engine.h 5.3 KB

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  1. /*************************************************************************/
  2. /* engine.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef ENGINE_H
  31. #define ENGINE_H
  32. #include "core/os/main_loop.h"
  33. #include "core/string/ustring.h"
  34. #include "core/templates/list.h"
  35. #include "core/templates/vector.h"
  36. class Engine {
  37. public:
  38. struct Singleton {
  39. StringName name;
  40. Object *ptr;
  41. StringName class_name; //used for binding generation hinting
  42. bool user_created = false;
  43. Singleton(const StringName &p_name = StringName(), Object *p_ptr = nullptr, const StringName &p_class_name = StringName());
  44. };
  45. private:
  46. friend class Main;
  47. uint64_t frames_drawn = 0;
  48. uint32_t _frame_delay = 0;
  49. uint64_t _frame_ticks = 0;
  50. double _process_step = 0;
  51. int ips = 60;
  52. double physics_jitter_fix = 0.5;
  53. double _fps = 1;
  54. int _target_fps = 0;
  55. double _time_scale = 1.0;
  56. uint64_t _physics_frames = 0;
  57. double _physics_interpolation_fraction = 0.0f;
  58. bool abort_on_gpu_errors = false;
  59. bool use_validation_layers = false;
  60. uint64_t _process_frames = 0;
  61. bool _in_physics = false;
  62. List<Singleton> singletons;
  63. Map<StringName, Object *> singleton_ptrs;
  64. bool editor_hint = false;
  65. static Engine *singleton;
  66. String shader_cache_path;
  67. public:
  68. static Engine *get_singleton();
  69. virtual void set_physics_ticks_per_second(int p_ips);
  70. virtual int get_physics_ticks_per_second() const;
  71. void set_physics_jitter_fix(double p_threshold);
  72. double get_physics_jitter_fix() const;
  73. virtual void set_target_fps(int p_fps);
  74. virtual int get_target_fps() const;
  75. virtual double get_frames_per_second() const { return _fps; }
  76. uint64_t get_frames_drawn();
  77. uint64_t get_physics_frames() const { return _physics_frames; }
  78. uint64_t get_process_frames() const { return _process_frames; }
  79. bool is_in_physics_frame() const { return _in_physics; }
  80. uint64_t get_frame_ticks() const { return _frame_ticks; }
  81. double get_process_step() const { return _process_step; }
  82. double get_physics_interpolation_fraction() const { return _physics_interpolation_fraction; }
  83. void set_time_scale(double p_scale);
  84. double get_time_scale() const;
  85. void set_print_error_messages(bool p_enabled);
  86. bool is_printing_error_messages() const;
  87. void set_frame_delay(uint32_t p_msec);
  88. uint32_t get_frame_delay() const;
  89. void add_singleton(const Singleton &p_singleton);
  90. void get_singletons(List<Singleton> *p_singletons);
  91. bool has_singleton(const StringName &p_name) const;
  92. Object *get_singleton_object(const StringName &p_name) const;
  93. void remove_singleton(const StringName &p_name);
  94. bool is_singleton_user_created(const StringName &p_name) const;
  95. #ifdef TOOLS_ENABLED
  96. _FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; }
  97. _FORCE_INLINE_ bool is_editor_hint() const { return editor_hint; }
  98. #else
  99. _FORCE_INLINE_ void set_editor_hint(bool p_enabled) {}
  100. _FORCE_INLINE_ bool is_editor_hint() const { return false; }
  101. #endif
  102. Dictionary get_version_info() const;
  103. Dictionary get_author_info() const;
  104. Array get_copyright_info() const;
  105. Dictionary get_donor_info() const;
  106. Dictionary get_license_info() const;
  107. String get_license_text() const;
  108. void set_shader_cache_path(const String &p_path);
  109. String get_shader_cache_path() const;
  110. bool is_abort_on_gpu_errors_enabled() const;
  111. bool is_validation_layers_enabled() const;
  112. Engine();
  113. virtual ~Engine() {}
  114. };
  115. #endif // ENGINE_H