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If you still need to old behavior of searching for a library we use the new PublicSystemLibraries instead (used very sparingly). Also updated conventions on importing Android libraries to use the newly introduced Android Architecture instead, which is always set to a valid architecuture (unlike Target.Architecture for the general case) Lastly I updated some build.cs files that were doing filesystem enumeration or copying as they were being parsed, this is highly discouraged (partially because we cache filesystem operations but also it adds a cost to something we expect to be very fast). Any operations like this should be done as part of the build if they have to be done at all. #rb none [CL 7918851 by Joakim Lindqvist in Dev-Build branch]
61 lines
2.4 KiB
C#
61 lines
2.4 KiB
C#
// Copyright 2017 Google Inc.
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using System.IO;
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using UnrealBuildTool;
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public class GoogleInstantPreview : ModuleRules
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{
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public GoogleInstantPreview(ReadOnlyTargetRules Target)
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: base (Target)
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{
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Type = ModuleType.External;
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string GoogleInstantPreviewTargetDir = Path.Combine(Target.UEThirdPartyBinariesDirectory, "GoogleInstantPreview");
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string GoogleInstantPreviewSourceDir = Path.Combine(Target.UEThirdPartySourceDirectory, "GoogleInstantPreview");
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PublicIncludePaths.Add(GoogleInstantPreviewSourceDir);
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// Instant preview only supported by Editor
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if (Target.Type == TargetType.Editor)
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{
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if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32)
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{
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string IpSharedPlatform = Target.Platform == UnrealTargetPlatform.Win64 ? "x64" : "Win32";
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string IpSharedLibSourceDir = Path.Combine(GoogleInstantPreviewSourceDir, IpSharedPlatform, "Release");
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PublicAdditionalLibraries.Add(Path.Combine(IpSharedLibSourceDir, "ip_shared.lib"));
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string[] dllDeps = {
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"ip_shared.dll",
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"libeay32.dll",
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"ssleay32.dll",
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"zlib.dll",
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};
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string IpSharedLibTargetDir = Path.Combine(GoogleInstantPreviewTargetDir, IpSharedPlatform, "Release");
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foreach (string dll in dllDeps)
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{
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PublicDelayLoadDLLs.Add(dll);
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string dllPath = Path.Combine(IpSharedLibTargetDir, dll);
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RuntimeDependencies.Add(dllPath);
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}
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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string[] dylibDeps = {
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"libip_shared.dylib",
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"libgrpc++.dylib",
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"libgpr.dylib",
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"libgrpc.dylib",
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};
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string IpSharedLibTargetDir = Path.Combine(GoogleInstantPreviewTargetDir, "Mac", "Release");
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foreach (string dylib in dylibDeps)
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{
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string dylibPath = Path.Combine(IpSharedLibTargetDir, dylib);
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PublicDelayLoadDLLs.Add(dylibPath);
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RuntimeDependencies.Add(dylibPath);
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}
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}
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}
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}
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}
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