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- The code that handles initial setup (command line processing, rlimits and debugger) is now shared between engine, UFE and SlateViewer. [CL 2679796 by Dmitry Rekman in Main branch]
68 lines
1.4 KiB
C#
68 lines
1.4 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class SlateViewer : ModuleRules
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{
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public SlateViewer(TargetInfo Target)
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{
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PublicIncludePaths.Add("Runtime/Launch/Public");
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"AppFramework",
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"Core",
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"Projects",
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"Slate",
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"SlateCore",
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"StandaloneRenderer",
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"SourceCodeAccess",
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"WebBrowser",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"SlateReflector",
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"SlateReflector",
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}
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);
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if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PrivateDependencyModuleNames.Add("XCodeSourceCodeAccess");
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AddThirdPartyPrivateStaticDependencies(Target, "CEF3");
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}
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else if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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PrivateDependencyModuleNames.Add("VisualStudioSourceCodeAccess");
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}
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PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
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if (Target.Platform == UnrealTargetPlatform.IOS)
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{
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PrivateDependencyModuleNames.AddRange(
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new string [] {
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"NetworkFile",
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"StreamingFile"
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}
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);
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}
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if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"LinuxCommonStartup"
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}
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);
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}
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}
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}
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