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gtav-src/tools_ng/etc/projgen9/sample.slnrules
T
2025-09-29 00:52:08 +02:00

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#
# Sample.slnrules : General rules that apply to all samples
#
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
^[^:]*:([^:]*):ORBIS 7.0$ = '(1) 7.0|ORBIS' # Projects in ORBIS 7.0 solution config, map to the project config DX11|Win32
^shaders:([^:]*):ORBIS 7.0$ = '(1)|ORBIS' # Shaders project has no 7.0 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|(1)' # 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*:Master[A-Za-z]*:([^:]*)$ = 'Release|(1)' # Build release config of shaders_rc for Master 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*:[^:]*:ORBIS 7.0$ = 'Debug|ORBIS' # Remap target/platform to shader ones.
^shaders_rc*:Final:ORBIS 7.0$ = 'Release|ORBIS' # 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
^shaders_dependency*:Master[A-Za-z]*:[^:]*$ = 'Release|Win32' # Build Release|Win32 of shaders_dependency for Master builds
^PS3_[^:]*:Master[A-Za-z]*:PS3$ = 'Final|PS3' # Use final version of ps3 specific projects
^PS3_[^:]*:[^:]*:(?!PS3)... = 'Empty|PS3' # Non PS3 platform configs map to Empty|PS3 for PS3 projects ( VS2010 quirk! )
^[^:]*_psc:[^:]*:[^:]*$ = 'Release|x64'
}
# -------------------------------
# --- 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
^[^:]*:[^:]*:Durango:VS2019.*$ = '' # Exporter rule : No Durango in VS2019
^[^:]*:[^:]*:Win32:VS2012.*$ = '' # Exporter rule : No Win32 in VS2012
^[^:]*:[^:]*:Win32 DX11:VS2012.*$ = '' # Exporter rule : No Win32 in VS2012
^[^:]*:[^:]*:Rsc:VS2012.*$ = '' # Exporter rule : No Rsc in VS2012
^[^:]*:[^:]*:Tool:VS2012.*$ = '' # Exporter rule : No Tool in VS2012
^[^:]*:[^:]*:Tool64:VS2012.*$ = '' # Exporter rule : No Tool64 in VS2012
^[^:]*:[^:]*:Yeti:VS2012.*$ = '' # Exporter rule : No Yeti in VS2012
^[^:]*:[^:]*:Yeti:VS2017.*$ = '' # Exporter rule : No Yeti in VS2017
^[^:]*:[^:]*:Yeti:VS2019.*$ = '' # Exporter rule : No Yeti in VS2019
^[^:]*:[^:]*:GGP:VS2012.*$ = '' # Exporter rule : No GGP in VS2012
^[^:]*:[^:]*:GGP:VS2015.*$ = '' # Exporter rule : No GGP in VS2015
^[^:]*:[^:]*:NX64:VS2012.*$ = '' # Exporter rule : No NX64 in VS2012
^[^:]*:[^:]*:NX64:VS2015.*$ = '' # Exporter rule : No NX64 in VS2015
^[^:]*:[^:]*:Gaming.Xbox.x64:VS2012.*$ = '' # Exporter rule : No Gaming.Xbox.x64 in VS2012
^[^:]*:[^:]*:Gaming.Xbox.x64:VS2015.*$ = '' # Exporter rule : No Gaming.Xbox.x64 in VS2015
^[^:]*:[^:]*:Prospero:VS2012.*$ = '' # Exporter rule : No Prospero in VS2012
^[^:]*:[^:]*:Prospero:VS2015.*$ = '' # Exporter rule : No Prospero in VS2015
}
Build_Rules { # Projects to build.
^[^:]*:[^:]*:[^:]*$ = 'true' # Default; ALL projects build by default.
^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.
^sample_[^:]*:[^:]*:Durango$ = 'true' # The game will deploy on Durango
^sample_[^:]*:[^:]*:Xbox 360$ = 'true' # The game will deploy on Xbox 360
^sample_[^:]*:[^:]*:Gaming.Desktop.x64$ = 'true' # The game will deploy on Gaming.Desktop.x64
^sample_[^:]*:[^:]*:Gaming.Xbox.XboxOne.x64$ = 'true' # The game will deploy on Gaming.Xbox.XboxOne.x64
^sample_[^:]*:[^:]*:Gaming.Xbox.Scarlett.x64$ = 'true' # The game will deploy on Gaming.Xbox.Scarlett.x64
}