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UnrealEngineUWP/Engine/Source/Runtime/SymsLib/SymsLib.Build.cs

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class SymsLib : ModuleRules
{
public SymsLib(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
string LibPathBase = ModuleDirectory + "/lib";
PublicSystemIncludePaths.Add(ModuleDirectory);
PublicSystemIncludePaths.Add(ModuleDirectory + "/syms");
if (Target.Platform.IsInGroup(UnrealPlatformGroup.Windows))
{
bool bUseDebug = Target.Configuration == UnrealTargetConfiguration.Debug;
string LibPath = LibPathBase + "/x64" + (bUseDebug ? "/Debug" : "/Release");
PublicAdditionalLibraries.Add(LibPath + "/SymsLib.lib");
}
else if (Target.Platform.IsInGroup(UnrealPlatformGroup.Unix))
{
bool bUseDebug = Target.Configuration == UnrealTargetConfiguration.Debug;
string LibName = bUseDebug ? "libsymsd_fPIC.a" : "libsyms_fPIC.a";
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
string LibPath = Path.Combine(LibPathBase, "Unix", Target.Architecture.LinuxName);
PublicAdditionalLibraries.Add(Path.Combine(LibPath, LibName));
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
bool bUseDebug = Target.Configuration == UnrealTargetConfiguration.Debug;
string LibName = bUseDebug ? "libsymsd.a" : "libsyms.a";
string LibPath = Path.Combine(LibPathBase, "Mac");
PublicAdditionalLibraries.Add(Path.Combine(LibPath, LibName));
}
}
}