164 lines
8.1 KiB
XML
164 lines
8.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Engine" inherits="Object" version="3.2">
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<brief_description>
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Access to engine properties.
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</brief_description>
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<description>
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The [Engine] singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_author_info" qualifiers="const">
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<return type="Dictionary">
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</return>
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<description>
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Returns engine author information in a Dictionary.
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[code]lead_developers[/code] - Array of Strings, lead developer names
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[code]founders[/code] - Array of Strings, founder names
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[code]project_managers[/code] - Array of Strings, project manager names
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[code]developers[/code] - Array of Strings, developer names
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</description>
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</method>
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<method name="get_copyright_info" qualifiers="const">
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<return type="Array">
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</return>
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<description>
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Returns an Array of copyright information Dictionaries.
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[code]name[/code] - String, component name
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[code]parts[/code] - Array of Dictionaries {[code]files[/code], [code]copyright[/code], [code]license[/code]} describing subsections of the component
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</description>
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</method>
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<method name="get_donor_info" qualifiers="const">
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<return type="Dictionary">
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</return>
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<description>
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Returns a Dictionary of Arrays of donor names.
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{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]}
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</description>
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</method>
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<method name="get_frames_drawn">
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<return type="int">
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</return>
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<description>
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Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_idle_frames].
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</description>
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</method>
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<method name="get_frames_per_second" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Returns the frames per second of the running game.
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</description>
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</method>
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<method name="get_idle_frames" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the total number of frames passed since engine initialization which is advanced on each [b]idle frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn].
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</description>
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</method>
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<method name="get_license_info" qualifiers="const">
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<return type="Dictionary">
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</return>
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<description>
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Returns Dictionary of licenses used by Godot and included third party components.
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</description>
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</method>
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<method name="get_license_text" qualifiers="const">
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<return type="String">
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</return>
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<description>
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Returns Godot license text.
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</description>
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</method>
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<method name="get_main_loop" qualifiers="const">
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<return type="MainLoop">
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</return>
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<description>
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Returns the main loop object (see [MainLoop] and [SceneTree]).
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</description>
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</method>
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<method name="get_physics_frames" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b].
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</description>
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</method>
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<method name="get_physics_interpolation_fraction" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Returns the fraction through the current physics tick we are at the time of rendering the frame. This can be used to implement fixed timestep interpolation.
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</description>
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</method>
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<method name="get_singleton" qualifiers="const">
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<return type="Object">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns a global singleton with given [code]name[/code]. Often used for plugins, e.g. [code]GodotPayment[/code] on Android.
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</description>
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</method>
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<method name="get_version_info" qualifiers="const">
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<return type="Dictionary">
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</return>
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<description>
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Returns the current engine version information in a Dictionary.
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[code]major[/code] - Holds the major version number as an int
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[code]minor[/code] - Holds the minor version number as an int
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[code]patch[/code] - Holds the patch version number as an int
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[code]hex[/code] - Holds the full version number encoded as a hexadecimal int with one byte (2 places) per number (see example below)
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[code]status[/code] - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String
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[code]build[/code] - Holds the build name (e.g. "custom_build") as a String
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[code]hash[/code] - Holds the full Git commit hash as a String
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[code]year[/code] - Holds the year the version was released in as an int
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[code]string[/code] - [code]major[/code] + [code]minor[/code] + [code]patch[/code] + [code]status[/code] + [code]build[/code] in a single String
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The [code]hex[/code] 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]. [b]Note:[/b] 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:
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[codeblock]
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if Engine.get_version_info().hex >= 0x030200:
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# Do things specific to version 3.2 or later
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else:
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# Do things specific to versions before 3.2
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[/codeblock]
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</description>
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</method>
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<method name="has_singleton" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns [code]true[/code] if a singleton with given [code]name[/code] exists in global scope.
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</description>
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</method>
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<method name="is_in_physics_frame" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop.
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</description>
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</method>
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</methods>
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<members>
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<member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint" default="true">
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If [code]true[/code], it is running inside the editor. Useful for tool scripts.
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</member>
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<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second" default="60">
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The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.
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</member>
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<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
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Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows to smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
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</member>
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<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
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The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
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</member>
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<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
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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.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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