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-rw-r--r--base/main.cpp84
1 files changed, 0 insertions, 84 deletions
diff --git a/base/main.cpp b/base/main.cpp
index 6256da4f5b..2b3ecfabb3 100644
--- a/base/main.cpp
+++ b/base/main.cpp
@@ -33,7 +33,6 @@
#include "base/engine.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
-#include "base/internal_version.h"
#include "base/version.h"
#include "common/config-manager.h"
#include "common/file.h"
@@ -59,89 +58,6 @@
#include "gui/Actions.h"
#endif
-/*
- * Version string and build date string. These can be used by anything that
- * wants to display this information to the user (e.g. about dialog).
- *
- * Note: it would be very nice if we could instead of (or in addition to) the
- * build date present a date which corresponds to the date our source files
- * were last changed. To understand the difference, imagine that a user
- * makes a checkout of CVS on January 1, then after a week compiles it
- * (e.g. after doing a 'make clean'). The build date then will say January 8
- * even though the files were last changed on January 1.
- *
- * Another problem is that __DATE__/__TIME__ depend on the local time zone.
- *
- * It's clear that such a "last changed" date would be much more useful to us
- * for feedback purposes. After all, when somebody files a bug report, we
- * don't care about the build date, we want to know which date their checkout
- * was made. This is even more important now since anon CVS lags a few
- * days behind developer CVS.
- *
- * So, how could we implement this? At least on unix systems, a special script
- * could do it. Basically, that script would run over all .cpp/.h files and
- * parse the CVS 'Header' keyword we have in our file headers.
- * That line contains a date/time in GMT. Now, the script just has to collect
- * all these times and find the latest. This time then would be inserted into
- * a header file or so (common/date.h ?) which engine.cpp then could
- * include and put into a global variable analog to gScummVMBuildDate.
- *
- * Drawback: scanning all source/header files will be rather slow. Also, this
- * only works on systems which can run powerful enough scripts (so I guess
- * Visual C++ would be out of the game here? don't know VC enough to be sure).
- *
- * Another approach would be to somehow get CVS to update a global file
- * (e.g. LAST_CHANGED) whenever any checkins are made. That would be
- * faster and work w/o much "logic" on the client side, in particular no
- * scripts have to be run. The problem with this is that I am not even
- * sure it's actually possible! Modifying files during commit time is trivial
- * to setup, but I have no idea if/how one can also change files which are not
- * currently being commit'ed.
- */
-const char *gScummVMVersion = SCUMMVM_VERSION;
-const char *gScummVMBuildDate = __DATE__ " " __TIME__;
-const char *gScummVMVersionDate = SCUMMVM_VERSION " (" __DATE__ " " __TIME__ ")";
-const char *gScummVMFullVersion = "ScummVM " SCUMMVM_VERSION " (" __DATE__ " " __TIME__ ")";
-const char *gScummVMFeatures = ""
-#ifdef USE_TREMOR
- "Tremor "
-#else
-#ifdef USE_VORBIS
- "Vorbis "
-#endif
-#endif
-
-#ifdef USE_FLAC
- "FLAC "
-#endif
-
-#ifdef USE_MAD
- "MP3 "
-#endif
-
-#ifdef USE_ALSA
- "ALSA "
-#endif
-
-#ifdef USE_ZLIB
- "zLib "
-#endif
-
-#ifdef USE_MPEG2
- "MPEG2 "
-#endif
-
-#ifdef USE_FLUIDSYNTH
- "FluidSynth "
-#endif
-
-#ifdef __SYMBIAN32__
-// we want a list of compiled in engines visible in the program,
-// because we also release special builds with only one engine
-#include "backends/symbian/src/main_features.inl"
-#endif
- ;
-
/** List all supported game IDs, i.e. all games which any loaded plugin supports. */
void listGames() {
const PluginList &plugins = PluginManager::instance().getPlugins();