Put variables at the bottom of the Engine singleton.

This commit is contained in:
Relintai 2022-08-23 11:55:54 +02:00
parent 06e040120a
commit 94dfea6391

View File

@ -31,9 +31,9 @@
/*************************************************************************/
#include "core/containers/list.h"
#include "core/containers/vector.h"
#include "core/os/main_loop.h"
#include "core/string/ustring.h"
#include "core/containers/vector.h"
class Engine {
public:
@ -43,36 +43,6 @@ public:
Singleton(const StringName &p_name = StringName(), Object *p_ptr = nullptr);
};
private:
friend class Main;
uint64_t frames_drawn;
uint32_t _frame_delay;
uint64_t _frame_ticks;
float _frame_step;
int ips;
float physics_jitter_fix;
float _fps;
int _target_fps;
float _time_scale;
bool _gpu_pixel_snap;
uint64_t _physics_frames;
float _physics_interpolation_fraction;
bool _portals_active;
bool _occlusion_culling_active;
uint64_t _idle_frames;
bool _in_physics;
List<Singleton> singletons;
Map<StringName, Object *> singleton_ptrs;
bool editor_hint;
static Engine *singleton;
public:
static Engine *get_singleton();
virtual void set_physics_ticks_per_second(int p_ips);
@ -114,11 +84,17 @@ public:
void set_portals_active(bool p_active);
#ifdef TOOLS_ENABLED
_FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; }
_FORCE_INLINE_ bool is_editor_hint() const { return editor_hint; }
_FORCE_INLINE_ void set_editor_hint(bool p_enabled) {
editor_hint = p_enabled;
}
_FORCE_INLINE_ bool is_editor_hint() const {
return editor_hint;
}
#else
_FORCE_INLINE_ void set_editor_hint(bool p_enabled) {}
_FORCE_INLINE_ bool is_editor_hint() const { return false; }
_FORCE_INLINE_ bool is_editor_hint() const {
return false;
}
#endif
Dictionary get_version_info() const;
@ -130,6 +106,35 @@ public:
Engine();
virtual ~Engine() {}
private:
friend class Main;
uint64_t frames_drawn;
uint32_t _frame_delay;
uint64_t _frame_ticks;
float _frame_step;
int ips;
float physics_jitter_fix;
float _fps;
int _target_fps;
float _time_scale;
bool _gpu_pixel_snap;
uint64_t _physics_frames;
float _physics_interpolation_fraction;
bool _portals_active;
bool _occlusion_culling_active;
uint64_t _idle_frames;
bool _in_physics;
List<Singleton> singletons;
Map<StringName, Object *> singleton_ptrs;
bool editor_hint;
static Engine *singleton;
};
#endif // ENGINE_H