2022-08-10 16:03:37 +00:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class zlib : ModuleRules
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{
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2023-02-07 17:42:17 -05:00
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protected readonly string Version = "1.2.13";
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2022-08-10 16:03:37 +00:00
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protected string VersionPath { get => Path.Combine(ModuleDirectory, Version); }
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protected string LibraryPath { get => Path.Combine(VersionPath, "lib"); }
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public zlib(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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PublicSystemIncludePaths.Add(Path.Combine(VersionPath, "include"));
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2023-03-29 04:38:54 -04:00
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if (Target.Platform.IsInGroup(UnrealPlatformGroup.Windows))
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2022-08-10 16:03:37 +00:00
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{
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2023-01-25 19:48:06 -05:00
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if (Target.WindowsPlatform.Architecture == UnrealArch.Arm64)
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2022-08-10 16:03:37 +00:00
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{
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2023-01-25 19:48:06 -05:00
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PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Win64", Target.Architecture.WindowsLibDir, "Release", "zlibstatic.lib"));
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2022-08-10 16:03:37 +00:00
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}
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else
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{
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2023-01-25 19:48:06 -05:00
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PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Win64", "Release", "zlibstatic.lib"));
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2022-08-10 16:03:37 +00:00
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}
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Mac", "Release", "libz.a"));
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}
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else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
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{
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UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
- UnrealArch is a single architecture, expandable enum-like struct
- There is no more concept of "no/default architecture", there is always a valid active architecture when building
- Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
- UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
- UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
- TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
- Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)
#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471
[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00
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PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Unix", Target.Architecture.LinuxName, "Release", "libz.a"));
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2022-08-10 16:03:37 +00:00
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}
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else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Android) || Target.IsInPlatformGroup(UnrealPlatformGroup.Apple))
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{
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PublicSystemLibraries.Add("z");
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}
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}
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}
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