/**************************************************************************/ /* engine.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef ENGINE_H #define ENGINE_H #include "core/os/main_loop.h" #include "core/string/ustring.h" #include "core/templates/list.h" #include "core/templates/vector.h" template class TypedArray; class Engine { public: struct Singleton { StringName name; Object *ptr = nullptr; StringName class_name; // Used for binding generation hinting. // Singleton scope flags. bool user_created = false; bool editor_only = false; Singleton(const StringName &p_name = StringName(), Object *p_ptr = nullptr, const StringName &p_class_name = StringName()); }; private: friend class Main; uint64_t frames_drawn = 0; uint32_t _frame_delay = 0; uint64_t _frame_ticks = 0; double _process_step = 0; int ips = 60; double physics_jitter_fix = 0.5; double _fps = 1; int _max_fps = 0; int _audio_output_latency = 0; double _time_scale = 1.0; uint64_t _physics_frames = 0; int max_physics_steps_per_frame = 8; double _physics_interpolation_fraction = 0.0f; bool abort_on_gpu_errors = false; bool use_validation_layers = false; bool generate_spirv_debug_info = false; int32_t gpu_idx = -1; uint64_t _process_frames = 0; bool _in_physics = false; List singletons; HashMap singleton_ptrs; bool editor_hint = false; bool project_manager_hint = false; bool extension_reloading = false; bool _print_header = true; static Engine *singleton; String write_movie_path; String shader_cache_path; static constexpr int SERVER_SYNC_FRAME_COUNT_WARNING = 5; int server_syncs = 0; bool frame_server_synced = false; public: static Engine *get_singleton(); virtual void set_physics_ticks_per_second(int p_ips); virtual int get_physics_ticks_per_second() const; virtual void set_max_physics_steps_per_frame(int p_max_physics_steps); virtual int get_max_physics_steps_per_frame() const; void set_physics_jitter_fix(double p_threshold); double get_physics_jitter_fix() const; virtual void set_max_fps(int p_fps); virtual int get_max_fps() const; virtual void set_audio_output_latency(int p_msec); virtual int get_audio_output_latency() const; virtual double get_frames_per_second() const { return _fps; } uint64_t get_frames_drawn(); uint64_t get_physics_frames() const { return _physics_frames; } uint64_t get_process_frames() const { return _process_frames; } bool is_in_physics_frame() const { return _in_physics; } uint64_t get_frame_ticks() const { return _frame_ticks; } double get_process_step() const { return _process_step; } double get_physics_interpolation_fraction() const { return _physics_interpolation_fraction; } void set_time_scale(double p_scale); double get_time_scale() const; void set_print_error_messages(bool p_enabled); bool is_printing_error_messages() const; void print_header(const String &p_string) const; void print_header_rich(const String &p_string) const; void set_frame_delay(uint32_t p_msec); uint32_t get_frame_delay() const; void add_singleton(const Singleton &p_singleton); void get_singletons(List *p_singletons); bool has_singleton(const StringName &p_name) const; Object *get_singleton_object(const StringName &p_name) const; void remove_singleton(const StringName &p_name); bool is_singleton_user_created(const StringName &p_name) const; bool is_singleton_editor_only(const StringName &p_name) const; #ifdef TOOLS_ENABLED _FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; } _FORCE_INLINE_ bool is_editor_hint() const { return editor_hint; } _FORCE_INLINE_ void set_project_manager_hint(bool p_enabled) { project_manager_hint = p_enabled; } _FORCE_INLINE_ bool is_project_manager_hint() const { return project_manager_hint; } _FORCE_INLINE_ void set_extension_reloading_enabled(bool p_enabled) { extension_reloading = p_enabled; } _FORCE_INLINE_ bool is_extension_reloading_enabled() const { return extension_reloading; } #else _FORCE_INLINE_ void set_editor_hint(bool p_enabled) {} _FORCE_INLINE_ bool is_editor_hint() const { return false; } _FORCE_INLINE_ void set_project_manager_hint(bool p_enabled) {} _FORCE_INLINE_ bool is_project_manager_hint() const { return false; } _FORCE_INLINE_ void set_extension_reloading_enabled(bool p_enabled) {} _FORCE_INLINE_ bool is_extension_reloading_enabled() const { return false; } #endif Dictionary get_version_info() const; Dictionary get_author_info() const; TypedArray get_copyright_info() const; Dictionary get_donor_info() const; Dictionary get_license_info() const; String get_license_text() const; void set_write_movie_path(const String &p_path); String get_write_movie_path() const; String get_architecture_name() const; void set_shader_cache_path(const String &p_path); String get_shader_cache_path() const; bool is_abort_on_gpu_errors_enabled() const; bool is_validation_layers_enabled() const; bool is_generate_spirv_debug_info_enabled() const; int32_t get_gpu_index() const; void increment_frames_drawn(); bool notify_frame_server_synced(); Engine(); virtual ~Engine() {} }; #endif // ENGINE_H