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When using high physics FPS (which is a requirement to minimize input lag and improve precision in simulation racing games), a higher value prevents the game from slowing down at low rendering FPS. This can be done via an Engine property for run-time changes, or a project setting for initial changes.
176 lines
6.4 KiB
C++
176 lines
6.4 KiB
C++
/*************************************************************************/
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/* engine.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ENGINE_H
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#define ENGINE_H
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#include "core/os/main_loop.h"
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#include "core/string/ustring.h"
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#include "core/templates/list.h"
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#include "core/templates/vector.h"
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template <typename T>
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class TypedArray;
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class Engine {
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public:
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struct Singleton {
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StringName name;
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Object *ptr = nullptr;
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StringName class_name; //used for binding generation hinting
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bool user_created = false;
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Singleton(const StringName &p_name = StringName(), Object *p_ptr = nullptr, const StringName &p_class_name = StringName());
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};
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private:
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friend class Main;
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uint64_t frames_drawn = 0;
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uint32_t _frame_delay = 0;
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uint64_t _frame_ticks = 0;
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double _process_step = 0;
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int ips = 60;
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double physics_jitter_fix = 0.5;
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double _fps = 1;
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int _max_fps = 0;
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double _time_scale = 1.0;
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uint64_t _physics_frames = 0;
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int max_physics_steps_per_frame = 8;
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double _physics_interpolation_fraction = 0.0f;
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bool abort_on_gpu_errors = false;
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bool use_validation_layers = false;
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int32_t gpu_idx = -1;
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uint64_t _process_frames = 0;
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bool _in_physics = false;
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List<Singleton> singletons;
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HashMap<StringName, Object *> singleton_ptrs;
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bool editor_hint = false;
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bool project_manager_hint = false;
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static Engine *singleton;
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String write_movie_path;
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String shader_cache_path;
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Dictionary startup_benchmark_json;
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String startup_benchmark_section;
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uint64_t startup_benchmark_from = 0;
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uint64_t startup_benchmark_total_from = 0;
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public:
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static Engine *get_singleton();
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virtual void set_physics_ticks_per_second(int p_ips);
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virtual int get_physics_ticks_per_second() const;
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virtual void set_max_physics_steps_per_frame(int p_max_physics_steps);
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virtual int get_max_physics_steps_per_frame() const;
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void set_physics_jitter_fix(double p_threshold);
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double get_physics_jitter_fix() const;
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virtual void set_max_fps(int p_fps);
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virtual int get_max_fps() const;
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virtual double get_frames_per_second() const { return _fps; }
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uint64_t get_frames_drawn();
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uint64_t get_physics_frames() const { return _physics_frames; }
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uint64_t get_process_frames() const { return _process_frames; }
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bool is_in_physics_frame() const { return _in_physics; }
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uint64_t get_frame_ticks() const { return _frame_ticks; }
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double get_process_step() const { return _process_step; }
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double get_physics_interpolation_fraction() const { return _physics_interpolation_fraction; }
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void set_time_scale(double p_scale);
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double get_time_scale() const;
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void set_print_error_messages(bool p_enabled);
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bool is_printing_error_messages() const;
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void set_frame_delay(uint32_t p_msec);
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uint32_t get_frame_delay() const;
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void add_singleton(const Singleton &p_singleton);
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void get_singletons(List<Singleton> *p_singletons);
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bool has_singleton(const StringName &p_name) const;
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Object *get_singleton_object(const StringName &p_name) const;
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void remove_singleton(const StringName &p_name);
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bool is_singleton_user_created(const StringName &p_name) const;
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#ifdef TOOLS_ENABLED
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_FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; }
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_FORCE_INLINE_ bool is_editor_hint() const { return editor_hint; }
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_FORCE_INLINE_ void set_project_manager_hint(bool p_enabled) { project_manager_hint = p_enabled; }
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_FORCE_INLINE_ bool is_project_manager_hint() const { return project_manager_hint; }
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#else
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_FORCE_INLINE_ void set_editor_hint(bool p_enabled) {}
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_FORCE_INLINE_ bool is_editor_hint() const { return false; }
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_FORCE_INLINE_ void set_project_manager_hint(bool p_enabled) {}
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_FORCE_INLINE_ bool is_project_manager_hint() const { return false; }
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#endif
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Dictionary get_version_info() const;
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Dictionary get_author_info() const;
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TypedArray<Dictionary> get_copyright_info() const;
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Dictionary get_donor_info() const;
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Dictionary get_license_info() const;
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String get_license_text() const;
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void set_write_movie_path(const String &p_path);
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String get_write_movie_path() const;
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String get_architecture_name() const;
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void set_shader_cache_path(const String &p_path);
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String get_shader_cache_path() const;
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bool is_abort_on_gpu_errors_enabled() const;
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bool is_validation_layers_enabled() const;
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int32_t get_gpu_index() const;
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void startup_begin();
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void startup_benchmark_begin_measure(const String &p_what);
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void startup_benchmark_end_measure();
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void startup_dump(const String &p_to_file);
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Engine();
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virtual ~Engine() {}
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};
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#endif // ENGINE_H
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