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godot/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>