/**************************************************************************/
/*  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.                  */
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/* "Software"), to deal in the Software without restriction, including    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/**************************************************************************/

#ifndef VERSION_H
#define VERSION_H

#include "core/version_generated.gen.h"

// 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;

#endif // VERSION_H