#ifndef GODOT_VERSION_H #define GODOT_VERSION_H /*************************************************************************/ /* version.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/version_generated.gen.h" // Godot versions are of the form . for the initial release, // and then .. for subsequent bugfix releases where != 0 // That's arbitrary, but we find it pretty and it's the current policy. // Defines the main "branch" version. Patch versions in this branch should be // forward-compatible. // Example: "3.1" #define VERSION_BRANCH "" _MKSTR(VERSION_MAJOR) "." _MKSTR(VERSION_MINOR) #if VERSION_PATCH // Example: "3.1.4" #define VERSION_NUMBER "" VERSION_BRANCH "." _MKSTR(VERSION_PATCH) #else // patch is 0, we don't include it in the "pretty" version number. // Example: "3.1" instead of "3.1.0" #define VERSION_NUMBER "" VERSION_BRANCH #endif // VERSION_PATCH // Version number encoded as hexadecimal int with one byte for each number, // for easy comparison from code. // Example: 3.1.4 will be 0x030104, making comparison easy from script. #define VERSION_HEX 0x10000 * VERSION_MAJOR + 0x100 * VERSION_MINOR + VERSION_PATCH // Describes the full configuration of that Godot version, including the version number, // the status (beta, stable, etc.) and potential module-specific features (e.g. mono). // Example: "3.1.4.stable.mono" #define VERSION_FULL_CONFIG "" VERSION_NUMBER "." VERSION_STATUS VERSION_MODULE_CONFIG // Similar to VERSION_FULL_CONFIG, but also includes the (potentially custom) VERSION_BUILD // description (e.g. official, custom_build, etc.). // Example: "3.1.4.stable.mono.official" #define VERSION_FULL_BUILD "" VERSION_FULL_CONFIG "." VERSION_BUILD // Same as above, but prepended with Godot's name and a cosmetic "v" for "version". // Example: "Godot v3.1.4.stable.official.mono" #define VERSION_FULL_NAME "" VERSION_NAME " v" VERSION_FULL_BUILD // Git commit hash, generated at build time in `core/version_hash.gen.cpp`. extern const char *const VERSION_HASH; #endif // GODOT_VERSION_H