godot/doc/classes/Engine.xml
2017-11-24 09:16:52 +01:00

140 lines
4.3 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Engine" inherits="Object" category="Core" version="3.0-beta">
<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_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_iterations_per_second" qualifiers="const">
<return type="int">
</return>
<description>
Returns the number of fixed iterations per second (for fixed process and physics).
</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_target_fps" qualifiers="const">
<return type="float">
</return>
<description>
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.
</description>
</method>
<method name="get_time_scale">
<return type="float">
</return>
<description>
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.
</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 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
</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_editor_hint" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the editor is running.
</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>
<method name="set_editor_hint">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
Sets the running inside the editor hint if [code]enabled[/code] is [code]true[/code].
</description>
</method>
<method name="set_iterations_per_second">
<return type="void">
</return>
<argument index="0" name="iterations_per_second" type="int">
</argument>
<description>
Sets the number of fixed iterations per second (for fixed process and physics).
</description>
</method>
<method name="set_target_fps">
<return type="void">
</return>
<argument index="0" name="target_fps" type="int">
</argument>
<description>
Sets the target frames per second.
</description>
</method>
<method name="set_time_scale">
<return type="void">
</return>
<argument index="0" name="time_scale" type="float">
</argument>
<description>
Sets the time scale.
</description>
</method>
</methods>
<constants>
</constants>
</class>