Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/classes/engine.hpp
T
shenandshen c93894313a fix: 装备属性面板避让逻辑 + 多项功能更新
- item_tooltip_view.gd: 新增 avoid_rect 属性,tooltip 与装备窗口重叠时自动推到左侧
- inventory_ui.gd: 悬停装备时传入窗口矩形作为避让区域
- 包含其他累积的功能开发和测试文件
2026-09-21 16:38:59 -07:00

116 lines
4.8 KiB
C++

/**************************************************************************/
/* engine.hpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
// THIS FILE IS GENERATED. EDITS WILL BE LOST.
#pragma once
#include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/core/object.hpp>
#include <godot_cpp/variant/dictionary.hpp>
#include <godot_cpp/variant/packed_string_array.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/typed_array.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class MainLoop;
class ScriptBacktrace;
class ScriptLanguage;
class StringName;
class Engine : public Object {
GDEXTENSION_CLASS(Engine, Object)
static Engine *singleton;
public:
static Engine *get_singleton();
void set_physics_ticks_per_second(int32_t p_physics_ticks_per_second);
int32_t get_physics_ticks_per_second() const;
void set_max_physics_steps_per_frame(int32_t p_max_physics_steps);
int32_t get_max_physics_steps_per_frame() const;
void set_physics_jitter_fix(double p_physics_jitter_fix);
double get_physics_jitter_fix() const;
double get_physics_interpolation_fraction() const;
void set_max_fps(int32_t p_max_fps);
int32_t get_max_fps() const;
void set_time_scale(double p_time_scale);
double get_time_scale();
int32_t get_frames_drawn();
double get_frames_per_second() const;
uint64_t get_physics_frames() const;
uint64_t get_process_frames() const;
MainLoop *get_main_loop() const;
Dictionary get_version_info() const;
Dictionary get_author_info() const;
TypedArray<Dictionary> get_copyright_info() const;
Dictionary get_donor_info() const;
Dictionary get_license_info() const;
String get_license_text() const;
String get_architecture_name() const;
bool is_in_physics_frame() const;
bool has_singleton(const StringName &p_name) const;
Object *get_singleton(const StringName &p_name) const;
void register_singleton(const StringName &p_name, Object *p_instance);
void unregister_singleton(const StringName &p_name);
PackedStringArray get_singleton_list() const;
Error register_script_language(ScriptLanguage *p_language);
Error unregister_script_language(ScriptLanguage *p_language);
int32_t get_script_language_count();
ScriptLanguage *get_script_language(int32_t p_index) const;
TypedArray<Ref<ScriptBacktrace>> capture_script_backtraces(bool p_include_variables = false) const;
bool is_editor_hint() const;
bool is_embedded_in_editor() const;
String get_write_movie_path() const;
void set_print_to_stdout(bool p_enabled);
bool is_printing_to_stdout() const;
void set_print_error_messages(bool p_enabled);
bool is_printing_error_messages() const;
protected:
template <typename T, typename B>
static void register_virtuals() {
Object::register_virtuals<T, B>();
}
~Engine();
public:
};
} // namespace godot