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Pass engine name and version parts as proper strings

Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
This commit is contained in:
Rémi Verschelde
2017-11-19 21:18:01 +01:00
parent ecf80fbbba
commit 6947bed015
15 changed files with 28 additions and 31 deletions

View File

@@ -23,13 +23,13 @@ BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Godot Engine"
VALUE "FileDescription", _MKSTR(VERSION_NAME) " Editor"
VALUE "FileDescription", VERSION_NAME " Editor"
VALUE "FileVersion", _MKSTR(VERSION_MAJOR) "." _MKSTR(VERSION_MINOR) "." _MKSTR(VERSION_PATCH)
VALUE "ProductName", _MKSTR(VERSION_NAME)
VALUE "ProductName", VERSION_NAME
VALUE "Licence", "MIT"
VALUE "LegalCopyright", "Copyright (c) 2007-" _MKSTR(VERSION_YEAR) " Juan Linietsky, Ariel Manzur"
VALUE "Info", "http://www.godotengine.org"
VALUE "ProductVersion", _MKSTR(VERSION_MAJOR) "." _MKSTR(VERSION_MINOR) PATCH_STRING "." _MKSTR(VERSION_REVISION)
VALUE "Info", "https://godotengine.org"
VALUE "ProductVersion", _MKSTR(VERSION_MAJOR) "." _MKSTR(VERSION_MINOR) PATCH_STRING "." VERSION_REVISION
END
END
BLOCK "VarFileInfo"

View File

@@ -2166,7 +2166,7 @@ String OS_Windows::get_cache_path() const {
// Get properly capitalized engine name for system paths
String OS_Windows::get_godot_dir_name() const {
return String(_MKSTR(VERSION_SHORT_NAME)).capitalize();
return String(VERSION_SHORT_NAME).capitalize();
}
String OS_Windows::get_system_dir(SystemDir p_dir) const {