class_engine.rst 5.1 KB

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  1. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  2. .. DO NOT EDIT THIS FILE, but the Engine.xml source instead.
  3. .. The source is found in doc/classes or modules/<name>/doc_classes.
  4. .. _class_Engine:
  5. Engine
  6. ======
  7. **Inherits:** :ref:`Object<class_object>`
  8. **Category:** Core
  9. Brief Description
  10. -----------------
  11. Access to basic engine properties.
  12. Member Functions
  13. ----------------
  14. +--------------------------------------+-----------------------------------------------------------------------------------------------------+
  15. | :ref:`int<class_int>` | :ref:`get_frames_drawn<class_Engine_get_frames_drawn>` **(** **)** |
  16. +--------------------------------------+-----------------------------------------------------------------------------------------------------+
  17. | :ref:`float<class_float>` | :ref:`get_frames_per_second<class_Engine_get_frames_per_second>` **(** **)** const |
  18. +--------------------------------------+-----------------------------------------------------------------------------------------------------+
  19. | :ref:`MainLoop<class_mainloop>` | :ref:`get_main_loop<class_Engine_get_main_loop>` **(** **)** const |
  20. +--------------------------------------+-----------------------------------------------------------------------------------------------------+
  21. | :ref:`Object<class_object>` | :ref:`get_singleton<class_Engine_get_singleton>` **(** :ref:`String<class_string>` name **)** const |
  22. +--------------------------------------+-----------------------------------------------------------------------------------------------------+
  23. | :ref:`Dictionary<class_dictionary>` | :ref:`get_version_info<class_Engine_get_version_info>` **(** **)** const |
  24. +--------------------------------------+-----------------------------------------------------------------------------------------------------+
  25. | :ref:`bool<class_bool>` | :ref:`has_singleton<class_Engine_has_singleton>` **(** :ref:`String<class_string>` name **)** const |
  26. +--------------------------------------+-----------------------------------------------------------------------------------------------------+
  27. | :ref:`bool<class_bool>` | :ref:`is_in_physics_frame<class_Engine_is_in_physics_frame>` **(** **)** const |
  28. +--------------------------------------+-----------------------------------------------------------------------------------------------------+
  29. Member Variables
  30. ----------------
  31. .. _class_Engine_editor_hint:
  32. - :ref:`bool<class_bool>` **editor_hint** - If ``true``, it is running inside the editor. Useful for tool scripts.
  33. .. _class_Engine_iterations_per_second:
  34. - :ref:`int<class_int>` **iterations_per_second** - The number of fixed iterations per second (for fixed process and physics).
  35. .. _class_Engine_target_fps:
  36. - :ref:`int<class_int>` **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.
  37. .. _class_Engine_time_scale:
  38. - :ref:`float<class_float>` **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.
  39. Description
  40. -----------
  41. The ``Engine`` class allows you to query and modify the game's run-time parameters, such as frames per second, time scale, and others.
  42. Member Function Description
  43. ---------------------------
  44. .. _class_Engine_get_frames_drawn:
  45. - :ref:`int<class_int>` **get_frames_drawn** **(** **)**
  46. Returns the total number of frames drawn.
  47. .. _class_Engine_get_frames_per_second:
  48. - :ref:`float<class_float>` **get_frames_per_second** **(** **)** const
  49. Returns the frames per second of the running game.
  50. .. _class_Engine_get_main_loop:
  51. - :ref:`MainLoop<class_mainloop>` **get_main_loop** **(** **)** const
  52. Returns the main loop object (see :ref:`MainLoop<class_mainloop>` and :ref:`SceneTree<class_scenetree>`).
  53. .. _class_Engine_get_singleton:
  54. - :ref:`Object<class_object>` **get_singleton** **(** :ref:`String<class_string>` name **)** const
  55. .. _class_Engine_get_version_info:
  56. - :ref:`Dictionary<class_dictionary>` **get_version_info** **(** **)** const
  57. Returns the current engine version information in a Dictionary.
  58. "major" - Holds the major version number as an int
  59. "minor" - Holds the minor version number as an int
  60. "patch" - Holds the patch version number as an int
  61. "status" - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String
  62. "build" - Holds the build name (e.g. "custom-build") as a String
  63. "string" - major + minor + patch + status + build in a single String
  64. .. _class_Engine_has_singleton:
  65. - :ref:`bool<class_bool>` **has_singleton** **(** :ref:`String<class_string>` name **)** const
  66. .. _class_Engine_is_in_physics_frame:
  67. - :ref:`bool<class_bool>` **is_in_physics_frame** **(** **)** const
  68. Returns ``true`` if the game is inside the fixed process and physics phase of the game loop.