Version number change.

Also adds console functions to get the user's application version.
This commit is contained in:
thecelloman 2013-04-23 23:09:21 -04:00
parent 78242191ec
commit f9d52147ac
4 changed files with 53 additions and 36 deletions

View file

@ -25,23 +25,35 @@
#include "console/console.h"
static const U32 csgVersionNumber = TORQUE_GAME_ENGINE;
static const U32 appVersionNumber = TORQUE_APP_VERSION;
U32 getVersionNumber()
{
return csgVersionNumber;
}
U32 getAppVersionNumber()
{
return appVersionNumber;
}
const char* getVersionString()
{
return TORQUE_GAME_ENGINE_VERSION_STRING;
}
const char* getAppVersionString()
{
return TORQUE_APP_VERSION_STRING;
}
/// TGE 0001
/// TGEA 0002
/// TGB 0003
/// TGEA 360 0004
/// TGE WII 0005
/// Torque 3D 0006
/// Torque 3D MIT 0007
const char* getEngineProductString()
{
@ -77,18 +89,31 @@ const char* getCompileTimeString()
ConsoleFunctionGroupBegin( CompileInformation, "Functions to get version information about the current executable." );
ConsoleFunction( getVersionNumber, S32, 1, 1, "Get the version of the build, as a string.\n\n"
ConsoleFunction( getVersionNumber, S32, 1, 1, "Get the version of the engine build, as a string.\n\n"
"@ingroup Debugging")
{
return getVersionNumber();
}
ConsoleFunction( getVersionString, const char*, 1, 1, "Get the version of the build, as a string.\n\n"
ConsoleFunction( getAppVersionNumber, S32, 1, 1, "Get the version of the application build, as a string.\n\n"
"@ingroup Debugging")
{
return getAppVersionNumber();
}
ConsoleFunction( getVersionString, const char*, 1, 1, "Get the version of the engine build, as a human readable string.\n\n"
"@ingroup Debugging")
{
return getVersionString();
}
ConsoleFunction( getAppVersionString, const char*, 1, 1, "Get the version of the aplication, as a human readable string.\n\n"
"@ingroup Debugging")
{
return getAppVersionString();
}
ConsoleFunction( getEngineName, const char*, 1, 1, "Get the name of the engine product that this is running from, as a string.\n\n"
"@ingroup Debugging")
{

View file

@ -23,23 +23,41 @@
#ifndef _VERSION_H_
#define _VERSION_H_
/// Since we can build different engine "products" out of the same
/// base engine source we need a way to differentiate which product
/// this particular game is using.
///
/// TGE 0001
/// TGEA 0002
/// TGB 0003
/// TGEA 360 0004
/// TGE WII 0005
/// Torque 3D 0006
/// Torque 3D MIT 0007
#define TORQUE_ENGINE_PRODUCT 0007
/// This is our global version number for the engine source code that
/// we are using. See <game>/source/torqueConfig.h for the game's source
/// code version, the game name, and which type of game it is (TGB, TGE, TGEA, etc.).
///
/// Version number is major * 1000 + minor * 100 + revision * 10.
#define TORQUE_GAME_ENGINE 1100
#define TORQUE_GAME_ENGINE 3000
/// Human readable engine version string.
#define TORQUE_GAME_ENGINE_VERSION_STRING "2011"
#define TORQUE_GAME_ENGINE_VERSION_STRING "3.0"
/// Gets the specified version number. The version number is specified as a global in version.cc
/// Gets the engine version number. The version number is specified as a global in version.cc
U32 getVersionNumber();
/// Gets the version number in string form
/// Gets the engine version number in a human readable form
const char* getVersionString();
/// Gets the engine product name in string form
const char* getEngineProductString();
/// Gets the compile date and time
const char* getCompileTimeString();
/// Gets the application version number. The version number is specified as a global in torqueConfig.h
U32 getAppVersionNumber();
/// Gets the human readable application version string.
const char* getAppVersionString();
#endif

View file

@ -31,29 +31,16 @@
//general, the information here is global for your entire codebase, applying
//not only to your game proper, but also to all of your tools.
/// Since we can build different engine "products" out of the same
/// base engine source we need a way to differentiate which product
/// this particular game is using.
///
/// TGE 0001
/// TGEA 0002
/// TGB 0003
/// TGEA 360 0004
/// TGE WII 0005
/// Torque 3D 0006
///
#define TORQUE_ENGINE_PRODUCT 0006
/// What's the name of your application? Used in a variety of places.
#define TORQUE_APP_NAME "Empty"
/// What version of the application specific source code is this?
///
/// Version number is major * 1000 + minor * 100 + revision * 10.
#define TORQUE_APP_VERSION 2009
#define TORQUE_APP_VERSION 1000
/// Human readable application version string.
#define TORQUE_APP_VERSION_STRING "2009"
#define TORQUE_APP_VERSION_STRING "1.0"
/// Define me if you want to enable multithreading support.
#ifndef TORQUE_MULTITHREAD

View file

@ -31,29 +31,16 @@
//general, the information here is global for your entire codebase, applying
//not only to your game proper, but also to all of your tools.
/// Since we can build different engine "products" out of the same
/// base engine source we need a way to differentiate which product
/// this particular game is using.
///
/// TGE 0001
/// TGEA 0002
/// TGB 0003
/// TGEA 360 0004
/// TGE WII 0005
/// Torque 3D 0006
///
#define TORQUE_ENGINE_PRODUCT 0006
/// What's the name of your application? Used in a variety of places.
#define TORQUE_APP_NAME "Full"
/// What version of the application specific source code is this?
///
/// Version number is major * 1000 + minor * 100 + revision * 10.
#define TORQUE_APP_VERSION 2009
#define TORQUE_APP_VERSION 1000
/// Human readable application version string.
#define TORQUE_APP_VERSION_STRING "2009"
#define TORQUE_APP_VERSION_STRING "1.0"
/// Define me if you want to enable multithreading support.
#ifndef TORQUE_MULTITHREAD