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- This happens in a new module that the android target platforms depend on so that there aren't 6 different detection threads spun up. - Thread isn't created if android sdk isn't found. [CL 2038329 by JJ Hoesing in Main branch]
44 lines
866 B
C#
44 lines
866 B
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class AndroidTargetPlatform : ModuleRules
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{
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public AndroidTargetPlatform(TargetInfo Target)
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{
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BinariesSubFolder = "Android";
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"Sockets",
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"TargetPlatform",
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"Messaging",
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"TargetDeviceServices",
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"AndroidDeviceDetection",
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}
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);
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PublicIncludePaths.AddRange(
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new string[]
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{
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"Runtime/Core/Public/Android"
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}
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);
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if (UEBuildConfiguration.bCompileAgainstEngine)
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{
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PrivateDependencyModuleNames.Add("Engine");
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PrivateIncludePathModuleNames.Add("TextureCompressor"); //@todo android: AndroidTargetPlatform.Build
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}
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PrivateIncludePaths.AddRange(
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new string[]
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{
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"Developer/AndroidTargetPlatform/Classes"
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}
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);
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}
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} |