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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
75 lines
4.1 KiB
C++
75 lines
4.1 KiB
C++
/**************************************************************************/
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/* version.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef VERSION_H
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#define VERSION_H
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#include "core/version_generated.gen.h"
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// Godot versions are of the form <major>.<minor> for the initial release,
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// and then <major>.<minor>.<patch> for subsequent bugfix releases where <patch> != 0
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// That's arbitrary, but we find it pretty and it's the current policy.
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// Defines the main "branch" version. Patch versions in this branch should be
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// forward-compatible.
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// Example: "3.1"
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#define VERSION_BRANCH "" _MKSTR(VERSION_MAJOR) "." _MKSTR(VERSION_MINOR)
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#if VERSION_PATCH
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// Example: "3.1.4"
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#define VERSION_NUMBER "" VERSION_BRANCH "." _MKSTR(VERSION_PATCH)
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#else // patch is 0, we don't include it in the "pretty" version number.
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// Example: "3.1" instead of "3.1.0"
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#define VERSION_NUMBER "" VERSION_BRANCH
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#endif // VERSION_PATCH
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// Version number encoded as hexadecimal int with one byte for each number,
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// for easy comparison from code.
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// Example: 3.1.4 will be 0x030104, making comparison easy from script.
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#define VERSION_HEX 0x10000 * VERSION_MAJOR + 0x100 * VERSION_MINOR + VERSION_PATCH
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// Describes the full configuration of that Godot version, including the version number,
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// the status (beta, stable, etc.) and potential module-specific features (e.g. mono).
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// Example: "3.1.4.stable.mono"
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#define VERSION_FULL_CONFIG "" VERSION_NUMBER "." VERSION_STATUS VERSION_MODULE_CONFIG
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// Similar to VERSION_FULL_CONFIG, but also includes the (potentially custom) VERSION_BUILD
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// description (e.g. official, custom_build, etc.).
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// Example: "3.1.4.stable.mono.official"
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#define VERSION_FULL_BUILD "" VERSION_FULL_CONFIG "." VERSION_BUILD
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// Same as above, but prepended with Godot's name and a cosmetic "v" for "version".
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// Example: "Godot v3.1.4.stable.official.mono"
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#define VERSION_FULL_NAME "" VERSION_NAME " v" VERSION_FULL_BUILD
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// Git commit hash, generated at build time in `core/version_hash.gen.cpp`.
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extern const char *const VERSION_HASH;
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#endif // VERSION_H
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