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163 lines
8.9 KiB
ReStructuredText
163 lines
8.9 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the Engine.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_Engine:
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Engine
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======
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**Inherits:** :ref:`Object<class_object>`
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**Category:** Core
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Brief Description
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-----------------
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Access to basic engine properties.
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Member Functions
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----------------
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_frames_drawn<class_Engine_get_frames_drawn>` **(** **)** |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_frames_per_second<class_Engine_get_frames_per_second>` **(** **)** const |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_iterations_per_second<class_Engine_get_iterations_per_second>` **(** **)** const |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`MainLoop<class_mainloop>` | :ref:`get_main_loop<class_Engine_get_main_loop>` **(** **)** const |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Object<class_object>` | :ref:`get_singleton<class_Engine_get_singleton>` **(** :ref:`String<class_string>` name **)** const |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_target_fps<class_Engine_get_target_fps>` **(** **)** const |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_time_scale<class_Engine_get_time_scale>` **(** **)** |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Dictionary<class_dictionary>` | :ref:`get_version_info<class_Engine_get_version_info>` **(** **)** const |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`has_singleton<class_Engine_has_singleton>` **(** :ref:`String<class_string>` name **)** const |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_editor_hint<class_Engine_is_editor_hint>` **(** **)** const |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_in_physics_frame<class_Engine_is_in_physics_frame>` **(** **)** const |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_editor_hint<class_Engine_set_editor_hint>` **(** :ref:`bool<class_bool>` enabled **)** |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_iterations_per_second<class_Engine_set_iterations_per_second>` **(** :ref:`int<class_int>` iterations_per_second **)** |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_target_fps<class_Engine_set_target_fps>` **(** :ref:`int<class_int>` target_fps **)** |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_time_scale<class_Engine_set_time_scale>` **(** :ref:`float<class_float>` time_scale **)** |
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+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
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Description
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-----------
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The ``Engine`` class allows you to query and modify the game's run-time parameters, such as frames per second, time scale, and others.
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Member Function Description
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---------------------------
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.. _class_Engine_get_frames_drawn:
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- :ref:`int<class_int>` **get_frames_drawn** **(** **)**
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Returns the total number of frames drawn.
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.. _class_Engine_get_frames_per_second:
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- :ref:`float<class_float>` **get_frames_per_second** **(** **)** const
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Returns the frames per second of the running game.
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.. _class_Engine_get_iterations_per_second:
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- :ref:`int<class_int>` **get_iterations_per_second** **(** **)** const
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Returns the number of fixed iterations per second (for fixed process and physics).
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.. _class_Engine_get_main_loop:
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- :ref:`MainLoop<class_mainloop>` **get_main_loop** **(** **)** const
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Returns the main loop object (see :ref:`MainLoop<class_mainloop>` and :ref:`SceneTree<class_scenetree>`).
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.. _class_Engine_get_singleton:
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- :ref:`Object<class_object>` **get_singleton** **(** :ref:`String<class_string>` name **)** const
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.. _class_Engine_get_target_fps:
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- :ref:`float<class_float>` **get_target_fps** **(** **)** const
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Returns the desired frames per second. If the hardware cannot keep up, this setting may not be respected. It defaults to 0, which indicates no limit.
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.. _class_Engine_get_time_scale:
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- :ref:`float<class_float>` **get_time_scale** **(** **)**
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Returns 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.
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.. _class_Engine_get_version_info:
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- :ref:`Dictionary<class_dictionary>` **get_version_info** **(** **)** const
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Returns the current engine version information in a Dictionary.
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"major" - Holds the major version number as a String
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"minor" - Holds the minor version number as a String
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"patch" - Holds the patch version number as a String
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"status" - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String
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"build" - Holds the build name (e.g. "custom-build") as a String
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"string" - major + minor + patch + status + build in a single String
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.. _class_Engine_has_singleton:
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- :ref:`bool<class_bool>` **has_singleton** **(** :ref:`String<class_string>` name **)** const
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.. _class_Engine_is_editor_hint:
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- :ref:`bool<class_bool>` **is_editor_hint** **(** **)** const
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Returns ``true`` if the editor is running.
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.. _class_Engine_is_in_physics_frame:
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- :ref:`bool<class_bool>` **is_in_physics_frame** **(** **)** const
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Returns ``true`` if the game is inside the fixed process and physics phase of the game loop.
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.. _class_Engine_set_editor_hint:
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- void **set_editor_hint** **(** :ref:`bool<class_bool>` enabled **)**
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Sets the running inside the editor hint if ``enabled`` is ``true``.
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.. _class_Engine_set_iterations_per_second:
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- void **set_iterations_per_second** **(** :ref:`int<class_int>` iterations_per_second **)**
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Sets the number of fixed iterations per second (for fixed process and physics).
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.. _class_Engine_set_target_fps:
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- void **set_target_fps** **(** :ref:`int<class_int>` target_fps **)**
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Sets the target frames per second.
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.. _class_Engine_set_time_scale:
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- void **set_time_scale** **(** :ref:`float<class_float>` time_scale **)**
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Sets the time scale.
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