#ifndef GODOT_CPP_ENGINE_HPP #define GODOT_CPP_ENGINE_HPP #include #include #include #include #include "Object.hpp" namespace godot { class MainLoop; class Object; class Engine : public Object { static Engine *_singleton; Engine(); public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline Engine *get_singleton() { if (!Engine::_singleton) { Engine::_singleton = new Engine; } return Engine::_singleton; } static inline const char *___get_class_name() { return (const char *) "Engine"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); } // enums // constants // methods void set_iterations_per_second(const int64_t iterations_per_second); int64_t get_iterations_per_second() const; void set_physics_jitter_fix(const double physics_jitter_fix); double get_physics_jitter_fix() const; void set_target_fps(const int64_t target_fps); int64_t get_target_fps() const; void set_time_scale(const double time_scale); double get_time_scale(); int64_t get_frames_drawn(); double get_frames_per_second() const; MainLoop *get_main_loop() const; Dictionary get_version_info() const; bool is_in_physics_frame() const; bool has_singleton(const String name) const; Object *get_singleton(const String name) const; void set_editor_hint(const bool enabled); bool is_editor_hint() const; }; } #endif