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https://github.com/TorqueGameEngines/Torque3D.git
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Version number change.
Also adds console functions to get the user's application version.
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@ -25,23 +25,35 @@
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#include "console/console.h"
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static const U32 csgVersionNumber = TORQUE_GAME_ENGINE;
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static const U32 appVersionNumber = TORQUE_APP_VERSION;
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U32 getVersionNumber()
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{
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return csgVersionNumber;
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}
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U32 getAppVersionNumber()
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{
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return appVersionNumber;
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}
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const char* getVersionString()
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{
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return TORQUE_GAME_ENGINE_VERSION_STRING;
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}
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const char* getAppVersionString()
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{
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return TORQUE_APP_VERSION_STRING;
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}
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/// TGE 0001
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/// TGEA 0002
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/// TGB 0003
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/// TGEA 360 0004
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/// TGE WII 0005
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/// Torque 3D 0006
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/// Torque 3D MIT 0007
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const char* getEngineProductString()
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{
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@ -77,18 +89,31 @@ const char* getCompileTimeString()
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ConsoleFunctionGroupBegin( CompileInformation, "Functions to get version information about the current executable." );
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ConsoleFunction( getVersionNumber, S32, 1, 1, "Get the version of the build, as a string.\n\n"
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ConsoleFunction( getVersionNumber, S32, 1, 1, "Get the version of the engine build, as a string.\n\n"
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"@ingroup Debugging")
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{
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return getVersionNumber();
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}
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ConsoleFunction( getVersionString, const char*, 1, 1, "Get the version of the build, as a string.\n\n"
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ConsoleFunction( getAppVersionNumber, S32, 1, 1, "Get the version of the application build, as a string.\n\n"
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"@ingroup Debugging")
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{
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return getAppVersionNumber();
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}
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ConsoleFunction( getVersionString, const char*, 1, 1, "Get the version of the engine build, as a human readable string.\n\n"
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"@ingroup Debugging")
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{
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return getVersionString();
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}
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ConsoleFunction( getAppVersionString, const char*, 1, 1, "Get the version of the aplication, as a human readable string.\n\n"
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"@ingroup Debugging")
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{
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return getAppVersionString();
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}
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ConsoleFunction( getEngineName, const char*, 1, 1, "Get the name of the engine product that this is running from, as a string.\n\n"
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"@ingroup Debugging")
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{
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@ -23,23 +23,41 @@
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#ifndef _VERSION_H_
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#define _VERSION_H_
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/// Since we can build different engine "products" out of the same
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/// base engine source we need a way to differentiate which product
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/// this particular game is using.
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///
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/// TGE 0001
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/// TGEA 0002
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/// TGB 0003
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/// TGEA 360 0004
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/// TGE WII 0005
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/// Torque 3D 0006
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/// Torque 3D MIT 0007
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#define TORQUE_ENGINE_PRODUCT 0007
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/// This is our global version number for the engine source code that
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/// we are using. See <game>/source/torqueConfig.h for the game's source
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/// code version, the game name, and which type of game it is (TGB, TGE, TGEA, etc.).
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///
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/// Version number is major * 1000 + minor * 100 + revision * 10.
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#define TORQUE_GAME_ENGINE 1100
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#define TORQUE_GAME_ENGINE 3000
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/// Human readable engine version string.
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#define TORQUE_GAME_ENGINE_VERSION_STRING "2011"
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#define TORQUE_GAME_ENGINE_VERSION_STRING "3.0"
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/// Gets the specified version number. The version number is specified as a global in version.cc
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/// Gets the engine version number. The version number is specified as a global in version.cc
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U32 getVersionNumber();
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/// Gets the version number in string form
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/// Gets the engine version number in a human readable form
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const char* getVersionString();
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/// Gets the engine product name in string form
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const char* getEngineProductString();
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/// Gets the compile date and time
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const char* getCompileTimeString();
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/// Gets the application version number. The version number is specified as a global in torqueConfig.h
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U32 getAppVersionNumber();
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/// Gets the human readable application version string.
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const char* getAppVersionString();
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#endif
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@ -31,29 +31,16 @@
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//general, the information here is global for your entire codebase, applying
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//not only to your game proper, but also to all of your tools.
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/// Since we can build different engine "products" out of the same
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/// base engine source we need a way to differentiate which product
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/// this particular game is using.
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///
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/// TGE 0001
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/// TGEA 0002
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/// TGB 0003
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/// TGEA 360 0004
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/// TGE WII 0005
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/// Torque 3D 0006
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///
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#define TORQUE_ENGINE_PRODUCT 0006
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/// What's the name of your application? Used in a variety of places.
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#define TORQUE_APP_NAME "Empty"
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/// What version of the application specific source code is this?
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///
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/// Version number is major * 1000 + minor * 100 + revision * 10.
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#define TORQUE_APP_VERSION 2009
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#define TORQUE_APP_VERSION 1000
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/// Human readable application version string.
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#define TORQUE_APP_VERSION_STRING "2009"
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#define TORQUE_APP_VERSION_STRING "1.0"
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/// Define me if you want to enable multithreading support.
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#ifndef TORQUE_MULTITHREAD
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@ -31,29 +31,16 @@
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//general, the information here is global for your entire codebase, applying
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//not only to your game proper, but also to all of your tools.
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/// Since we can build different engine "products" out of the same
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/// base engine source we need a way to differentiate which product
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/// this particular game is using.
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///
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/// TGE 0001
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/// TGEA 0002
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/// TGB 0003
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/// TGEA 360 0004
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/// TGE WII 0005
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/// Torque 3D 0006
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///
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#define TORQUE_ENGINE_PRODUCT 0006
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/// What's the name of your application? Used in a variety of places.
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#define TORQUE_APP_NAME "Full"
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/// What version of the application specific source code is this?
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///
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/// Version number is major * 1000 + minor * 100 + revision * 10.
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#define TORQUE_APP_VERSION 2009
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#define TORQUE_APP_VERSION 1000
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/// Human readable application version string.
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#define TORQUE_APP_VERSION_STRING "2009"
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#define TORQUE_APP_VERSION_STRING "1.0"
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/// Define me if you want to enable multithreading support.
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#ifndef TORQUE_MULTITHREAD
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