virtualx-engine/core/engine.h
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00

120 lines
4.2 KiB
C++

/*************************************************************************/
/* engine.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 "list.h"
#include "os/main_loop.h"
#include "ustring.h"
#include "vector.h"
class Engine {
public:
struct Singleton {
StringName name;
Object *ptr;
Singleton(const StringName &p_name = StringName(), Object *p_ptr = NULL) :
name(p_name),
ptr(p_ptr) {
}
};
private:
friend class Main;
uint64_t frames_drawn;
uint32_t _frame_delay;
uint64_t _frame_ticks;
float _frame_step;
int ips;
float _fps;
int _target_fps;
float _time_scale;
bool _pixel_snap;
uint64_t _physics_frames;
uint64_t _idle_frames;
bool _in_physics;
List<Singleton> singletons;
Map<StringName, Object *> singleton_ptrs;
bool editor_hint;
static Engine *singleton;
public:
static Engine *get_singleton();
virtual void set_iterations_per_second(int p_ips);
virtual int get_iterations_per_second() const;
virtual void set_target_fps(int p_fps);
virtual float get_target_fps() const;
virtual float get_frames_per_second() const { return _fps; }
uint64_t get_frames_drawn();
uint64_t get_physics_frames() const { return _physics_frames; }
uint64_t get_idle_frames() const { return _idle_frames; }
bool is_in_physics_frame() const { return _in_physics; }
uint64_t get_idle_frame_ticks() const { return _frame_ticks; }
float get_idle_frame_step() const { return _frame_step; }
void set_time_scale(float p_scale);
float get_time_scale() 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 String &p_name) const;
Object *get_singleton_object(const String &p_name) const;
_FORCE_INLINE_ bool get_use_pixel_snap() const { return _pixel_snap; }
#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; }
#else
_FORCE_INLINE_ void set_editor_hint(bool p_enabled) {}
_FORCE_INLINE_ bool is_editor_hint() const { return false; }
#endif
Dictionary get_version_info() const;
Engine();
};
#endif // ENGINE_H