Messages handled by the system (send to the @system: socket).

Static variables

@:value(new Message<SysMessageExit>("exit"))staticread onlyexit:Message<SysMessageExit> = new Message<SysMessageExit>("exit")

Exits application.

Terminates the game application and reports the specified code to the OS. This message can only be sent to the designated @system socket.

@:value(new Message<SysMessageReboot>("reboot"))staticread onlyreboot:Message<SysMessageReboot> = new Message<SysMessageReboot>("reboot")

Reboot engine with arguments.

Arguments will be translated into command line arguments. Sending the reboot command is equivalent to starting the engine with the same arguments.

On startup the engine reads configuration from "game.project" in the project root.

This message can only be sent to the designated @system socket.

@:value(new Message<SysMessageSetUpdateFrequency>("set_update_frequency"))staticread onlyset_update_frequency:Message<SysMessageSetUpdateFrequency> = new Message<SysMessageSetUpdateFrequency>("set_update_frequency")

Set update frequency.

Set game update-frequency (frame cap). This option is equivalent to display.update_frequency in the "game.project" settings but set in run-time. If Vsync checked in "game.project", the rate will be clamped to a swap interval that matches any detected main monitor refresh rate. If Vsync is unchecked the engine will try to respect the rate in software using timers. There is no guarantee that the frame cap will be achieved depending on platform specifics and hardware settings.

@:value(new Message<SysMessageSetVsync>("set_vsync"))staticread onlyset_vsync:Message<SysMessageSetVsync> = new Message<SysMessageSetVsync>("set_vsync")

Set vsync swap interval.

Set the vsync swap interval. The interval with which to swap the front and back buffers in sync with vertical blanks (v-blank), the hardware event where the screen image is updated with data from the front buffer. A value of 1 swaps the buffers at every v-blank, a value of 2 swaps the buffers every other v-blank and so on. A value of 0 disables waiting for v-blank before swapping the buffers. Default value is 1.

When setting the swap interval to 0 and having vsync disabled in "game.project", the engine will try to respect the set frame cap value from "game.project" in software instead.

This setting may be overridden by driver settings.

This message can only be sent to the designated @system socket.

@:value(new Message<SysMessageStartRecord>("start_record"))staticread onlystart_record:Message<SysMessageStartRecord> = new Message<SysMessageStartRecord>("start_record")

Starts video recording.

Starts video recording of the game frame-buffer to file. Current video format is the open vp8 codec in the ivf container. It's possible to upload this format directly to YouTube. The VLC video player has native support but with the known issue that not the entire file is played back. It's probably an issue with VLC. The Miro Video Converter has support for vp8/ivf. Video recording is only supported on desktop platforms. NOTE: Audio is currently not supported NOTE: Window width and height must be a multiple of 8 to be able to record video.

@:value(new Message<Void>("stop_record"))staticread onlystop_record:Message<Void> = new Message<Void>("stop_record")

Stops the currently active video recording.

Video recording is only supported on desktop platforms.

@:value(new Message<Void>("toggle_physics_debug"))staticread onlytoggle_physics_debug:Message<Void> = new Message<Void>("toggle_physics_debug")

Shows/hides the on-screen physics visual debugging.

This message can only be sent to the designated @system socket.

@:value(new Message<Void>("toggle_profile"))staticread onlytoggle_profile:Message<Void> = new Message<Void>("toggle_profile")

Shows/hides the on-screen profiler.

This message can only be sent to the designated @system socket.