Files
UnrealEngineUWP/Engine/Source/ThirdParty/GoogleVR/GoogleVR.Build.cs
Josh Adams b0e4357576 - UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
2021-01-31 15:09:58 -04:00

100 lines
3.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
public class GoogleVR : ModuleRules
{
public GoogleVR(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
string GoogleVRSDKDir = Target.UEThirdPartySourceDirectory + "GoogleVR/";
PublicSystemIncludePaths.AddRange(
new string[] {
GoogleVRSDKDir + "include",
GoogleVRSDKDir + "include/vr/gvr/capi/include",
}
);
string GoogleVRBaseLibPath = GoogleVRSDKDir + "lib/";
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalLibraries.Add(GoogleVRBaseLibPath+"mac/libgvr.a");
PublicAdditionalLibraries.Add(GoogleVRBaseLibPath+"mac/libgvraux.a");
}
else if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicAdditionalLibraries.Add(GoogleVRBaseLibPath+"win64/libgvr.lib");
PublicAdditionalLibraries.Add(GoogleVRBaseLibPath+"win64/libgvraux.lib");
}
else if (Target.Platform == UnrealTargetPlatform.Android)
{
// toolchain will filter properly
PublicAdditionalLibraries.Add( GoogleVRBaseLibPath + "android/arm64/libgvr.so");
PublicAdditionalLibraries.Add( GoogleVRBaseLibPath + "android/x86_64/libgvr.so");
}
else if (Target.Platform == UnrealTargetPlatform.IOS)
{
string GoogleVRIOSLibPath = GoogleVRBaseLibPath + "ios/";
// Libraries that the GVR SDK depend on.
PublicAdditionalLibraries.Add(GoogleVRIOSLibPath+"libGTMSessionFetcher.a");
// Frameworks that GoogleVR frame depends on
PublicFrameworks.Add("CoreText");
PublicFrameworks.Add("AudioToolbox");
PublicFrameworks.Add("AVFoundation");
PublicFrameworks.Add("CoreGraphics");
PublicFrameworks.Add("CoreMotion");
PublicFrameworks.Add("CoreVideo");
PublicFrameworks.Add("GLKit");
PublicFrameworks.Add("MediaPlayer");
PublicFrameworks.Add("OpenGLES");
PublicFrameworks.Add("QuartzCore");
// GoogleVR framework.
// Note: Had to add 5 times because there are 5 different resource bundles and there doesn't seem to be support for
// just adding resource bundles on iOS
PublicAdditionalFrameworks.Add(
new Framework(
"GVRSDK", // Framework name
"lib/ios/ThirdPartyFrameworks/GVRSDK.embeddedframework.zip", // Zip name
"GVRSDK.framework/Resources/GoogleKitCore.bundle" // Resources we need copied and staged
)
);
PublicAdditionalFrameworks.Add(
new Framework(
"GVRSDK", // Framework name
"lib/ios/ThirdPartyFrameworks/GVRSDK.embeddedframework.zip", // Zip name
"GVRSDK.framework/Resources/GoogleKitDialogs.bundle" // Resources we need copied and staged
)
);
PublicAdditionalFrameworks.Add(
new Framework(
"GVRSDK", // Framework name
"lib/ios/ThirdPartyFrameworks/GVRSDK.embeddedframework.zip", // Zip name
"GVRSDK.framework/Resources/CardboardSDK.bundle" // Resources we need copied and staged
)
);
PublicAdditionalFrameworks.Add(
new Framework(
"GVRSDK", // Framework name
"lib/ios/ThirdPartyFrameworks/GVRSDK.embeddedframework.zip", // Zip name
"GVRSDK.framework/Resources/GoogleKitHUD.bundle" // Resources we need copied and staged
)
);
PublicAdditionalFrameworks.Add(
new Framework(
"GVRSDK", // Framework name
"lib/ios/ThirdPartyFrameworks/GVRSDK.embeddedframework.zip", // Zip name
"GVRSDK.framework/Resources/MaterialRobotoFontLoader.bundle" // Resources we need copied and staged
)
);
}
}
}