godot/core/config/engine.cpp

/**************************************************************************/
/*  engine.cpp                                                            */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* 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:                                              */
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/* 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. */
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#include "engine.h"

#include "core/authors.gen.h"
#include "core/config/project_settings.h"
#include "core/donors.gen.h"
#include "core/license.gen.h"
#include "core/variant/typed_array.h"
#include "core/version.h"

void Engine::set_physics_ticks_per_second(int p_ips) {}

int Engine::get_physics_ticks_per_second() const {}

void Engine::set_max_physics_steps_per_frame(int p_max_physics_steps) {}

int Engine::get_max_physics_steps_per_frame() const {}

void Engine::set_physics_jitter_fix(double p_threshold) {}

double Engine::get_physics_jitter_fix() const {}

void Engine::set_max_fps(int p_fps) {}

int Engine::get_max_fps() const {}

void Engine::set_audio_output_latency(int p_msec) {}

int Engine::get_audio_output_latency() const {}

void Engine::increment_frames_drawn() {}

uint64_t Engine::get_frames_drawn() {}

void Engine::set_frame_delay(uint32_t p_msec) {}

uint32_t Engine::get_frame_delay() const {}

void Engine::set_time_scale(double p_scale) {}

double Engine::get_time_scale() const {}

Dictionary Engine::get_version_info() const {}

static Array array_from_info(const char *const *info_list) {}

static Array array_from_info_count(const char *const *info_list, int info_count) {}

Dictionary Engine::get_author_info() const {}

TypedArray<Dictionary> Engine::get_copyright_info() const {}

Dictionary Engine::get_donor_info() const {}

Dictionary Engine::get_license_info() const {}

String Engine::get_license_text() const {}

String Engine::get_architecture_name() const {}

bool Engine::is_abort_on_gpu_errors_enabled() const {}

int32_t Engine::get_gpu_index() const {}

bool Engine::is_validation_layers_enabled() const {}

bool Engine::is_generate_spirv_debug_info_enabled() const {}

bool Engine::is_extra_gpu_memory_tracking_enabled() const {}

void Engine::set_print_error_messages(bool p_enabled) {}

bool Engine::is_printing_error_messages() const {}

void Engine::print_header(const String &p_string) const {}

void Engine::print_header_rich(const String &p_string) const {}

void Engine::add_singleton(const Singleton &p_singleton) {}

Object *Engine::get_singleton_object(const StringName &p_name) const {}

bool Engine::is_singleton_user_created(const StringName &p_name) const {}

bool Engine::is_singleton_editor_only(const StringName &p_name) const {}

void Engine::remove_singleton(const StringName &p_name) {}

bool Engine::has_singleton(const StringName &p_name) const {}

void Engine::get_singletons(List<Singleton> *p_singletons) {}

String Engine::get_write_movie_path() const {}

void Engine::set_write_movie_path(const String &p_path) {}

void Engine::set_shader_cache_path(const String &p_path) {}
String Engine::get_shader_cache_path() const {}

Engine *Engine::singleton =;

Engine *Engine::get_singleton() {}

bool Engine::notify_frame_server_synced() {}

Engine::Engine() {}

Engine::~Engine() {}

Engine::Singleton::Singleton(const StringName &p_name, Object *p_ptr, const StringName &p_class_name) :{}