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1c6c72caf1
This makes the setting easier to find, as research has found there are numerous use cases to limiting FPS. This also improves documentation related to the Engine property and project setting. The project setting also works in projects exported in release mode, so its location in the `debug/` section was misleading.
172 lines
6.3 KiB
C++
172 lines
6.3 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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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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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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