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godot/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props
Nomad1 33b965367c Fixed VS 2022 Mac compatibility
Visual Studio 2022 on Mac marks the project as invalid if the project Guid is set. Easiest way to fix it is to remove outdated 'EnableGodotProjectTypeGuid' and other Guid references

(cherry picked from commit a119365d4e)
2023-10-03 20:45:35 +02:00

103 lines
6.4 KiB
XML

<Project>
<Import Project="$(MSBuildThisFileDirectory)\SdkPackageVersions.props" />
<PropertyGroup>
<!-- Determines if we should import Microsoft.NET.Sdk, if it wasn't already imported. -->
<GodotSdkImportsMicrosoftNetSdk Condition=" '$(UsingMicrosoftNETSdk)' != 'true' ">true</GodotSdkImportsMicrosoftNetSdk>
</PropertyGroup>
<PropertyGroup>
<Configurations>Debug;ExportDebug;ExportRelease</Configurations>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<GodotProjectDir Condition=" '$(GodotProjectDir)' == '' ">$(MSBuildProjectDirectory)</GodotProjectDir>
<GodotProjectDir>$([MSBuild]::EnsureTrailingSlash('$(GodotProjectDir)'))</GodotProjectDir>
<GodotProjectDirBase64 Condition=" $([MSBuild]::VersionGreaterThanOrEquals($(MSBuildAssemblyVersion), '17.3')) ">$([MSBuild]::ConvertToBase64('$(GodotProjectDir)'))</GodotProjectDirBase64>
<!-- Custom output paths for Godot projects. In brief, 'bin\' and 'obj\' are moved to '$(GodotProjectDir)\.godot\mono\temp\'. -->
<BaseOutputPath>$(GodotProjectDir).godot\mono\temp\bin\</BaseOutputPath>
<OutputPath>$(GodotProjectDir).godot\mono\temp\bin\$(Configuration)\</OutputPath>
<!--
Use custom IntermediateOutputPath and BaseIntermediateOutputPath only if it wasn't already set.
Otherwise the old values may have already been changed by MSBuild which can cause problems with NuGet.
-->
<IntermediateOutputPath Condition=" '$(IntermediateOutputPath)' == '' ">$(GodotProjectDir).godot\mono\temp\obj\$(Configuration)\</IntermediateOutputPath>
<BaseIntermediateOutputPath Condition=" '$(BaseIntermediateOutputPath)' == '' ">$(GodotProjectDir).godot\mono\temp\obj\</BaseIntermediateOutputPath>
<!-- Do not append the target framework name to the output path. -->
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
</PropertyGroup>
<Target Condition=" $([MSBuild]::VersionLessThan($(MSBuildAssemblyVersion), '17.3')) " Name="GodotProjectDir" BeforeTargets="Build">
<Error Text="Cannot build from path containing '%23', move your project or update dotnet to the latest version." Condition="$(GodotProjectDir.Contains('%23'))" /> <!-- # -->
<Error Text="Cannot build from path containing '%3B', move your project or update dotnet to the latest version." Condition="$(GodotProjectDir.Contains('%3B'))" /> <!-- ; -->
<Error Text="Cannot build from path containing newlines, move your project or update dotnet to the latest version." Condition="$(GodotProjectDir.Contains('%0A'))" /> <!-- \n -->
<Error Text="Cannot build from path containing newlines, move your project or update dotnet to the latest version." Condition="$(GodotProjectDir.Contains('%0D'))" /> <!-- \r -->
</Target>
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.props" Condition=" '$(GodotSdkImportsMicrosoftNetSdk)' == 'true' " />
<PropertyGroup>
<EnableDefaultNoneItems>false</EnableDefaultNoneItems>
</PropertyGroup>
<!--
The Microsoft.NET.Sdk only understands of the Debug and Release configurations.
We need to set the following properties manually for ExportDebug and ExportRelease.
-->
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' or '$(Configuration)' == 'ExportDebug' ">
<DebugSymbols Condition=" '$(DebugSymbols)' == '' ">true</DebugSymbols>
<Optimize Condition=" '$(Optimize)' == '' ">false</Optimize>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'ExportRelease' ">
<Optimize Condition=" '$(Optimize)' == '' ">true</Optimize>
</PropertyGroup>
<PropertyGroup>
<GodotApiConfiguration Condition=" '$(Configuration)' != 'ExportRelease' ">Debug</GodotApiConfiguration>
<GodotApiConfiguration Condition=" '$(Configuration)' == 'ExportRelease' ">Release</GodotApiConfiguration>
</PropertyGroup>
<!-- Auto-detect the target Godot platform if it was not specified. -->
<PropertyGroup Condition=" '$(GodotTargetPlatform)' == '' ">
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(Linux))' ">linuxbsd</GodotTargetPlatform>
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(FreeBSD))' ">linuxbsd</GodotTargetPlatform>
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(OSX))' ">macos</GodotTargetPlatform>
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(Windows))' ">windows</GodotTargetPlatform>
</PropertyGroup>
<PropertyGroup>
<GodotFloat64 Condition=" '$(GodotFloat64)' == '' ">false</GodotFloat64>
</PropertyGroup>
<!-- Godot DefineConstants. -->
<PropertyGroup>
<!-- Define constants to identify Godot builds. -->
<GodotDefineConstants>GODOT</GodotDefineConstants>
<!--
Define constant to determine the target Godot platform. This includes the
recognized platform names and the platform category (PC, MOBILE or WEB).
-->
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'windows' ">GODOT_WINDOWS;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'linuxbsd' ">GODOT_LINUXBSD;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'macos' ">GODOT_OSX;GODOT_MACOS;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'uwp' ">GODOT_UWP;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'haiku' ">GODOT_HAIKU;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'android' ">GODOT_ANDROID;GODOT_MOBILE</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'ios' ">GODOT_IPHONE;GODOT_IOS;GODOT_MOBILE</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'web' ">GODOT_JAVASCRIPT;GODOT_HTML5;GODOT_WASM;GODOT_WEB</GodotPlatformConstants>
<GodotDefineConstants>$(GodotDefineConstants);$(GodotPlatformConstants);$(GodotVersionConstants)</GodotDefineConstants>
</PropertyGroup>
<PropertyGroup>
<!-- ExportDebug also defines DEBUG like Debug does. -->
<DefineConstants Condition=" '$(Configuration)' == 'ExportDebug' ">$(DefineConstants);DEBUG</DefineConstants>
<!-- Debug defines TOOLS to differentiate between Debug and ExportDebug configurations. -->
<DefineConstants Condition=" '$(Configuration)' == 'Debug' ">$(DefineConstants);TOOLS</DefineConstants>
<DefineConstants>$(GodotDefineConstants);$(DefineConstants)</DefineConstants>
</PropertyGroup>
</Project>