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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="Engine" inherits="Object" category="Core" version="3.2">
- <brief_description>
- Access to basic engine properties.
- </brief_description>
- <description>
- The [Engine] class allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="get_author_info" qualifiers="const">
- <return type="Dictionary">
- </return>
- <description>
- Returns engine author information in a Dictionary.
- [code]lead_developers[/code] - Array of Strings, lead developer names
- [code]founders[/code] - Array of Strings, founder names
- [code]project_managers[/code] - Array of Strings, project manager names
- [code]developers[/code] - 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.
- [code]name[/code] - String, component name
- [code]parts[/code] - Array of Dictionaries {[code]files[/code], [code]copyright[/code], [code]license[/code]} 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.
- {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]}
- </description>
- </method>
- <method name="get_frames_drawn">
- <return type="int">
- </return>
- <description>
- Returns the total number of frames drawn.
- </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>
- <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>
- <method name="get_main_loop" qualifiers="const">
- <return type="MainLoop">
- </return>
- <description>
- Returns the main loop object (see [MainLoop] and [SceneTree]).
- </description>
- </method>
- <method name="get_physics_interpolation_fraction" qualifiers="const">
- <return type="float">
- </return>
- <description>
- Returns the fraction through the current physics tick we are at the time of rendering the frame. This can be used to implement fixed timestep interpolation.
- </description>
- </method>
- <method name="get_singleton" qualifiers="const">
- <return type="Object">
- </return>
- <argument index="0" name="name" type="String">
- </argument>
- <description>
- </description>
- </method>
- <method name="get_version_info" qualifiers="const">
- <return type="Dictionary">
- </return>
- <description>
- Returns the current engine version information in a Dictionary.
- [code]major[/code] - Holds the major version number as an int
- [code]minor[/code] - Holds the minor version number as an int
- [code]patch[/code] - Holds the patch version number as an int
- [code]hex[/code] - Holds the full version number encoded as a hexadecimal int with one byte (2 places) per number (see example below)
- [code]status[/code] - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String
- [code]build[/code] - Holds the build name (e.g. "custom_build") as a String
- [code]hash[/code] - Holds the full Git commit hash as a String
- [code]year[/code] - Holds the year the version was released in as an int
- [code]string[/code] - [code]major[/code] + [code]minor[/code] + [code]patch[/code] + [code]status[/code] + [code]build[/code] in a single String
- The [code]hex[/code] 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]. [b]Note:[/b] 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]
- if Engine.get_version_info().hex >= 0x030200:
- # Do things specific to version 3.2 or later
- else:
- # Do things specific to versions before 3.2
- [/codeblock]
- </description>
- </method>
- <method name="has_singleton" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="name" type="String">
- </argument>
- <description>
- </description>
- </method>
- <method name="is_in_physics_frame" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop.
- </description>
- </method>
- </methods>
- <members>
- <member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint" default="true">
- 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" default="60">
- The number of fixed iterations per second (for fixed process and physics).
- </member>
- <member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
- </member>
- <member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
- The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
- </member>
- <member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
- 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>
- <constants>
- </constants>
- </class>
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