mirror of
https://gitea.wildfiregames.com/0ad/0ad
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66 lines
3.1 KiB
C++
66 lines
3.1 KiB
C++
/* Copyright (c) 2011 Wildfire Games
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "precompiled.h"
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/*
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To use XP-style themed controls, we need to use the manifest to specify the
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desired version. (This must be set in the game's .exe in order to affect Atlas.)
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For VC7.1, we use manifest.rc to include a complete manifest file.
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For VC8.0, which already generates its own manifest, we use the line below
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to add the necessary parts to that generated manifest.
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ICC 10.1 IPO considers this string to be an input file, hence this
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is currently disabled there.
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*/
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#if MSC_VERSION >= 1400 && !ICC_VERSION && defined(LIB_STATIC_LINK)
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# if ARCH_IA32
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# pragma comment(linker, "\"/manifestdependency:type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='X86' publicKeyToken='6595b64144ccf1df'\"")
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# elif ARCH_AMD64
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# pragma comment(linker, "\"/manifestdependency:type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='amd64' publicKeyToken='6595b64144ccf1df'\"")
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# endif
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/*
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The game uses some DLLs that were built with VC80. The CRT DLL wants to find itself
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inside the executable's manifest, else it complains with R6034.
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If we're building with VC90+, we need to explicitly include the appropriate manifest
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entries (in addition to the VC90 CRT entries that will be added automatically).
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(This is kind of a dirty hack.)
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*/
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#if MSC_VERSION >= 1500 && ARCH_IA32
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# ifdef NDEBUG
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# pragma comment(linker, "\"/manifestdependency:type='win32' name='Microsoft.VC80.CRT' version='8.0.50727.4053' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b'\"")
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# else
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# pragma comment(linker, "\"/manifestdependency:type='win32' name='Microsoft.VC80.DebugCRT' version='8.0.50727.4053' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b'\"")
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# endif
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#endif
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/*
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NOTE: vcbuild.exe (as used by the autobuilder) seems to ignore these linker
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comments, so we have to duplicate these commands into premake.lua too.
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Remember to keep them in sync with this file.
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(Duplicate entries appear to get omitted from the .manifest file so there
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should be no harmful effects.)
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*/
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#endif
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