Files
UnrealEngineUWP/Engine/Source/Programs/Windows/BootstrapPackagedGame/BootstrapPackagedGame.Target.cs
Terence Burns bd4ef55676 Windows XP architecture added to distinguish xp builds from non xp builds
- Updated UBT to allow us to setup platform information prior to setting the intermediate directory, ran by RobM
- Removed some code that allowed uis to rename binaries. We now use architecture for our _xp suffix.
- Added clarity to the WindowsPlatform XP checks. We can now specify XP support "If Available" which atm is only the case for win32. We have an IsWindowsXPSupported() call now in the windows build platform.
- Windows XP support can now be requested through UBT on the commandline. Specify using -winxp

Kellans GUBP changes included.

#CodeReview Kellan.Carr

[CL 2422021 by Terence Burns in Main branch]
2015-01-28 08:26:51 -05:00

81 lines
2.4 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class BootstrapPackagedGameTarget : TargetRules
{
public BootstrapPackagedGameTarget(TargetInfo Target)
{
Type = TargetType.Program;
bUseStaticCRT = true;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutBuildBinaryConfigurations.Add(
new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable, InModuleNames: new List<string>() { "BootstrapPackagedGame" })
);
}
public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
BuildConfiguration.bUseUnityBuild = false;
BuildConfiguration.bUseSharedPCHs = false;
BuildConfiguration.bUseMallocProfiler = false;
// Disable all parts of the editor
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
UEBuildConfiguration.bCompileICU = false;
UEBuildConfiguration.bBuildEditor = false;
UEBuildConfiguration.bBuildWithEditorOnlyData = false;
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = false;
if (Target.Platform == UnrealTargetPlatform.Win32)
{
WindowsPlatform.SupportWindowsXPIfAvailable = true;
}
}
public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, bool bBuildingRocket, out bool bInternalToolOnly, out bool SeparateNode, out bool CrossCompile)
{
bInternalToolOnly = false;
SeparateNode = false;
CrossCompile = false;
return (InHostPlatform == UnrealTargetPlatform.Win64);
}
public override List<UnrealTargetPlatform> GUBP_ToolPlatforms(UnrealTargetPlatform InHostPlatform)
{
if (InHostPlatform == UnrealTargetPlatform.Win64)
{
return new List<UnrealTargetPlatform> { UnrealTargetPlatform.Win64, UnrealTargetPlatform.Win32 };
}
return base.GUBP_ToolPlatforms(InHostPlatform);
}
public override List<UnrealTargetConfiguration> GUBP_ToolConfigs(UnrealTargetPlatform InHostPlatform)
{
return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Shipping };
}
}