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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/sdl/include/SDL3/SDL_revision.h
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <[email protected]>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/* WIKI CATEGORY: Version */
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/*
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* SDL_revision.h contains the SDL revision, which might be defined on the
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* compiler command line, or generated right into the header itself by the
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* build system.
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*/
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#ifndef SDL_revision_h_
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#define SDL_revision_h_
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#ifdef SDL_WIKI_DOCUMENTATION_SECTION
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/**
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* This macro is a string describing the source at a particular point in
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* development.
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*
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* This string is often generated from revision control's state at build time.
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*
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* This string can be quite complex and does not follow any standard. For
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* example, it might be something like "SDL-prerelease-3.1.1-47-gf687e0732".
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* It might also be user-defined at build time, so it's best to treat it as a
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* clue in debugging forensics and not something the app will parse in any
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* way.
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*
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* \since This macro is available since SDL 3.2.0.
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*/
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#define SDL_REVISION "Some arbitrary string decided at SDL build time"
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#elif defined(SDL_VENDOR_INFO)
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#define SDL_REVISION SDL_VENDOR_INFO
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#else
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#define SDL_REVISION ""
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#endif
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#endif /* SDL_revision_h_ */
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