//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // 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. //----------------------------------------------------------------------------- /*! @defgroup BuildInfoFunctions Build Info @ingroup TorqueScriptFunctions @{ */ /*! Use the isDebugBuild function to determine if this is a debug build. @return Returns true if this is a debug build, otherwise false. @sa getBuildString, getCompileTimeString, getVersionNumber, getVersionString */ ConsoleFunctionWithDocs(isDebugBuild, ConsoleBool, 1, 1, ()) { #ifdef TORQUE_DEBUG return true; #else return false; #endif } /*! Use the getVersionNumber function to get the version number of the currently executing engine. @return Returns an integer representing the engine's version number. @sa getBuildString, getCompileTimeString, getVersionString, isDebugBuild */ ConsoleFunctionWithDocs( getVersionNumber, ConsoleInt, 1, 1, ()) { return getVersionNumber(); } /*! Use the getVersionString function to get the version name and number for the currently executing engine. @return Returns a string containing a name and an integer representing the engine's version type and version number. @sa getBuildString, getCompileTimeString, getVersionNumber, isDebugBuild */ ConsoleFunctionWithDocs( getVersionString, ConsoleString, 1, 1, ()) { return getVersionString(); } /*! Use the getCompileTimeString function to determine when the currently running engine was built. @return Returns a string containing \Month Day Year at Hour:Minute:Second\ showing when this executable was built. @sa getBuildString, getVersionNumber, getVersionString, isDebugBuild */ ConsoleFunctionWithDocs( getCompileTimeString, ConsoleString, 1, 1, ()) { return getCompileTimeString(); } /*! Use the getBuildString function to determine if this build is a \Debug\ release, or a \Release\ build. @return Returns a string, either \Debug\ for a debug build, or \Release\ for a release build. @sa getCompileTimeString, getVersionNumber, getVersionString, isDebugBuild */ ConsoleFunctionWithDocs( getBuildString, ConsoleString, 1, 1, ()) { #ifdef TORQUE_DEBUG return "Debug"; #else return "Release"; #endif } //----------------------------------------------------------------------------- /*! Gets the engine version. */ ConsoleFunctionWithDocs( getEngineVersion, ConsoleString, 1, 1, ()) { return T2D_ENGINE_VERSION; } //----------------------------------------------------------------------------- /*! Returns iPhone Tools Version */ ConsoleFunctionWithDocs( getiPhoneToolsVersion, ConsoleString, 1, 1, ()) { return T2D_IPHONETOOLS_VERSION; } //----------------------------------------------------------------------------- /*! Sets the company and product information. */ ConsoleFunctionWithDocs(setCompanyAndProduct, ConsoleVoid, 3, 3, (company, product)) { setCompanyName(StringTable->insert(argv[1])); setProductName(StringTable->insert(argv[2])); Con::setVariable("$Game::CompanyName", getCompanyName()); Con::setVariable("$Game::ProductName", getProductName()); char appDataPath[1024]; dSprintf(appDataPath, sizeof(appDataPath), "%s/%s/%s", Platform::getUserDataDirectory(), getCompanyName(), getProductName()); ResourceManager->addPath(appDataPath); } /*! @{ */ // group BuildInfoFunctions