Re: the ideal Visual Studio build system
"Craft, Steven" <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <011AE49D146BF149982F73AD7EC3EFE7010A6095@wbwknupexmr01.intl.warnerbros.com> |
We have lots of instances of : #include NUPATH(someEngineComponent/NUPLATFORM/someFile.h) Which will resolve to: #include "someEngineComponent/360/someFile.h" #include "someEngineComponent/PS3/someFile.h" #include "someEngineComponent/PC/someFile.h" #include "someEngineComponent/WII/someFile.h" ...and so on. There are numerous other ways the same result can be achieved, but this one works well enough, and doesn't really seem as bad as some people on here are indicating! I personally prefer #including a header that then internally handles any platform specific stuff, but I'm not particularly offended by the above.. :o) Steve -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Thaddaeus Frogley Sent: 01 March 2010 10:10 To: [email protected] Subject: Re: [Sweng-Gamedev] the ideal Visual Studio build system On 26 January 2010 22:37, Jon Watte <[email protected]> wrote: > #if defined(_WIN32) > #define MAGIC_FILE "win32/magic.h" > #elif defined(_XBOX) > #define MAGIC_FILE "xbox/magic.h" > #else > #error "foo" > #endif > > #include MAGIC_FILE The solution to this is the rigorous application of a P45*. -- Thaddaeus Frogley Senior Programmer, Climax Games * Link provided for the benefit of list members not familiar with British employment: http://en.wikipedia.org/wiki/P45_(tax) _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder. com _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com