Pārlūkot izejas kodu

Merge pull request #354 from thecelloman/version

Version number change.
SilentMike 12 gadi atpakaļ
vecāks
revīzija
c405fb885a

+ 27 - 2
Engine/source/app/version.cpp

@@ -25,23 +25,35 @@
 #include "console/console.h"
 #include "console/console.h"
 
 
 static const U32 csgVersionNumber = TORQUE_GAME_ENGINE;
 static const U32 csgVersionNumber = TORQUE_GAME_ENGINE;
+static const U32 appVersionNumber = TORQUE_APP_VERSION;
 
 
 U32 getVersionNumber()
 U32 getVersionNumber()
 {
 {
    return csgVersionNumber;
    return csgVersionNumber;
 }
 }
 
 
+U32 getAppVersionNumber()
+{
+   return appVersionNumber;
+}
+
 const char* getVersionString()
 const char* getVersionString()
 {
 {
    return TORQUE_GAME_ENGINE_VERSION_STRING;
    return TORQUE_GAME_ENGINE_VERSION_STRING;
 }
 }
 
 
+const char* getAppVersionString()
+{
+   return TORQUE_APP_VERSION_STRING;
+}
+
 /// TGE       0001
 /// TGE       0001
 /// TGEA      0002
 /// TGEA      0002
 /// TGB       0003
 /// TGB       0003
 /// TGEA 360  0004
 /// TGEA 360  0004
 /// TGE  WII  0005
 /// TGE  WII  0005
 /// Torque 3D 0006
 /// Torque 3D 0006
+/// Torque 3D MIT 0007
 
 
 const char* getEngineProductString()
 const char* getEngineProductString()
 {
 {
@@ -77,18 +89,31 @@ const char* getCompileTimeString()
 
 
 ConsoleFunctionGroupBegin( CompileInformation, "Functions to get version information about the current executable." );
 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")
 				"@ingroup Debugging")
 {
 {
    return getVersionNumber();
    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")
 				"@ingroup Debugging")
 {
 {
    return getVersionString();
    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"
 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")
 				"@ingroup Debugging")
 {
 {

+ 22 - 4
Engine/source/app/version.h

@@ -23,23 +23,41 @@
 #ifndef _VERSION_H_
 #ifndef _VERSION_H_
 #define _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
 /// 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
 /// 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.).
 /// 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.
 /// Version number is major * 1000 + minor * 100 + revision * 10.
-#define TORQUE_GAME_ENGINE          1100
+#define TORQUE_GAME_ENGINE          3000
 
 
 /// Human readable engine version string.
 /// 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();
 U32 getVersionNumber();
-/// Gets the version number in string form
+/// Gets the engine version number in a human readable form
 const char* getVersionString();
 const char* getVersionString();
 /// Gets the engine product name in string form
 /// Gets the engine product name in string form
 const char* getEngineProductString();
 const char* getEngineProductString();
 /// Gets the compile date and time
 /// Gets the compile date and time
 const char* getCompileTimeString();
 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
 #endif

+ 2 - 15
Templates/Empty/source/torqueConfig.h

@@ -31,29 +31,16 @@
 //general, the information here is global for your entire codebase, applying
 //general, the information here is global for your entire codebase, applying
 //not only to your game proper, but also to all of your tools.
 //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.
 /// What's the name of your application? Used in a variety of places.
 #define TORQUE_APP_NAME            "Empty"
 #define TORQUE_APP_NAME            "Empty"
 
 
 /// What version of the application specific source code is this?
 /// What version of the application specific source code is this?
 ///
 ///
 /// Version number is major * 1000 + minor * 100 + revision * 10.
 /// Version number is major * 1000 + minor * 100 + revision * 10.
-#define TORQUE_APP_VERSION         2009
+#define TORQUE_APP_VERSION         1000
 
 
 /// Human readable application version string.
 /// 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.
 /// Define me if you want to enable multithreading support.
 #ifndef TORQUE_MULTITHREAD
 #ifndef TORQUE_MULTITHREAD

+ 2 - 15
Templates/Full/source/torqueConfig.h

@@ -31,29 +31,16 @@
 //general, the information here is global for your entire codebase, applying
 //general, the information here is global for your entire codebase, applying
 //not only to your game proper, but also to all of your tools.
 //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.
 /// What's the name of your application? Used in a variety of places.
 #define TORQUE_APP_NAME            "Full"
 #define TORQUE_APP_NAME            "Full"
 
 
 /// What version of the application specific source code is this?
 /// What version of the application specific source code is this?
 ///
 ///
 /// Version number is major * 1000 + minor * 100 + revision * 10.
 /// Version number is major * 1000 + minor * 100 + revision * 10.
-#define TORQUE_APP_VERSION         2009
+#define TORQUE_APP_VERSION         1000
 
 
 /// Human readable application version string.
 /// 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.
 /// Define me if you want to enable multithreading support.
 #ifndef TORQUE_MULTITHREAD
 #ifndef TORQUE_MULTITHREAD