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godot-docs/classes/class_engine.rst
2017-11-27 08:32:15 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the Engine.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_Engine:
Engine
======
**Inherits:** :ref:`Object<class_object>`
**Category:** Core
Brief Description
-----------------
Access to basic engine properties.
Member Functions
----------------
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_frames_drawn<class_Engine_get_frames_drawn>` **(** **)** |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_frames_per_second<class_Engine_get_frames_per_second>` **(** **)** const |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_iterations_per_second<class_Engine_get_iterations_per_second>` **(** **)** const |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`MainLoop<class_mainloop>` | :ref:`get_main_loop<class_Engine_get_main_loop>` **(** **)** const |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Object<class_object>` | :ref:`get_singleton<class_Engine_get_singleton>` **(** :ref:`String<class_string>` name **)** const |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_target_fps<class_Engine_get_target_fps>` **(** **)** const |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_time_scale<class_Engine_get_time_scale>` **(** **)** |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Dictionary<class_dictionary>` | :ref:`get_version_info<class_Engine_get_version_info>` **(** **)** const |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`has_singleton<class_Engine_has_singleton>` **(** :ref:`String<class_string>` name **)** const |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_editor_hint<class_Engine_is_editor_hint>` **(** **)** const |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_in_physics_frame<class_Engine_is_in_physics_frame>` **(** **)** const |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_editor_hint<class_Engine_set_editor_hint>` **(** :ref:`bool<class_bool>` enabled **)** |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_iterations_per_second<class_Engine_set_iterations_per_second>` **(** :ref:`int<class_int>` iterations_per_second **)** |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_target_fps<class_Engine_set_target_fps>` **(** :ref:`int<class_int>` target_fps **)** |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_time_scale<class_Engine_set_time_scale>` **(** :ref:`float<class_float>` time_scale **)** |
+--------------------------------------+----------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
The ``Engine`` class allows you to query and modify the game's run-time parameters, such as frames per second, time scale, and others.
Member Function Description
---------------------------
.. _class_Engine_get_frames_drawn:
- :ref:`int<class_int>` **get_frames_drawn** **(** **)**
Returns the total number of frames drawn.
.. _class_Engine_get_frames_per_second:
- :ref:`float<class_float>` **get_frames_per_second** **(** **)** const
Returns the frames per second of the running game.
.. _class_Engine_get_iterations_per_second:
- :ref:`int<class_int>` **get_iterations_per_second** **(** **)** const
Returns the number of fixed iterations per second (for fixed process and physics).
.. _class_Engine_get_main_loop:
- :ref:`MainLoop<class_mainloop>` **get_main_loop** **(** **)** const
Returns the main loop object (see :ref:`MainLoop<class_mainloop>` and :ref:`SceneTree<class_scenetree>`).
.. _class_Engine_get_singleton:
- :ref:`Object<class_object>` **get_singleton** **(** :ref:`String<class_string>` name **)** const
.. _class_Engine_get_target_fps:
- :ref:`float<class_float>` **get_target_fps** **(** **)** const
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.
.. _class_Engine_get_time_scale:
- :ref:`float<class_float>` **get_time_scale** **(** **)**
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.
.. _class_Engine_get_version_info:
- :ref:`Dictionary<class_dictionary>` **get_version_info** **(** **)** const
Returns the current engine version information in a Dictionary.
"major" - Holds the major version number as a String
"minor" - Holds the minor version number as a String
"patch" - Holds the patch version number as a String
"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
.. _class_Engine_has_singleton:
- :ref:`bool<class_bool>` **has_singleton** **(** :ref:`String<class_string>` name **)** const
.. _class_Engine_is_editor_hint:
- :ref:`bool<class_bool>` **is_editor_hint** **(** **)** const
Returns ``true`` if the editor is running.
.. _class_Engine_is_in_physics_frame:
- :ref:`bool<class_bool>` **is_in_physics_frame** **(** **)** const
Returns ``true`` if the game is inside the fixed process and physics phase of the game loop.
.. _class_Engine_set_editor_hint:
- void **set_editor_hint** **(** :ref:`bool<class_bool>` enabled **)**
Sets the running inside the editor hint if ``enabled`` is ``true``.
.. _class_Engine_set_iterations_per_second:
- void **set_iterations_per_second** **(** :ref:`int<class_int>` iterations_per_second **)**
Sets the number of fixed iterations per second (for fixed process and physics).
.. _class_Engine_set_target_fps:
- void **set_target_fps** **(** :ref:`int<class_int>` target_fps **)**
Sets the target frames per second.
.. _class_Engine_set_time_scale:
- void **set_time_scale** **(** :ref:`float<class_float>` time_scale **)**
Sets the time scale.