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3890256fc5
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
120 lines
3.6 KiB
C++
120 lines
3.6 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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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"] = _MKSTR(VERSION_STATUS);
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dict["revision"] = _MKSTR(VERSION_REVISION);
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dict["year"] = VERSION_YEAR;
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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["revision"]) + ")";
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dict["string"] = stringver;
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return dict;
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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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{
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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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_fixed_frames=0;
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_idle_frames=0;
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_in_fixed=false;
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}
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