Files
UnrealEngineUWP/Engine/Source/ThirdParty/OpenAL/OpenAL.build.cs
josh adams 1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00

25 lines
951 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
using System.Diagnostics;
public class OpenAL : ModuleRules
{
public OpenAL(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
string version = Target.IsInPlatformGroup(UnrealPlatformGroup.Unix) ? "1.18.1" : "1.15.1";
string OpenALPath = Target.UEThirdPartySourceDirectory + "OpenAL/" + version + "/";
PublicSystemIncludePaths.Add(OpenALPath + "include");
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
{
// link against runtime path since this avoids hardcoing an RPATH
string OpenALRuntimePath = Path.Combine(Target.UEThirdPartyBinariesDirectory , "OpenAL/Linux", Target.Architecture.LinuxName, "libopenal.so");
PublicAdditionalLibraries.Add(OpenALRuntimePath);
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/OpenAL/Linux/" + Target.Architecture.LinuxName + "/libopenal.so.1");
}
}
}