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Monster Media 1994 #1
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PROG_GEN
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MSJMAR94.ZIP
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DYNDLG.ZIP
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DYNDLG1.ZIP
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MAKEFILE.NT
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1994-03-01
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# Nmake macros for building Windows 32-Bit apps
!include <NtWin32.Mak>
# macro defines
OBJS=demodlg.obj dialogs.obj
UOBJS=udemodlg.obj udialogs.obj
uflags=-DUNICODE -D_UNICODE
# target list for ANSI and Unicode
all: dyndlg1.exe udyndlg1.exe
# Update the ANSI object files if necessary
dialogs.obj: dialogs.h winxext.h dialogs.c
$(cc) $(cdebug) $(cflags) $(cvarsmt) dialogs.c
demodlg.obj: demodlg.c ids.h dialogs.h winxext.h
$(cc) $(cdebug) $(cflags) $(cvarsmt) demodlg.c
# Update the ANSI object files if necessary
udialogs.obj: dialogs.h winxext.h dialogs.c
$(cc) $(uflags) $(cdebug) $(cflags) $(cvarsmt) -Foudialogs.obj dialogs.c
udemodlg.obj: demodlg.c ids.h dialogs.h winxext.h
$(cc) $(uflags) $(cdebug) $(cflags) $(cvarsmt) -Foudemodlg.obj demodlg.c
# Update the resource if necessary
dyndlg1.res: dyndlg1.rc ids.h
$(rc) $(rcvars) -r -fo dyndlg1.res dyndlg1.rc
$(cvtres) -$(CPU) dyndlg1.res -o dyndlg1.rbj
# Update the ANSI Executable file if necessary.
dyndlg1.exe: $(OBJS) dyndlg1.def dyndlg1.res
$(link) $(linkdebug) $(guiflags) \
-out:dyndlg1.exe \
$(OBJS) dyndlg1.rbj \
$(guilibsmt)
# Update the Unicode Executable file if necessary.
udyndlg1.exe: $(UOBJS) dyndlg1.def dyndlg1.res
$(link) $(linkdebug) $(guiflags) \
-out:udyndlg1.exe \
$(UOBJS) dyndlg1.rbj \
$(guilibsmt)