godot/doc/classes/Engine.xml
lawnjelly bf6c301b9c Add access to interpolation fraction for fixed timestep interpolation
Addresses #30068

This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.

The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
2019-07-11 08:25:26 +01:00

148 lines
6.3 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Engine" inherits="Object" category="Core" version="3.2">
<brief_description>
Access to basic engine properties.
</brief_description>
<description>
The [Engine] class allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_author_info" qualifiers="const">
<return type="Dictionary">
</return>
<description>
Returns engine author information in a Dictionary.
[code]lead_developers[/code] - Array of Strings, lead developer names
[code]founders[/code] - Array of Strings, founder names
[code]project_managers[/code] - Array of Strings, project manager names
[code]developers[/code] - Array of Strings, developer names
</description>
</method>
<method name="get_copyright_info" qualifiers="const">
<return type="Array">
</return>
<description>
Returns an Array of copyright information Dictionaries.
[code]name[/code] - String, component name
[code]parts[/code] - Array of Dictionaries {[code]files[/code], [code]copyright[/code], [code]license[/code]} describing subsections of the component
</description>
</method>
<method name="get_donor_info" qualifiers="const">
<return type="Dictionary">
</return>
<description>
Returns a Dictionary of Arrays of donor names.
{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]}
</description>
</method>
<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_license_info" qualifiers="const">
<return type="Dictionary">
</return>
<description>
Returns Dictionary of licenses used by Godot and included third party components.
</description>
</method>
<method name="get_license_text" qualifiers="const">
<return type="String">
</return>
<description>
Returns Godot license text.
</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_physics_interpolation_fraction" qualifiers="const">
<return type="float">
</return>
<description>
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.
</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_version_info" qualifiers="const">
<return type="Dictionary">
</return>
<description>
Returns the current engine version information in a Dictionary.
[code]major[/code] - Holds the major version number as an int
[code]minor[/code] - Holds the minor version number as an int
[code]patch[/code] - Holds the patch version number as an int
[code]hex[/code] - Holds the full version number encoded as a hexadecimal int with one byte (2 places) per number (see example below)
[code]status[/code] - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String
[code]build[/code] - Holds the build name (e.g. "custom_build") as a String
[code]hash[/code] - Holds the full Git commit hash as a String
[code]year[/code] - Holds the year the version was released in as an int
[code]string[/code] - [code]major[/code] + [code]minor[/code] + [code]patch[/code] + [code]status[/code] + [code]build[/code] in a single String
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:
[codeblock]
if Engine.get_version_info().hex &gt;= 0x030200:
# Do things specific to version 3.2 or later
else:
# Do things specific to versions before 3.2
[/codeblock]
</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_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>
</methods>
<members>
<member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint" default="true">
If [code]true[/code], it is running inside the editor. Useful for tool scripts.
</member>
<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second" default="60">
The number of fixed iterations per second (for fixed process and physics).
</member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
</member>
<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
</member>
<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
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.
</member>
</members>
<constants>
</constants>
</class>