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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/misc/msvs/nmake.substitution.props
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<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <PropertyGroup>
      <!-- override the PlatformToolset, which is set in the godot.vcxproj-->
      <!-- Unknown matches to a set of conservative rules for the code analysis-->
    <PlatformToolset>Unknown</PlatformToolset>
    <LocalDebuggerCommand Condition="'$(LocalDebuggerCommand)' == ''">$(NMakeOutput)</LocalDebuggerCommand>
  </PropertyGroup>
  <!-- Build/Rebuild/Clean targets for NMake are defined in MSVC, so we need to provide them, when using MSBuild without MSVC targets -->
  <Target Name="Build">
    <Exec Command="$(NMakeBuildCommandLine)"/>
  </Target>
  <Target Name="Rebuild">
    <Exec Command="$(NMakeReBuildCommandLine)"/>
  </Target>
  <Target Name="Clean">
    <Exec Command="$(NMakeCleanCommandLine)"/>
  </Target>
  <ItemDefinitionGroup>
    <ClCompile>
      <AdditionalOptions>$(AdditionalOptions)</AdditionalOptions>
      <ForcedIncludeFiles>$(NMakeForcedIncludes)</ForcedIncludeFiles>
      <ForcedUsingFiles>$(NMakeForcedUsingAssemblies)</ForcedUsingFiles>
      <PreprocessorDefinitions>$(NMakePreprocessorDefinitions)</PreprocessorDefinitions>
    </ClCompile>
    <!-- check get_platforms in each msvs.py for possible value of those conditions -->
    <!-- MSVC Platform.Common.props for possible TargetMachine values -->
    <Link Condition="'$(Platform)' == 'arm64'">
      <TargetMachine>MachineARM64</TargetMachine>
    </Link>
    <Link Condition="'$(Platform)' == 'x64'">
      <TargetMachine>MachineX64</TargetMachine>
    </Link>
    <Link Condition="'$(Platform)' == 'Win32'">
      <TargetMachine>MachineX86</TargetMachine>
    </Link>
  </ItemDefinitionGroup>
</Project>