Files
UnrealEngineUWP/Engine/Source/ThirdParty/HLMediaLibrary/HLMediaLibrary.Build.cs
Josh Adams b0e4357576 - UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
2021-01-31 15:09:58 -04:00

45 lines
1.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.IO;
using UnrealBuildTool;
public class HLMediaLibrary : ModuleRules
{
public const string LibraryName = "HLMediaLibrary";
public HLMediaLibrary(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
string BaseDir = Target.UEThirdPartySourceDirectory + LibraryName;
string BinariesDir = Target.UEThirdPartyBinariesDirectory + LibraryName;
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
string Platform = (Target.Platform == UnrealTargetPlatform.HoloLens) ? "HoloLens" : "Windows";
string Config = Target.Configuration == UnrealTargetConfiguration.Debug ? "Debug" : "Release";
string Arch = Target.WindowsPlatform.GetArchitectureSubpath();
string SubPath = Path.Combine(Platform, Config, Arch);
string LibPath = Path.Combine(BaseDir, "lib", SubPath);
string BinariesPath = Path.Combine(BinariesDir, SubPath);
string dll = String.Format("{0}.dll", LibraryName);
// windows desktop x64 target
if (Target.Platform == UnrealTargetPlatform.Win64 ||
Target.Platform == UnrealTargetPlatform.HoloLens)
{
// Add the import library
PublicAdditionalLibraries.Add(Path.Combine(LibPath, String.Format("{0}.lib", LibraryName)));
// Delay-load the DLL, so we can load it from the right place first
PublicDelayLoadDLLs.Add(dll);
// Ensure that the DLL is staged along with the executable
RuntimeDependencies.Add(Path.Combine(BinariesPath, dll));
}
}
}