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3fd23da5ee
That "revision" was inherited from SVN days but had been since then used to give information about the build: "custom_build", "official", "<some distro's build>". It can now be overridden with the BUILD_NAME environment variable.
151 lines
4.5 KiB
C++
151 lines
4.5 KiB
C++
/*************************************************************************/
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/* engine.cpp */
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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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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#include "engine.h"
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#include "version.h"
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#include "version_hash.gen.h"
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void Engine::set_iterations_per_second(int p_ips) {
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ips = p_ips;
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}
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int Engine::get_iterations_per_second() const {
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return ips;
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}
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void Engine::set_target_fps(int p_fps) {
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_target_fps = p_fps > 0 ? p_fps : 0;
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}
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float Engine::get_target_fps() const {
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return _target_fps;
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}
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uint64_t Engine::get_frames_drawn() {
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return frames_drawn;
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}
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void Engine::set_frame_delay(uint32_t p_msec) {
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_frame_delay = p_msec;
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}
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uint32_t Engine::get_frame_delay() const {
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return _frame_delay;
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}
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void Engine::set_time_scale(float p_scale) {
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_time_scale = p_scale;
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}
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float Engine::get_time_scale() const {
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return _time_scale;
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}
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Dictionary Engine::get_version_info() const {
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Dictionary dict;
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dict["major"] = VERSION_MAJOR;
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dict["minor"] = VERSION_MINOR;
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#ifdef VERSION_PATCH
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dict["patch"] = VERSION_PATCH;
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#else
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dict["patch"] = 0;
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#endif
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dict["status"] = VERSION_STATUS;
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dict["build"] = VERSION_BUILD;
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dict["year"] = VERSION_YEAR;
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String hash = VERSION_HASH;
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dict["hash"] = hash.length() == 0 ? String("unknown") : hash;
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String stringver = String(dict["major"]) + "." + String(dict["minor"]);
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if ((int)dict["patch"] != 0)
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stringver += "." + String(dict["patch"]);
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stringver += "-" + String(dict["status"]) + " (" + String(dict["build"]) + ")";
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dict["string"] = stringver;
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return dict;
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}
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void Engine::add_singleton(const Singleton &p_singleton) {
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singletons.push_back(p_singleton);
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singleton_ptrs[p_singleton.name] = p_singleton.ptr;
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}
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Object *Engine::get_singleton_object(const String &p_name) const {
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const Map<StringName, Object *>::Element *E = singleton_ptrs.find(p_name);
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ERR_EXPLAIN("Failed to retrieve non-existent singleton '" + p_name + "'");
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ERR_FAIL_COND_V(!E, NULL);
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return E->get();
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};
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bool Engine::has_singleton(const String &p_name) const {
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return singleton_ptrs.has(p_name);
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};
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void Engine::get_singletons(List<Singleton> *p_singletons) {
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for (List<Singleton>::Element *E = singletons.front(); E; E = E->next())
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p_singletons->push_back(E->get());
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}
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Engine *Engine::singleton = NULL;
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Engine *Engine::get_singleton() {
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return singleton;
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}
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Engine::Engine() {
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singleton = this;
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frames_drawn = 0;
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ips = 60;
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_frame_delay = 0;
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_fps = 1;
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_target_fps = 0;
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_time_scale = 1.0;
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_pixel_snap = false;
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_physics_frames = 0;
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_idle_frames = 0;
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_in_physics = false;
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_frame_ticks = 0;
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_frame_step = 0;
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editor_hint = false;
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}
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