godot/core/engine.cpp

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#include "engine.h"
#include "version.h"
void Engine::set_iterations_per_second(int p_ips) {
ips=p_ips;
}
int Engine::get_iterations_per_second() const {
return ips;
}
void Engine::set_target_fps(int p_fps) {
_target_fps=p_fps>0? p_fps : 0;
}
float Engine::get_target_fps() const {
return _target_fps;
}
uint64_t Engine::get_frames_drawn() {
return frames_drawn;
}
void Engine::set_frame_delay(uint32_t p_msec) {
_frame_delay=p_msec;
}
uint32_t Engine::get_frame_delay() const {
return _frame_delay;
}
void Engine::set_time_scale(float p_scale) {
_time_scale=p_scale;
}
float Engine::get_time_scale() const {
return _time_scale;
}
String Engine::get_version() const {
return VERSION_FULL_NAME;
}
String Engine::get_version_name() const{
return _MKSTR(VERSION_NAME);
}
String Engine::get_version_short_name() const{
return _MKSTR(VERSION_SHORT_NAME);
}
int Engine::get_version_major() const{
return VERSION_MAJOR;
}
int Engine::get_version_minor() const{
return VERSION_MINOR;
}
String Engine::get_version_revision() const{
return _MKSTR(VERSION_REVISION);
}
String Engine::get_version_status() const{
return _MKSTR(VERSION_STATUS);
}
int Engine::get_version_year() const{
return VERSION_YEAR;
}
Engine *Engine::singleton=NULL;
Engine *Engine::get_singleton() {
return singleton;
}
Engine::Engine()
{
singleton=this;
frames_drawn=0;
ips=60;
_frame_delay=0;
_fps=1;
_target_fps=0;
_time_scale=1.0;
_pixel_snap=false;
_fixed_frames=0;
_idle_frames=0;
_in_fixed=false;
}