Files
UnrealEngineUWP/Engine/Source/Developer/iOS/IOSTargetPlatform/IOSTargetPlatform.Build.cs
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

52 lines
1.2 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class IOSTargetPlatform : ModuleRules
{
public IOSTargetPlatform(TargetInfo Target)
{
BinariesSubFolder = "IOS";
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"TargetPlatform",
"DesktopPlatform",
"LaunchDaemonMessages",
"Projects"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Messaging",
"TargetDeviceServices",
}
);
PlatformSpecificDynamicallyLoadedModuleNames.Add("LaunchDaemonMessages");
//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.
PublicIncludePaths.AddRange(
new string[]
{
"Runtime/Core/Public/Apple",
"Runtime/Core/Public/IOS",
}
);
if (UEBuildConfiguration.bCompileAgainstEngine)
{
PrivateDependencyModuleNames.Add("Engine");
}
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice");
}
}
}