virtualx-engine/doc/classes/Engine.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Engine" inherits="Object" category="Core" version="3.1">
<brief_description>
Access to basic engine properties.
</brief_description>
<description>
The [code]Engine[/code] class allows you to query and modify the game's run-time parameters, such as frames per second, time scale, and others.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_author_info" qualifiers="const">
<return type="Dictionary">
</return>
<description>
Returns engine author information in a Dictionary.
"lead_developers" - Array of Strings, lead developer names
"founders" - Array of Strings, founder names
"project_managers" - Array of Strings, project manager names
"developers" - Array of Strings, developer names
</description>
</method>
<method name="get_copyright_info" qualifiers="const">
<return type="Array">
</return>
<description>
Returns an Array of copyright information Dictionaries.
"name" - String, component name
"parts" - Array of Dictionaries {"files", "copyright", "license"} describing subsections of the component
</description>
</method>
<method name="get_donor_info" qualifiers="const">
<return type="Dictionary">
</return>
<description>
Returns a Dictionary of Arrays of donor names.
{"platinum_sponsors", "gold_sponsors", "mini_sponsors", "gold_donors", "silver_donors", "bronze_donors"}
</description>
</method>
<method name="get_frames_drawn">
<return type="int">
</return>
<description>
Returns the total number of frames drawn.
</description>
</method>
<method name="get_frames_per_second" qualifiers="const">
<return type="float">
</return>
<description>
Returns the frames per second of the running game.
</description>
</method>
<method name="get_license_info" qualifiers="const">
<return type="Dictionary">
</return>
<description>
Returns Dictionary of licenses used by Godot and included third party components.
</description>
</method>
<method name="get_license_text" qualifiers="const">
<return type="String">
</return>
<description>
Returns Godot license text.
</description>
</method>
<method name="get_main_loop" qualifiers="const">
<return type="MainLoop">
</return>
<description>
Returns the main loop object (see [MainLoop] and [SceneTree]).
</description>
</method>
<method name="get_singleton" qualifiers="const">
<return type="Object">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
</description>
</method>
<method name="get_version_info" qualifiers="const">
<return type="Dictionary">
</return>
<description>
Returns the current engine version information in a Dictionary.
"major" - Holds the major version number as an int
"minor" - Holds the minor version number as an int
"patch" - Holds the patch version number as an int
"hex" - Holds the full version number encoded as an hexadecimal int with one byte (2 places) per number (see example below)
"status" - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String
"build" - Holds the build name (e.g. "custom-build") as a String
"string" - major + minor + patch + status + build in a single String
The "hex" value is encoded as follows, from left to right: one byte for the major, one byte for the minor, one byte for the patch version. For example, "3.1.12" would be [code]0x03010C[/code]. Note that it's still an int internally, and printing it will give you its decimal representation, which is not particularly meaningful. Use hexadecimal literals for easy version comparisons from code:
[codeblock]
if Engine.get_version_info().hex >= 0x030200:
# do things specific to version 3.2 or later
else:
# do things specific to versions before 3.2
[/codeblock]
</description>
</method>
<method name="has_singleton" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
</description>
</method>
<method name="is_in_physics_frame" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop.
</description>
</method>
</methods>
<members>
<member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint">
If [code]true[/code], it is running inside the editor. Useful for tool scripts.
</member>
<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second">
The number of fixed iterations per second (for fixed process and physics).
</member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix">
</member>
<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps">
The desired frames per second. If the hardware cannot keep up, this setting may not be respected. Defaults to 0, which indicates no limit.
</member>
<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale">
Controls how fast or slow the in-game clock ticks versus the real life one. It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real life, whilst a value of 0.5 means the game moves at half the regular speed.
</member>
</members>
<constants>
</constants>
</class>