83 lines
3.9 KiB
Plaintext
Executable File
83 lines
3.9 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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#
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# *** IMPORTANT : THESE RULES ARE DESIGNED TO BE *ADDITIONAL* RULES TO THE GAME.RULES, SOME SETTINGS ARE DEFINED ***
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#
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Rules {
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# Override some settings at the file level for Durango
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# this is limited to one pattern per target
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# you may make that match multiple files but the settings will be the same.
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#
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Condition [Platform=='Durango'] {
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#
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# Match the filenames here for which we wish to override settings on a per file basis. By default these are anything ending with .winrt.cpp,
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# or in a durango subdirectory. We have to specify the unity files directly.
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#
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Settings.Compiler.FilenamePatternOverride = '.*\.winrt\.cpp|.*\\durango\\.*\.cpp|.*Core\\main\.cpp|.*sample_.*\.cpp'
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#
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# Override is limited to these settings only.
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#
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Settings.Compiler.FileOverride_AdditionalIncludeDirectories ='$(RAGE_DIR)\base\src'
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Settings.Compiler.FileOverride_AdditionalIncludeDirectories +='$(RAGE_DIR)\suite\src'
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Settings.Compiler.FileOverride_AdditionalIncludeDirectories +='$(ProjectDir)..'
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Settings.Compiler.FileOverride_AdditionalIncludeDirectories +='$(RAGE_DIR)\naturalmotion\include'
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Settings.Compiler.FileOverride_AdditionalIncludeDirectories +='$(RAGE_DIR)\naturalmotion\src'
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Settings.Compiler.FileOverride_AdditionalIncludeDirectories +='$(RAGE_DIR)\script\src'
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Settings.Compiler.FileOverride_AdditionalIncludeDirectories +='$(RAGE_DIR)\framework\src'
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Settings.Compiler.FileOverride_CompileAsWinRt = 'true'
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Settings.Compiler.FileOverride_ExceptionHandling = 'Sync'
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}
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}
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ExporterRules[Exporter=~'VS201'] { # The family of VS201X exporters ( VCXPROJ )
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Settings.General.OutputDirectoryName = '$(ProjectName)_<Scratch.Arch>_<Config>_2010/'
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Settings.General.IntermediateDirectoryName = '$(ProjectName)_<Scratch.Arch>_<Config>_<Scratch.VS>_int/'
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Settings.General.IncludePath += '$(RAGE_DIR)/base/samples'
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Settings.General.IncludePath += '$(RAGE_DIR)/suite/samples'
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Condition [Platform=='Win32'] {
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Settings.General.IncludePath += '$(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 [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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}
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Condition [ProjectType=='Exe'&&Platform=='Xbox 360'] {
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#-------------------------------------------------------------------------------------------
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# Image
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#-------------------------------------------------------------------------------------------
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# Samples shouldn't depend on the game's spa file.
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Settings.Image.OutputFilename = '$(OutDir)/$(ProjectName)_<Scratch.Arch>_<Config>.xex'
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}
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Condition [ProjectType=='Exe'&&Platform=='Durango'] {
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Settings.BuildEvents.PostBuild.Description = 'Copy rfs.dat.'
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# Copy rfs.dat file as only instruction.
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Settings.BuildEvents.PostBuild.Command = 'copy /Y "c:\rfs.dat" "$(TargetDir)" _NEWLINE_'
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}
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}
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