version.h 4.1 KB

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  1. /**************************************************************************/
  2. /* version.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef VERSION_H
  31. #define VERSION_H
  32. #include "core/version_generated.gen.h"
  33. // Godot versions are of the form <major>.<minor> for the initial release,
  34. // and then <major>.<minor>.<patch> for subsequent bugfix releases where <patch> != 0
  35. // That's arbitrary, but we find it pretty and it's the current policy.
  36. // Defines the main "branch" version. Patch versions in this branch should be
  37. // forward-compatible.
  38. // Example: "3.1"
  39. #define VERSION_BRANCH _MKSTR(VERSION_MAJOR) "." _MKSTR(VERSION_MINOR)
  40. #if VERSION_PATCH
  41. // Example: "3.1.4"
  42. #define VERSION_NUMBER VERSION_BRANCH "." _MKSTR(VERSION_PATCH)
  43. #else // patch is 0, we don't include it in the "pretty" version number.
  44. // Example: "3.1" instead of "3.1.0"
  45. #define VERSION_NUMBER VERSION_BRANCH
  46. #endif // VERSION_PATCH
  47. // Version number encoded as hexadecimal int with one byte for each number,
  48. // for easy comparison from code.
  49. // Example: 3.1.4 will be 0x030104, making comparison easy from script.
  50. #define VERSION_HEX 0x10000 * VERSION_MAJOR + 0x100 * VERSION_MINOR + VERSION_PATCH
  51. // Describes the full configuration of that Godot version, including the version number,
  52. // the status (beta, stable, etc.) and potential module-specific features (e.g. mono).
  53. // Example: "3.1.4.stable.mono"
  54. #define VERSION_FULL_CONFIG VERSION_NUMBER "." VERSION_STATUS VERSION_MODULE_CONFIG
  55. // Similar to VERSION_FULL_CONFIG, but also includes the (potentially custom) VERSION_BUILD
  56. // description (e.g. official, custom_build, etc.).
  57. // Example: "3.1.4.stable.mono.official"
  58. #define VERSION_FULL_BUILD VERSION_FULL_CONFIG "." VERSION_BUILD
  59. // Same as above, but prepended with Godot's name and a cosmetic "v" for "version".
  60. // Example: "Godot v3.1.4.stable.official.mono"
  61. #define VERSION_FULL_NAME VERSION_NAME " v" VERSION_FULL_BUILD
  62. // Git commit hash, generated at build time in `core/version_hash.gen.cpp`.
  63. extern const char *const VERSION_HASH;
  64. #endif // VERSION_H