------------------------+
  53. Description
  54. -----------
  55. The ``Engine`` class allows you to query and modify the game's run-time parameters, such as frames per second, time scale, and others.
  56. Property Descriptions
  57. ---------------------
  58. .. _class_Engine_property_editor_hint:
  59. - :ref:`bool<class_bool>` **editor_hint**
  60. +----------+------------------------+
  61. | *Setter* | set_editor_hint(value) |
  62. +----------+------------------------+
  63. | *Getter* | is_editor_hint() |
  64. +----------+------------------------+
  65. If ``true``, it is running inside the editor. Useful for tool scripts.
  66. ----
  67. .. _class_Engine_property_iterations_per_second:
  68. - :ref:`int<class_int>` **iterations_per_second**
  69. +----------+----------------------------------+
  70. | *Setter* | set_iterations_per_second(value) |
  71. +----------+----------------------------------+
  72. | *Getter* | get_iterations_per_second() |
  73. +----------+----------------------------------+
  74. The number of fixed iterations per second (for fixed process and physics).
  75. ----
  76. .. _class_Engine_property_physics_jitter_fix:
  77. - :ref:`float<class_float>` **physics_jitter_fix**
  78. +----------+-------------------------------+
  79. | *Setter* | set_physics_jitter_fix(value) |
  80. +----------+-------------------------------+
  81. | *Getter* | get_physics_jitter_fix() |
  82. +----------+-------------------------------+
  83. ----
  84. .. _class_Engine_property_target_fps:
  85. - :ref:`int<class_int>` **target_fps**
  86. +----------+-----------------------+
  87. | *Setter* | set_target_fps(value) |
  88. +----------+-----------------------+
  89. | *Getter* | get_target_fps() |
  90. +----------+-----------------------+
  91. The desired frames per second. If the hardware cannot keep up, this setting may not be respected. Defaults to 0, which indicates no limit.
  92. ----
  93. .. _class_Engine_property_time_scale:
  94. - :ref:`float<class_float>` **time_scale**
  95. +----------+-----------------------+
  96. | *Setter* | set_time_scale(value) |
  97. +----------+-----------------------+
  98. | *Getter* | get_time_scale() |
  99. +----------+-----------------------+
  100. 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.
  101. Method Descriptions
  102. -------------------
  103. .. _class_Engine_method_get_author_info:
  104. - :ref:`Dictionary<class_Dictionary>` **get_author_info** **(** **)** const
  105. Returns engine author information in a Dictionary.
  106. "lead_developers" - Array of Strings, lead developer names
  107. "founders" - Array of Strings, founder names
  108. "project_managers" - Array of Strings, project manager names
  109. "developers" - Array of Strings, developer names
  110. ----
  111. .. _class_Engine_method_get_copyright_info:
  112. - :ref:`Array<class_Array>` **get_copyright_info** **(** **)** const
  113. Returns an Array of copyright information Dictionaries.
  114. "name" - String, component name
  115. "parts" - Array of Dictionaries {"files", "copyright", "license"} describing subsections of the component
  116. ----
  117. .. _class_Engine_method_get_donor_info:
  118. - :ref:`Dictionary<class_Dictionary>` **get_donor_info** **(** **)** const
  119. Returns a Dictionary of Arrays of donor names.
  120. {"platinum_sponsors", "gold_sponsors", "mini_sponsors", "gold_donors", "silver_donors", "bronze_donors"}
  121. ----
  122. .. _class_Engine_method_get_frames_drawn:
  123. - :ref:`int<class_int>` **get_frames_drawn** **(** **)**
  124. Returns the total number of frames drawn.
  125. ----
  126. .. _class_Engine_method_get_frames_per_second:
  127. - :ref:`float<class_float>` **get_frames_per_second** **(** **)** const
  128. Returns the frames per second of the running game.
  129. ----
  130. .. _class_Engine_method_get_license_info:
  131. - :ref:`Dictionary<class_Dictionary>` **get_license_info** **(** **)** const
  132. Returns Dictionary of licenses used by Godot and included third party components.
  133. ----
  134. .. _class_Engine_method_get_license_text:
  135. - :ref:`String<class_String>` **get_license_text** **(** **)** const
  136. Returns Godot license text.
  137. ----
  138. .. _class_Engine_method_get_main_loop:
  139. - :ref:`MainLoop<class_MainLoop>` **get_main_loop** **(** **)** const
  140. Returns the main loop object (see :ref:`MainLoop<class_MainLoop>` and :ref:`SceneTree<class_SceneTree>`).
  141. ----
  142. .. _class_Engine_method_get_singleton:
  143. - :ref:`Object<class_Object>` **get_singleton** **(** :ref:`String<class_String>` name **)** const
  144. ----
  145. .. _class_Engine_method_get_version_info:
  146. - :ref:`Dictionary<class_Dictionary>` **get_version_info** **(** **)** const
  147. Returns the current engine version information in a Dictionary.
  148. ``major`` - Holds the major version number as an int
  149. ``minor`` - Holds the minor version number as an int
  150. ``patch`` - Holds the patch version number as an int
  151. ``hex`` - Holds the full version number encoded as an hexadecimal int with one byte (2 places) per number (see example below)
  152. ``status`` - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String
  153. ``build`` - Holds the build name (e.g. "custom_build") as a String
  154. ``hash`` - Holds the full Git commit hash as a String
  155. ``year`` - Holds the year the version was released in as an int
  156. ``string`` - ``major`` + ``minor`` + ``patch`` + ``status`` + ``build`` in a single String
  157. 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 ``0x03010C``. 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:
  158. ::
  159. if Engine.get_version_info().hex >= 0x030200:
  160. # do things specific to version 3.2 or later
  161. else:
  162. # do things specific to versions before 3.2
  163. ----
  164. .. _class_Engine_method_has_singleton:
  165. - :ref:`bool<class_bool>` **has_singleton** **(** :ref:`String<class_String>` name **)** const
  166. ----
  167. .. _class_Engine_method_is_in_physics_frame:
  168. - :ref:`bool<class_bool>` **is_in_physics_frame** **(** **)** const
  169. Returns ``true`` if the game is inside the fixed process and physics phase of the game loop.