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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool ;
public class IOSTargetPlatform : ModuleRules
{
public IOSTargetPlatform ( TargetInfo Target )
{
BinariesSubFolder = "IOS" ;
PrivateDependencyModuleNames . AddRange (
new string [ ]
{
"Core" ,
"CoreUObject" ,
"TargetPlatform" ,
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"DesktopPlatform" ,
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"LaunchDaemonMessages" ,
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"Projects"
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}
) ;
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PrivateIncludePathModuleNames . AddRange (
new string [ ] {
"Messaging" ,
"TargetDeviceServices" ,
}
) ;
PlatformSpecificDynamicallyLoadedModuleNames . Add ( "LaunchDaemonMessages" ) ;
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//This is somehow necessary for getting iOS to build on, at least, windows. It seems like the target platform is included for cooking, and thus it requirtes a bunch of other info.
PublicIncludePaths . AddRange (
new string [ ]
{
"Runtime/Core/Public/Apple" ,
"Runtime/Core/Public/IOS" ,
}
) ;
if ( UEBuildConfiguration . bCompileAgainstEngine )
{
PrivateDependencyModuleNames . Add ( "Engine" ) ;
}
if ( Target . Platform = = UnrealTargetPlatform . Mac )
{
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PublicAdditionalLibraries . Add ( "/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice" ) ;
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}
}
}