2021-03-31 06:32:34 -04:00
|
|
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
|
|
|
|
|
|
using UnrealBuildTool;
|
2022-04-27 13:07:05 -04:00
|
|
|
using System.IO;
|
2021-03-31 06:32:34 -04:00
|
|
|
|
|
|
|
|
public class SymsLib : ModuleRules
|
|
|
|
|
{
|
|
|
|
|
public SymsLib(ReadOnlyTargetRules Target) : base(Target)
|
|
|
|
|
{
|
|
|
|
|
Type = ModuleType.External;
|
2022-04-27 13:07:05 -04:00
|
|
|
|
2021-03-31 06:32:34 -04:00
|
|
|
string LibPathBase = ModuleDirectory + "/lib";
|
|
|
|
|
|
2021-10-01 14:58:20 -04:00
|
|
|
PublicSystemIncludePaths.Add(ModuleDirectory);
|
|
|
|
|
PublicSystemIncludePaths.Add(ModuleDirectory + "/syms");
|
2021-03-31 06:32:34 -04:00
|
|
|
|
|
|
|
|
if (Target.Platform.IsInGroup(UnrealPlatformGroup.Windows))
|
|
|
|
|
{
|
|
|
|
|
bool bUseDebug = Target.Configuration == UnrealTargetConfiguration.Debug;
|
|
|
|
|
string LibPath = LibPathBase + "/x64" + (bUseDebug ? "/Debug" : "/Release");
|
|
|
|
|
PublicAdditionalLibraries.Add(LibPath + "/SymsLib.lib");
|
|
|
|
|
}
|
2022-04-27 13:07:05 -04:00
|
|
|
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);
|
2022-04-27 13:07:05 -04:00
|
|
|
|
2023-09-01 08:16:34 -04:00
|
|
|
PublicAdditionalLibraries.Add(Path.Combine(LibPath, LibName));
|
|
|
|
|
}
|
2023-09-01 14:18:39 -04:00
|
|
|
else if (Target.Platform == UnrealTargetPlatform.Mac)
|
2023-09-01 08:16:34 -04:00
|
|
|
{
|
|
|
|
|
bool bUseDebug = Target.Configuration == UnrealTargetConfiguration.Debug;
|
|
|
|
|
string LibName = bUseDebug ? "libsymsd.a" : "libsyms.a";
|
2023-12-14 15:49:11 -05:00
|
|
|
string LibPath = Path.Combine(LibPathBase, "Mac");
|
2023-09-01 08:16:34 -04:00
|
|
|
|
2022-04-27 13:07:05 -04:00
|
|
|
PublicAdditionalLibraries.Add(Path.Combine(LibPath, LibName));
|
|
|
|
|
}
|
2021-03-31 06:32:34 -04:00
|
|
|
}
|
|
|
|
|
}
|