/* See license.txt in the root of this project. */ # include "luametatex.h" version_state_info lmt_version_state = { .majorversion = luametatex_majorversion, .minorversion = luametatex_minorversion, .version = luametatex_version, .revision = luametatex_revision, .release = luametatex_release, .developmentid = luametatex_development_id, .verbose = luametatex_version_string, .banner = "This is " luametatex_name_camelcase ", Version " luametatex_version_string, # if defined(LMT_COMPILER_USED) .compiler = LMT_COMPILER_USED, # else .compiler = "unknown", # endif .cversion = LMT_CVERSION_USED, .likely = LMT_LIKELY_USED, .formatid = luametatex_format_fingerprint, .copyright = luametatex_copyright_holder, .luaversionmajor = LUA_VERSION_MAJOR_N, .luaversionminor = LUA_VERSION_MINOR_N, .luaversionrelease = LUA_VERSION_RELEASE_N, .luatexversion = (double) luametatex_version_number, .luaversion = (double) LUA_VERSION_MAJOR_N + (double) LUA_VERSION_MINOR_N / 10, .luaformat = LUAC_FORMAT, }; int main(int ac, char* *av) { /*tex We set up the whole machinery, for instance booting \LUA. */ tex_engine_initialize(ac, av); /*tex Kind of special: */ aux_set_interrupt_handler(); /*tex Now we're ready for the more traditional \TEX\ initializations */ tex_main_body(); /*tex When we arrive here we had a succesful run. */ return EXIT_SUCCESS; /* unreachable */ }