Files
UnrealEngineUWP/Engine/Source/UE4Game.Target.cs
Dmitry Rekman dc267402f7 Linux: misc/minor changes from PR #306.
- Linux splash (changed to match our coding style better).  WARNING: currently cannot be cross-compiled.
- Platform (SDL) message box.
- Other minor additions elsewhere.

#codereview Josh.Adams

[CL 2243860 by Dmitry Rekman in Main branch]
2014-08-04 23:47:23 -04:00

123 lines
4.4 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UE4GameTarget : TargetRules
{
public UE4GameTarget( TargetInfo Target )
{
Type = TargetType.Game;
// Output to Engine/Binaries/<PLATFORM> even if built as monolithic
bOutputToEngineBinaries = true;
}
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
return UnrealBuildTool.UnrealBuildTool.GetAllPlatforms(ref OutPlatforms, false);
}
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.Add("UE4Game");
// this is important - for some reason achievements etc intertwined with the onlinesubsystem and they saved without using a fake OSS. :/
if (Target.Platform == UnrealTargetPlatform.HTML5)
{
OutExtraModuleNames.Add("OnlineSubsystemNull");
}
if (UnrealBuildTool.UnrealBuildTool.BuildingRocket())
{
OutExtraModuleNames.Add("GameMenuBuilder");
if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
{
OutExtraModuleNames.Add("OnlineSubsystemNull");
OutExtraModuleNames.Add("OnlineSubsystemAmazon");
if (UEBuildConfiguration.bCompileSteamOSS == true)
{
OutExtraModuleNames.Add("OnlineSubsystemSteam");
}
OutExtraModuleNames.Add("OnlineSubsystemFacebook");
}
else if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
{
OutExtraModuleNames.Add("OnlineSubsystemNull");
if (UEBuildConfiguration.bCompileSteamOSS == true)
{
OutExtraModuleNames.Add("OnlineSubsystemSteam");
}
}
else if (Target.Platform == UnrealTargetPlatform.IOS)
{
OutExtraModuleNames.Add("OnlineSubsystemFacebook");
OutExtraModuleNames.Add("OnlineSubsystemIOS");
OutExtraModuleNames.Add("IOSAdvertising");
}
else if (Target.Platform == UnrealTargetPlatform.Android)
{
// @todo android: Add Android online subsystem
OutExtraModuleNames.Add("AndroidAdvertising");
}
else if (Target.Platform == UnrealTargetPlatform.HTML5)
{
OutExtraModuleNames.Add("OnlineSubsystemNull");
}
}
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
if( UnrealBuildTool.UnrealBuildTool.BuildingRocket() )
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Don't need editor or editor only data
UEBuildConfiguration.bBuildEditor = false;
UEBuildConfiguration.bBuildWithEditorOnlyData = false;
UEBuildConfiguration.bCompileAgainstEngine = true;
// no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
}
else
{
// Tag it as a UE4Game build
OutCPPEnvironmentConfiguration.Definitions.Add("UE4GAME=1");
}
if (Target.Platform == UnrealTargetPlatform.IOS)
{
// to make World Explorers as small as possible we excluded some items from the engine.
// uncomment below to make a smaller iOS build
/*UEBuildConfiguration.bCompileRecast = false;
UEBuildConfiguration.bCompileSpeedTree = false;
UEBuildConfiguration.bCompileAPEX = false;
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
UEBuildConfiguration.bCompilePhysXVehicle = false;
UEBuildConfiguration.bCompileFreeType = false;
UEBuildConfiguration.bCompileForSize = true;*/
}
}
public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
{
if (HostPlatform == UnrealTargetPlatform.Mac)
{
return new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.IOS };
}
return new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Win32, UnrealTargetPlatform.IOS, UnrealTargetPlatform.XboxOne, UnrealTargetPlatform.PS4, UnrealTargetPlatform.Android, UnrealTargetPlatform.Linux, UnrealTargetPlatform.HTML5 };
}
public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
{
return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping, UnrealTargetConfiguration.Test };
}
}