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- 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]
53 lines
1.5 KiB
C#
53 lines
1.5 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class nghttp2 : ModuleRules
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{
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protected readonly string Version = "1.47.0";
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public nghttp2(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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string VersionPath = Path.Combine(ModuleDirectory, Version);
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string LibraryPath = Path.Combine(VersionPath, "lib");
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PublicSystemIncludePaths.Add(Path.Combine(VersionPath, "include"));
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if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
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{
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PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Unix", Target.Architecture.LinuxName, "Release", "libnghttp2.a"));
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}
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else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Android))
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{
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string[] Architectures = new string[] {
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"ARM64",
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"x64",
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};
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foreach(var Architecture in Architectures)
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{
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PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Android", Architecture, "Release", "libnghttp2.a"));
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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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PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Mac", "Release", "libnghttp2.a"));
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}
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else if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Win64", "Release", "nghttp2.lib"));
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PublicDefinitions.Add("NGHTTP2_STATICLIB=1");
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}
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// Our build requires OpenSSL and zlib, so ensure they're linked in
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AddEngineThirdPartyPrivateStaticDependencies(Target, new string[]
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{
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"OpenSSL",
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"zlib"
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});
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}
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}
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