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53 lines
1.2 KiB
C#
53 lines
1.2 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class IOSTargetPlatform : ModuleRules
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{
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public IOSTargetPlatform(ReadOnlyTargetRules Target) : base(Target)
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{
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BinariesSubFolder = "IOS";
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"TargetPlatform",
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"DesktopPlatform",
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"LaunchDaemonMessages",
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"Projects",
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"AudioPlatformConfiguration"
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"MessagingCommon",
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"TargetDeviceServices",
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}
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);
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PrivateIncludePaths.Add("Developer/IOS/IOSTargetPlatform/Private");
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//This is somehow necessary for getting iOS to build on, at least, windows. It seems like the target platform is included for cooking, and thus it requirtes a bunch of other info.
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PublicIncludePaths.AddRange(
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new string[]
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{
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"Runtime/Core/Public/Apple",
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"Runtime/Core/Public/IOS",
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}
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);
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if (Target.bCompileAgainstEngine)
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{
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PrivateDependencyModuleNames.Add("Engine");
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}
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if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice");
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}
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}
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}
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