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- 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]
71 lines
2.6 KiB
C#
71 lines
2.6 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System.IO;
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using UnrealBuildTool;
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public class Boost : ModuleRules
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{
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public Boost(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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string BoostVersion = "1_80_0";
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string[] BoostLibraries = { "atomic", "chrono", "filesystem", "iostreams", "program_options", "python39", "regex", "system", "thread" };
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string BoostVersionDir = "boost-" + BoostVersion;
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string BoostPath = Path.Combine(Target.UEThirdPartySourceDirectory, "Boost", BoostVersionDir);
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string BoostIncludePath = Path.Combine(BoostPath, "include");
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PublicSystemIncludePaths.Add(BoostIncludePath);
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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string BoostLibPath = Path.Combine(BoostPath, "lib", "Win64");
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foreach (string BoostLib in BoostLibraries)
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{
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string BoostLibName = "boost_" + BoostLib + "-mt-x64";
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PublicAdditionalLibraries.Add(Path.Combine(BoostLibPath, BoostLibName + ".lib"));
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RuntimeDependencies.Add(Path.Combine("$(TargetOutputDir)", BoostLibName + ".dll"), Path.Combine(BoostLibPath, BoostLibName + ".dll"));
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}
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PublicDefinitions.Add("BOOST_ALL_NO_LIB");
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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string BoostLibPath = Path.Combine(BoostPath, "lib", "Mac");
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foreach (string BoostLib in BoostLibraries)
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{
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// Note that these file names identify the universal binaries
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// that support both x86_64 and arm64.
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string BoostLibName = "libboost_" + BoostLib + "-mt-a64";
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PublicAdditionalLibraries.Add(Path.Combine(BoostLibPath, BoostLibName + ".a"));
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RuntimeDependencies.Add(Path.Combine("$(TargetOutputDir)", BoostLibName + ".dylib"), Path.Combine(BoostLibPath, BoostLibName + ".dylib"));
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}
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}
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else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
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{
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string BoostLibPath = Path.Combine(BoostPath, "lib", "Unix", Target.Architecture.LinuxName);
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string BoostLibArchSuffix = "x64";
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if (Target.Platform == UnrealTargetPlatform.LinuxArm64)
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{
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BoostLibArchSuffix = "a64";
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}
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foreach (string BoostLib in BoostLibraries)
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{
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string BoostLibName = "libboost_" + BoostLib + "-mt-" + BoostLibArchSuffix;
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PublicAdditionalLibraries.Add(Path.Combine(BoostLibPath, BoostLibName + ".a"));
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// Declare all version variations of the shared libraries as
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// runtime dependencies.
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foreach (string BoostSharedLibPath in Directory.EnumerateFiles(BoostLibPath, BoostLibName + ".so*"))
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{
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RuntimeDependencies.Add(Path.Combine("$(TargetOutputDir)", Path.GetFileName(BoostSharedLibPath)), BoostSharedLibPath);
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}
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}
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}
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}
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}
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