Files
UnrealEngineUWP/Engine/Source/Programs/SlateViewer/SlateViewer.Target.cs
Wes Hunt 5e497c92d4 Added custom slate stats, removed all but top level UE4 slate stats. #BUN
* See SlateStats.h for details on the new system, which allows for full hierarchical profiling with limited overhead.
* Moved SWidget::GetVisibility() out of line so we can instrument it without a full recompile.
* Widget debug info now uses FName to store the line number of the file. Keeps it in one place and the new stats system can utilize it as an FName.
* Exposed SWidget CreatedInFile debug info as an FName so new stats system can use it.
* FSlateVertex no longer uses FVector4, which is an aligned struct. Switched to float[4] instead. Goes from 48 to 36 bytes.
#codereview:nick.atamas,matt.kuhlenschmidt

[CL 2417281 by Wes Hunt in Main branch]
2015-01-23 16:49:16 -05:00

72 lines
2.0 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class SlateViewerTarget : TargetRules
{
public SlateViewerTarget(TargetInfo Target)
{
Type = TargetType.Program;
}
//
// TargetRules interface.
//
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
if (UnrealBuildTool.UnrealBuildTool.GetAllDesktopPlatforms(ref OutPlatforms, false) == true)
{
OutPlatforms.Add(UnrealTargetPlatform.IOS);
return true;
}
return false;
}
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutBuildBinaryConfigurations.Add(
new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable,
InModuleNames: new List<string>() { "SlateViewer" } )
);
OutExtraModuleNames.Add("EditorStyle");
}
public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Don't need editor
UEBuildConfiguration.bBuildEditor = false;
// SlateViewer doesn't ever compile with the engine linked in
UEBuildConfiguration.bCompileAgainstEngine = false;
// We need CoreUObject compiled in as the source code access module requires it
UEBuildConfiguration.bCompileAgainstCoreUObject = true;
// SlateViewer.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
// the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
// Do NOT produce additional console app exe
OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;
}
}