369 lines
20 KiB
Plaintext
Executable File
369 lines
20 KiB
Plaintext
Executable File
##########################################################################################################################
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# RULES FILE
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# Usage & Details : https://devstar.rockstargames.com/wiki/index.php/Dev:Project_builder3#game.rules
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##########################################################################################################################
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# Rules : independent of exporter.
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Rules {
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#-------------------------------------------------------------------------------------------
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# Setup Scratch ( make your own vars here and reuse with <var> syntax. )
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#-------------------------------------------------------------------------------------------
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Scratch.BuildDir = '$(RS_BUILDBRANCH)'
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Scratch.CompressMap = '"$(RS_TOOLSROOT)\bin\coding\compressmap"'
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Scratch.Ps3Bin = '$(SCE_PS3_ROOT)\host-win32\sn\bin\ps3bin'
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Scratch.DumpBin = '$(RS_TOOLSROOT)\script\util\dumpbin.rb'
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Scratch.StripObjects = '$(RS_TOOLSROOT)/bin/coding/python/stripobjects.exe'
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Scratch.XbeCopy = '"$(XEDK)\bin\win32\xbecopy"'
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# 'Architecture'
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Scratch.Arch[Platform=='PS3'] = 'psn'
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Scratch.Arch[Platform=='Xbox 360'] = 'xenon'
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Scratch.Arch[Platform=='Win32'] = 'win32'
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Scratch.Arch[Platform=='x64'] = 'win64'
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Scratch.Arch[Platform=='Orbis'] = 'orbis'
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Scratch.Arch[Platform=='Durango'] = 'durango'
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# DX11 name mangling : pain in the t*ts
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Scratch.ForceInclude = '_<Config>.h'
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Scratch.ForceInclude[Config=='Debug DX11'] = '_dx11_debug.h'
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Scratch.ForceInclude[Config=='Beta DX11'] = '_dx11_beta.h'
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Scratch.ForceInclude[Config=='Bankrelease DX11']= '_dx11_bankrelease.h'
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Scratch.ForceInclude[Config=='Release DX11'] = '_dx11_release.h'
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Scratch.ForceInclude[Config=='Profile DX11'] = '_dx11_profile.h'
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Scratch.ForceInclude[Config=='Final DX11'] = '_dx11_final.h'
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#-------------------------------------------------------------------------------------------
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# General
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#-------------------------------------------------------------------------------------------
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Settings.General.Rtti = 'true'
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Condition [Platform=='Win32'] {
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Settings.General.IncludePath += '$(WindowsSdk_Dir)\Include\shared'
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Settings.General.IncludePath += '$(WindowsSdk_Dir)\Include\um'
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Settings.General.IncludePath += '$(DXSDK_DIR)\Include'
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Settings.General.LibraryPath += '$(WindowsSdk_Dir)\lib\win8\um\x86'
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Settings.General.LibraryPath += '$(DXSDK_DIR)\Lib\x86'
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}
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Condition [Platform=='x64'] {
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Settings.General.IncludePath += '$(WindowsSdk_Dir)\Include\shared'
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Settings.General.IncludePath += '$(WindowsSdk_Dir)\Include\um'
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Settings.General.IncludePath += '$(DXSDK_DIR)\Include'
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Settings.General.LibraryPath += '$(WindowsSdk_Dir)\lib\win8\um\x64'
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Settings.General.LibraryPath += '$(DXSDK_DIR)\Lib\x64'
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}
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Condition [Platform=='Durango'] {
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Settings.General.IncludePath += '$(DurangoXDK)/xdk/include/winrt'
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Settings.General.IncludePath += '$(DurangoXDK)/xdk/include/um'
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Settings.General.IncludePath += '$(DurangoXDK)/xdk/include/shared'
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Settings.General.LibraryPath += '$(RAGE_DIR)/lib'
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Settings.General.LibraryPath += '$(DurangoXDK)/xdk/lib'
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}
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#
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# Note the suffix for the exporter eg. _vs_2010 is not set here, this is responsibility of the exporter rules
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#
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Action Settings.General.OutputDirectoryName {
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[ProjectType!='Exe'&&Platform!='Durango'] = '<Scratch.Arch>_<Config>'
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[ProjectType=='Exe'&&Platform!='Durango'] = '<Scratch.BuildDir>/' # exe written directly to build directory.
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} # NOTE: there ARE exporter rules that augment this setting further ( if the case of unity )
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Action Settings.General.IntermediateDirectoryName {
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# For exe do not pollute the build folder with intermediate files.
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[ProjectType=='Exe'&&Platform!='Durango'] = '<Scratch.Arch>_<Config>'
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[ProjectType!='Exe'&&Platform!='Durango'] = '$(OutDir)' # In general ( for libs ) we want to cut down on superfluous directory bloat; so intermediate this is the same as output.
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} # NOTE: there ARE exporter rules that augment this setting further ( if unity )
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Action Settings.General.TargetName {
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[Platform!='Durango'] = '$(ProjectName)' # All targets start out with a name.
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[ProjectType=='Exe'&&Platform!='Durango'] << '_<Scratch.Arch>_<Config>' # for EXE though we mangle with its architecture, since it will reside alongside other 'exes', for everything else a name is good enough.
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[ProjectType=='Exe'&&Platform=='PS3'] << '_snc' # PS3 quirk - is this necessary?
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}
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#-------------------------------------------------------------------------------------------
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# Compiler
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#-------------------------------------------------------------------------------------------
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Action Settings.Compiler.FavourSize {
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[Name=='Beta|Xbox 360'] = 'true'
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[Name!='Beta|Xbox 360'] = 'false'
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}
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Action Settings.Compiler.FavourSpeed {
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[Name=='Beta|Xbox 360'] = 'false'
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[Name!='Beta|Xbox 360'] = 'true'
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}
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Settings.Compiler.GenerateDebugInformation = 'true'
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Settings.Compiler.TreatWarningsAsErrors[Platform!='Durango']= 'true'
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Action Settings.Compiler.StringPooling {
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[ProjectType!='Exe'] = 'true'
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[ProjectType=='Exe'] = 'false'
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[Name=='ToolBeta|Win32'] = 'false'
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}
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Action Settings.Compiler.AdditionalOptions {
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[Name=='Profile|Xbox 360'||Name=='Release|Xbox 360'||Name=='Bankrelease|Xbox 360'||Name=='Final|Xbox 360'] += '/QVMX128'
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[Name=='Profile|Xbox 360'] += '/callcap'
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[Platform=='Orbis'] += '-frtti'
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}
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Action Settings.Compiler.PreprocessorDefinitions {
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[ProjectType!='Exe'] += '_LIB'
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[ProjectType=='Exe'] += '_WINDOWS' # some settings are as I found them in the old project generator, I suspect such exe / lib variations might not actually have been intentional ( somebody please review )
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[Platform=='Xbox 360'||Platform=='Win32'] += 'WIN32'
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[Platform=='x64'||Platform=='Durango'] += 'WIN64'
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[Platform=='PS3'] += '__SNC__'
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[Platform=='PS3'] += 'SN_TARGET_PS3'
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[Platform=='x64'||Platform=='Win32'] += '__DXSDK=$(DXSDK_DIR)'
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[Config=~'Debug'||Config=='Beta DX11'||Config=='RscBeta'||Config=='ToolBeta'] += '_DEBUG'
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[Config=='Beta'||Config=~'Release'||Config=~'Final'||Config=~'Profile'] += 'NDEBUG'
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}
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Action Settings.Compiler.ForceIncludes {
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+='$(RAGE_DIR)\base\src\forceinclude\<Scratch.Arch><Scratch.ForceInclude>'
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}
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Action Settings.Compiler.AdditionalIncludeDirectories {
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+='$(RAGE_DIR)\base\src'
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+='$(RAGE_DIR)\suite\src'
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+='$(ProjectDir)..'
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+='$(RAGE_DIR)\naturalmotion\include'
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+='$(RAGE_DIR)\naturalmotion\src'
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+='$(RAGE_DIR)\script\src'
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+='$(RAGE_DIR)\framework\src'
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}
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Action Settings.Compiler.AdditionalLibraryDirectories {
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[Platform=='Durango'] += '$(RAGE_DIR)\lib'
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}
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#-------------------------------------------------------------------------------------------
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# Librarian
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#-------------------------------------------------------------------------------------------
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Condition [ProjectType!='Exe'] {
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Settings.Librarian.AdditionalOptions[Platform!='PS3' && Platform!='Orbis'] += '/ignore:4221'
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}
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#-------------------------------------------------------------------------------------------
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# Exe Settings : Linker, Image & Deploy
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#-------------------------------------------------------------------------------------------
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Condition [ProjectType=='Exe'&&Platform=='Orbis'] {
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Settings.Linker.AdditionalLibraryDirectories += '$(SCE_ORBIS_SDK_DIR)\target\lib;'
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}
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Condition [ProjectType=='Exe'] {
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Settings.Linker.AdditionalLibraryDirectories += '$(RAGE_DIR)\lib'
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Settings.Linker.AdditionalOptions[Platform!='PS3' && Platform!='Orbis'] += '/FIXED:NO'
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Settings.Linker.AdditionalOptions[Platform!='PS3' && Platform!='Orbis'] += '/IGNORE:4089'
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Settings.Linker.GenerateDebugInfo = 'true'
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Settings.Linker.GenerateMapFile = 'true'
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Settings.Linker.LinkIncremental = 'false'
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Settings.Linker.LinkIncremental[Config=='Debug'] = 'true' # not sure what this was set in previous project generator - verify this is what you want.
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}
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Condition [ProjectType=='Exe'&&Platform=='PS3'] {
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Settings.Linker.DataStripping = 'StripFuncsAndData'
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Settings.Linker.AdditionalLibraryDirectories += '"$(SCE_PS3_ROOT)\target\ppu\lib"'
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Settings.Linker.AdditionalOptions += '--notocrestore'
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Settings.Linker.AdditionalOptions += '-Wl,--disable-warning=134'
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Settings.Linker.AdditionalOptions += '-Wl,--oformat=fself'
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Settings.Linker.AdditionalOptions += '-Wl,--strip-duplicates'
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Settings.Linker.AdditionalOptions[Config=='Profile'] += '--callprof'
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}
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Condition [ProjectType=='Exe'&&Platform=='Xbox 360'] {
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Settings.Linker.AdditionalDependencies += 'xboxkrnl.lib'
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Settings.Linker.IgnoreLibraries[Config!='Release' && Config!='Final'] += 'xapilib.lib'
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#-------------------------------------------------------------------------------------------
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# Image
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#-------------------------------------------------------------------------------------------
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Settings.Image.OutputFilename = '<Scratch.BuildDir>/$(ProjectName)_<Scratch.Arch>_<Config>.xex'
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#-------------------------------------------------------------------------------------------
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# Deploy
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#-------------------------------------------------------------------------------------------
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Settings.Deploy.DeployFiles += '$(RemoteRoot)=$(TEMP)\rfs.dat'
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Settings.Deploy.DeployFiles += '$(RemoteRoot)=$(ImagePath)'
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Settings.Deploy.DeployType = 'CopyToHardDrive'
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Settings.Deploy.ExecutionBucket = '85313600'
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Settings.Deploy.RemoteRoot = 'xe:\$(ProjectName)'
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}
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} # end rules
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# Exporter Rules must always be run after normal rules.
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# Residing here are rules that are exporter conditional.
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# Also we have 'bucket' rules that are yet to be abstracted into an independent format.
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ExporterRules[Exporter=~'VS201'] { # The family of VS201X exporters ( VCXPROJ )
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#-------------------------------------------------------------------------------------------
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# Scratch ( ExporterRules )
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#-------------------------------------------------------------------------------------------
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Scratch.Unity[Exporter=~'_Unity'] = '_unity'
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Scratch.Unity[Exporter!~'_Unity'] = ''
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Scratch.VS[Exporter=~'VS2010'] = '2010'
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Scratch.VS[Exporter=~'VS2012'] = '2012'
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#-------------------------------------------------------------------------------------------
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# Deactivate specific targets at export if required
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#-------------------------------------------------------------------------------------------
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Condition [Exporter=~'VS2010'] {
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# Active[Platform=='Orbis'] = 'false'
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Active[Platform=='Durango'] = 'false'
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}
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Condition [Exporter=~'VS2012'] {
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Active[Platform!='Win32'&&Platform!='Win32 DX11'&&Platform!='x64'&&Platform!='Durango'] = 'false'
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}
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#-------------------------------------------------------------------------------------------
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# General ( ExporterRules )
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#-------------------------------------------------------------------------------------------
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Settings.General.CharacterSet = 'MultiByte'
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Settings.General.OutputDirectoryName[ProjectType!='Exe'&&Platform!='Durango'] << '<Scratch.Unity>_<Scratch.VS>/' # for libs the output directory needs to be unique for unity and exporter variants
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Settings.General.IntermediateDirectoryName[ProjectType=='Exe'&&Platform!='Durango'] << '<Scratch.Unity>_<Scratch.VS>/' # for exe only the intermediate directory only is required to be elsewhere, don't worry libs will use $(OutDir) - this uses the above.
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Action Settings.General.Exceptions { # False, Sync, SyncCThrow, Async
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= 'False'
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#[Name=='ToolDebug|Win32'] = 'Sync'
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}
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#-------------------------------------------------------------------------------------------
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# Compiler ( ExporterRules )
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#-------------------------------------------------------------------------------------------
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Settings.Compiler.CompileAsWinRT[Platform=='Durango'] = 'false'
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Action Settings.Compiler.FunctionLevelLink {
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[ProjectType=='Exe'] = 'false' # some settings are as I found them in the old project generator, I suspect such exe / lib variations might not actually have been intentional ( somebody please review )
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[ProjectType!='Exe'] = 'true'
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}
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# Disabled, Full, MaxSpeed, MinSpace
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Action Settings.Compiler.Optimization {
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[Platform!='PS3'] = 'MaxSpeed'
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[Config=~'Debug'&&Platform!='PS3'] = 'Disabled'
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[Config=='Final'&&Platform!='PS3'] = 'Full'
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[Name=='ToolDebug|Win32'] = 'Disabled'
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[Name=='Beta|Xbox 360'] = 'MinSpace'
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}
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Action Settings.Compiler.RunTimeLibrary { # MultiThreaded, MultiThreadedDebugDLL, MultiThreadedDebug, MultiThreadedDLL
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= 'MultiThreaded'
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[Config=~'Debug'&&Platform!='PS3'] = 'MultiThreadedDebug'
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[Config=='ToolDebug'] = 'MultiThreadedDebugDLL'
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[Config=='ToolBeta'||Config=='ToolRelease'] = 'MultiThreadedDLL'
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[Config=='Debug'&&Platform=='Durango'] = 'MultiThreadedDebugDLL'
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[Config!='Debug'&&Platform=='Durango'] = 'MultiThreadedDLL'
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}
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Action Settings.Compiler.InlineFunctionExpansion { # Disabled, AnySuitable, OnlyExplicitInline
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= 'OnlyExplicitInline'
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[ProjectType!='Exe'&&Platform=='Xbox 360'] = 'AnySuitable'
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[Name=='ToolDebug|Win32'] = 'Default' # not compatible with DebugInformationFormat=EditAndContinue
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}
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Action Settings.Compiler.DisableSpecificWarnings {
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[Platform=='Win32'] += '4100' # eg. warning C4100: 'hasFocus' : unreferenced formal parameter
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[Platform=='PS3'] += '552'
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[Platform=='PS3'] += '178'
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}
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Settings.Compiler.BasicRuntimeChecks = 'default'
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Settings.Compiler.BasicRuntimeChecks[Name=='ToolDebug|Win32'] = 'EnableFastChecks'
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Settings.Compiler.BufferSecurityCheck = 'false'
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Settings.Compiler.BufferSecurityCheck[Name=='ToolBeta|Win32'] = 'true'
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Settings.Compiler.CompileAs = 'default'
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Settings.Compiler.DebugInformationFormat = 'ProgramDatabase'
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#Settings.Compiler.DebugInformationFormat[Config='ToolDebug'&&Platform=='Win32'] = 'EditAndContinue'
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Settings.Compiler.ForceConformanceInForLoopScope = 'true'
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Settings.Compiler.IntrinsicFunctions[ProjectType!='Exe'] = 'true' # some settings are as I found them in the old project generator, I suspect such exe / lib variations might not actually have been intentional ( somebody please review )
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Settings.Compiler.IntrinsicFunctions[ProjectType=='Exe'] = 'false'
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Settings.Compiler.MinimalRebuild[Name=='ToolDebug|Win32'] = 'true'
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Settings.Compiler.OmitFramePointers[Name=='ToolBeta|Win32'] = 'false'
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Settings.Compiler.OptimizationLevel[Platform=='PS3'] = 'Levels'
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Settings.Compiler.OptimizationLevel[Name=='Debug|PS3'] = 'Leveld' # note name here OptimizationLevel NOT Optimization
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Settings.Compiler.OptimizationLevel[Platform=='ORBIS'] = 'Level3' # note name here OptimizationLevel NOT Optimization
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Settings.Compiler.OptimizationLevel[Name=='Beta|ORBIS'||Name=='BankRelease|ORBIS'] = 'Level2' # note name here OptimizationLevel NOT Optimization
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Settings.Compiler.OptimizationLevel[Name=='Debug|ORBIS'] = 'Level0' # note name here OptimizationLevel NOT Optimization
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Settings.Compiler.PrecompiledHeader = 'NotUsing'
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Settings.Compiler.PrecompiledHeaderFile = ''
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Settings.Compiler.ProgramDataBaseFileName = '$(IntDir)$(TargetName).pdb'
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Settings.Compiler.TrapIntegerDividesOptimization[ProjectType!='Exe'&&Platform=='Xbox 360'] = 'true' # some settings are as I found them in the old project generator, I suspect such exe / lib variations might not actually have been intentional ( somebody please review )
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Settings.Compiler.TrapIntegerDividesOptimization[ProjectType=='Exe'&&Platform=='Xbox 360'] = 'false'
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Settings.Compiler.FunctionLevelLink[ProjectType=='Exe'&&Config=='Debug'] = 'true' # copied from VS2008 settings - is this what is desired?
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Settings.Compiler.FunctionLevelLink[ProjectType!='Exe'&&Config!='Debug'] = 'true'
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Settings.Compiler.WarningLevel = 'Level4' # Off, Level1, Level2, Level3, Level4
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Settings.Compiler.OpenMPSupport [Platform=='Win32'||Platform=='x64'] = 'true'
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# Overrides for everything except debug win32 builds.
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Condition [Config!='Debug'&&Config!='Debug DX11'&&Config!='RscDebug'&&Config!='ToolDebug'&&Platform!='ORBIS'&&Platform!='Xbox 360'&&Platform!='PS3'&&Platform!='Durango'] {
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Settings.Compiler.OmitFramePointers = 'true'
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Settings.Compiler.EnableFiberSafeOptimizations = 'true'
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Settings.Compiler.FloatingPointModel = 'Fast'
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Settings.Compiler.IntrinsicFunctions = 'true'
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Settings.Compiler.Optimization = 'MaxSpeed'
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Settings.Compiler.FavourSpeed = 'true'
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}
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Condition [Platform=='Win32'] {
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Settings.Compiler.EnableEnhancedInstructionSet = 'StreamingSIMDExtensions2'
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}
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Settings.Compiler.EnableEnhancedInstructionSet[Platform=='Durango'] = 'AdvancedVectorExtensions'
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#-------------------------------------------------------------------------------------------
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# Librarian ( ExporterRules )
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#-------------------------------------------------------------------------------------------
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Settings.Librarian.ModuleDefinitionFile[Platform=='PS3'&&ProjectType!='Exe'] = '3'
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Condition [ProjectType=='Exe'] {
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Settings.Linker.MapFilename = '$(TargetDir)$(TargetName).map'
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Settings.Linker.OutputFilename = '$(TargetPath)'
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Settings.Linker.EnableCOMDATFolding = 'true'
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Settings.Linker.OptimizeReferences = 'true'
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Settings.Linker.LargeAddressAware[Platform=='Win32'] = 'true'
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}
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#-------------------------------------------------------------------------------------------
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# Build Events ( ExporterRules )
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#-------------------------------------------------------------------------------------------
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Condition [ProjectType=='Exe'&&Platform=='PS3'] {
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Settings.BuildEvents.PostBuild.Description = 'Create Symbol table, compress.'
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Settings.BuildEvents.PostBuild.Command << '<Scratch.Ps3Bin> -dsy -c "$(TargetPath)" > "$(TargetDir)$(TargetName).sym" &&'
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Settings.BuildEvents.PostBuild.Command << '<Scratch.CompressMap> "$(TargetDir)$(TargetName).sym"'
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}
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Condition [ProjectType=='Exe'&&Platform=='Xbox 360'] {
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Settings.BuildEvents.PostBuild.Description = 'Check 32Mb Text segment. Compress map. Deploy .cmp.'
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Settings.BuildEvents.PostBuild.Command << 'ruby <Scratch.DumpBin> "dumpbin.exe $(TargetPath)" _NEWLINE_'
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Settings.BuildEvents.PostBuild.Command << 'if errorlevel == 0 goto BuildEventOK _NEWLINE_'
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Settings.BuildEvents.PostBuild.Command << 'echo dumpbin for $(ProjectName) FAILED _NEWLINE_'
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Settings.BuildEvents.PostBuild.Command << 'exit 1 _NEWLINE_'
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Settings.BuildEvents.PostBuild.Command << ':BuildEventOK _NEWLINE_'
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Settings.BuildEvents.PostBuild.Command << 'echo dumpbin for $(ProjectName) OK _NEWLINE_'
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Settings.BuildEvents.PostBuild.Command << '<Scratch.CompressMap> "$(TargetDir)$(TargetName).map" _NEWLINE_'
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Settings.BuildEvents.PostBuild.Command << '<Scratch.XbeCopy> /nologo "$(TargetDir)$(TargetName).cmp" $(RemoteRoot)\$(TargetName).cmp'
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}
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Condition [ProjectType=='Exe'&&Platform=='Durango'] {
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Settings.BuildEvents.PostBuild.Description = 'Building Symbol file.'
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Settings.BuildEvents.PostBuild.Command << 'copy /Y $(TargetPath) $(RS_BUILDBRANCH)\$(ProjectName)_<Scratch.Arch>_<Config>.exe _NEWLINE_'
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Settings.BuildEvents.PostBuild.Command << 'copy /Y "$(TargetDir)$(TargetName).map" "$(RS_BUILDBRANCH)\$(ProjectName)_<Scratch.Arch>_<Config>.map" _NEWLINE_'
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Settings.BuildEvents.PostBuild.Command << 'REM $(RS_TOOLSROOT)\bin\coding\compressmap "$(RS_BUILDBRANCH)\$(ProjectName)_<Scratch.Arch>_<Config>.map"'
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}
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Condition [ProjectType=='Exe'&&Platform=='Win32'] {
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Settings.BuildEvents.PostBuild.Description = 'Compress map.'
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Settings.BuildEvents.PostBuild.Command << '<Scratch.CompressMap> "$(TargetDir)$(TargetName).map"'
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Settings.BuildEvents.PreLink.Description = 'Compile curl library...'
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Settings.BuildEvents.PreLink.Command << '"$(WINDIR)\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" "$(RAGE_DIR)\3rdparty\curl-7.28.0\curl-7.28.0\curl-7.28.0.sln" /p:PlatformToolset=v90 /p:Configuration=Release /p:Platform="Win32"'
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}
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}
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