godot/core/version.h
Hugo Locurcio 67e9ccdbc4
Display the build date in the editor and when starting the engine
This can be used to quickly see how recent a development build is,
without having to look up the commit date manually.
When juggling around with various builds (e.g. for benchmarking),
this can also be used to ensure that you're actually running the
binary you intended to run.

The date stored is the date of the Git commit that is built, not
the current date at the time of building the binary. This ensures
binaries can remain reproducible.

The version timestamp can be accessed using the `timestamp` key
of the `Engine.get_version_info()` return value.
2024-02-27 20:39:17 +01:00

87 lines
4.4 KiB
C++

/**************************************************************************/
/* version.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef VERSION_H
#define VERSION_H
#include "core/version_generated.gen.h"
#include <stdint.h>
// Copied from typedefs.h to stay lean.
#ifndef _STR
#define _STR(m_x) #m_x
#define _MKSTR(m_x) _STR(m_x)
#endif
// Godot versions are of the form <major>.<minor> for the initial release,
// and then <major>.<minor>.<patch> for subsequent bugfix releases where <patch> != 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;
// Git commit date UNIX timestamp (in seconds), generated at build time in `core/version_hash.gen.cpp`.
// Set to 0 if unknown.
extern const uint64_t VERSION_TIMESTAMP;
#endif // VERSION_H