text: // Copyright information can be found in the file named COPYING
  // located in the root directory of this distribution.
  
  #ifndef _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
  /// Alux3D    0010
  #define TORQUE_ENGINE_PRODUCT      0010
  
  /// 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
  /// 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.
  #define TORQUE_GAME_ENGINE          3000
  
  /// Human readable engine version string.
  #define TORQUE_GAME_ENGINE_VERSION_STRING  "3.0"
  
  /// Gets the engine version number.  The version number is specified as a global in version.cc
  U32 getVersionNumber();
  /// Gets the engine version number in a human readable form
  const char* getVersionString();
  /// Gets the engine product name in string form
  const char* getEngineProductString();
  /// Gets the compile date and time
  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
  