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dc61323b2c
Unify pack file version and magic to avoid hardcoded literals. `version.py` now always includes `patch` even for the first release in a new stable branch (e.g. 3.2). The public name stays without the patch number, but `Engine.get_version_info()` already included `patch == 0`, and we can remove some extra handling of undefined `VERSION_PATCH` this way. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
72 lines
4.0 KiB
C++
72 lines
4.0 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 GODOT_VERSION_H
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#define GODOT_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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#endif // GODOT_VERSION_H
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