virtualx-engine/core/config/engine.h
Hugo Locurcio 66f7c48e39
Implement adjusting the maximum number of physics steps per rendered frame
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.
2022-10-09 23:00:09 +02:00

175 lines
6.4 KiB
C++

/*************************************************************************/
/* engine.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 <typename T>
class TypedArray;
class Engine {
public:
struct Singleton {
StringName name;
Object *ptr = nullptr;
StringName class_name; //used for binding generation hinting
bool user_created = 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;
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;
int32_t gpu_idx = -1;
uint64_t _process_frames = 0;
bool _in_physics = false;
List<Singleton> singletons;
HashMap<StringName, Object *> singleton_ptrs;
bool editor_hint = false;
bool project_manager_hint = false;
static Engine *singleton;
String write_movie_path;
String shader_cache_path;
Dictionary startup_benchmark_json;
String startup_benchmark_section;
uint64_t startup_benchmark_from = 0;
uint64_t startup_benchmark_total_from = 0;
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 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 set_frame_delay(uint32_t p_msec);
uint32_t get_frame_delay() const;
void add_singleton(const Singleton &p_singleton);
void get_singletons(List<Singleton> *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;
#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; }
#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; }
#endif
Dictionary get_version_info() const;
Dictionary get_author_info() const;
TypedArray<Dictionary> 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;
int32_t get_gpu_index() const;
void startup_begin();
void startup_benchmark_begin_measure(const String &p_what);
void startup_benchmark_end_measure();
void startup_dump(const String &p_to_file);
Engine();
virtual ~Engine() {}
};
#endif // ENGINE_H