Files
UnrealEngineUWP/Engine/Source/ThirdParty/zlib/zlib.Build.cs
David Harvey bd1a5a4a09 Adjusting some more ThirdParty build rules to work with platform extensions.
#jira UE-179187
#rnx
#rb pending
#preflight 6423f412974dfaa53c3af65c

[CL 24832821 by David Harvey in ue5-main branch]
2023-03-29 04:38:54 -04:00

43 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class zlib : ModuleRules
{
protected readonly string Version = "1.2.13";
protected string VersionPath { get => Path.Combine(ModuleDirectory, Version); }
protected string LibraryPath { get => Path.Combine(VersionPath, "lib"); }
public zlib(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
PublicSystemIncludePaths.Add(Path.Combine(VersionPath, "include"));
if (Target.Platform.IsInGroup(UnrealPlatformGroup.Windows))
{
if (Target.WindowsPlatform.Architecture == UnrealArch.Arm64)
{
PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Win64", Target.Architecture.WindowsLibDir, "Release", "zlibstatic.lib"));
}
else
{
PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Win64", "Release", "zlibstatic.lib"));
}
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Mac", "Release", "libz.a"));
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
{
PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "Unix", Target.Architecture.LinuxName, "Release", "libz.a"));
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Android) || Target.IsInPlatformGroup(UnrealPlatformGroup.Apple))
{
PublicSystemLibraries.Add("z");
}
}
}