# # Project to Solution config transformations/mapping for the Game. # Properties { SolutionItems += '%RS_CODEBRANCH%\projgen\cpp.props' SolutionItems += '%RS_CODEBRANCH%\projgen\projgen.props' SolutionItems += '%RS_CODEBRANCH%\Directory.Build.props' SolutionItems += '%RS_TOOLSSCRIPT%\coding\autoexp\rage.natvis' } Project_Config_Rules { # # Regex(proj_id:sln cfg:sln platform) = project cfg|project platform # [^:]*:([^:]*):([^:]*) = '(1)|(2)' # Default All projects map to a default eg. *[Debug|Win32] = Debug|Win32 [^:]*:([^:]*):Win32 DX11 = '(1) DX11|Win32' # Projects in Win32 DX11 solution config, map to the project config DX11|Win32 shaders:([^:]*):Win32 DX11 = '(1)|Win32' # Shaders project has no DX11 platform or configs # The shaders_rc and shaders_dependency projects can be built in Debug or Release configurations. Debug is the usual development build for shaders. # Release is a "final" shader build that strips out anything that we don't want to ship. shaders_rc*:([^:]*):([^:]*) = 'Debug|(2)' # Always build debug config of shaders_rc except for Final builds shaders_rc*:Final:([^:]*) = 'Release|(1)' # Build release config of shaders_rc for Final builds shaders_rc*:([^:]*):Win32 DX11 = 'Debug Win32 4.0|Win32' # Remap target/platform to shader ones. shaders_rc*:Final:Win32 DX11 = 'Release Win32 4.0|Win32' # Remap target/platform to shader ones. shaders_rc*:([^:]*):x64 = 'Debug Win32 4.0|Win32' # Remap target/platform to shader ones. shaders_rc*:Final:x64 = 'Release Win32 4.0|Win32' # Remap target/platform to shader ones. shaders_dependency*:([^:]*):([^:]*) = 'Debug|Win32' # Always build Debug|Win32 of shaders_dependency except for Final builds shaders_dependency*:Final:([^:]*) = 'Release|Win32' # Build Release|Win32 of shaders_dependency for Final builds PS3_[^:]*:[^:]*:(?!PS3)... = 'Empty|PS3' # Non PS3 platform configs map to Empty|PS3 for PS3 projects ( VS2010 quirk! ) ^*lib_psc*:[^:]*:[^:]* = 'Release|x64' # All psc libraries use x64|Release } # ------------------------------- # --- Solution Exporter Rules --- # ------------------------------- Project_Config_Rules { # # Regex(proj_id:sln cfg:sln platform:exporter) = project cfg|project platform # [^:]*:[^:]*:Durango:VS2010.* = '' # Exporter rule : No Durango in VS2010 # [^:]*:[^:]*:ORBIS:VS2010.* = '' # Exporter rule : No Orbis in VS2010 [^:]*:[^:]*:[^:]*:VS2012.* = '' # Start with a clean slate for VS2012 [^:]*:([^:]*):(Win32 DX11):VS2012 = '(1) DX11|Win32' # Projects in Win32 DX11 solution config, map to the project config DX11|Win32 [^:]*:([^:]*):(Durango):VS2012.* = '(1)|(2)' # Exporter rule : Durango in VS2012 [^:]*:([^:]*):(x64):VS2012.* = '(1)|(2)' # Exporter rule : x64 in VS2012 [^:]*:([^:]*):(Win32):VS2012.* = '(1)|(2)' # Exporter rule : win32 in VS2012 PS3_[^:]*:[^:]*:[^:]*:VS2012.* = '' # Exporter rule : No PS3_* libs in VS2012 } Build_Rules { # Projects to build. [^:]*:([^:]*):([^:]*) = 'true' # Default; ALL projects build by default. shaders:[^:]* = 'false' # Shaders projects do not build. shaders_rc:[^:]* = 'false' # shaders_rc projects do not build. shaders_dependency:[^:]* = 'false' # shaders_dependency projects do not build. PS3_[^:]*:[^:]*:(?!PS3)... = 'false' # Non PS3 platform configs map to Empty|PS3 don't build } Deploy_Rules { # Projects to Deploy. [^:]*:([^:]*):([^:]*) = 'false' # Default; ALL projects do not deploy by default. shaders.* = 'false' # No shaders will deploy game:[^:]*:Xbox 360 = 'true' # The game will deploy on Xbox 360 game:[^:]*:Durango = 'true' # The game will deploy on Durango }