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189 lines
7.7 KiB
C#
189 lines
7.7 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Configuration class for LinkEnvironment
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/// </summary>
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public class LinkEnvironmentConfiguration : NativeBuildEnvironmentConfiguration
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{
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/** The directory to put the non-executable files in (PDBs, import library, etc) */
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public string OutputDirectory;
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/** Intermediate file directory */
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public string IntermediateDirectory;
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/** The directory to shadow source files in for syncing to remote compile servers */
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public string LocalShadowDirectory = null;
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/** The file path for the executable file that is output by the linker. */
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public string[] OutputFilePaths = null;
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/** Returns the OutputFilePath is there is only one entry in OutputFilePaths */
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public string OutputFilePath
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{
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get
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{
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if (OutputFilePaths.Length != 1)
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{
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throw new BuildException("Attempted to use LinkEnvironmentConfiguration.OutputFilePath property, but there are multiple (or no) OutputFilePaths. You need to handle multiple in the code that called this (size = {0})", OutputFilePaths.Length);
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}
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return OutputFilePaths[0];
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}
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}
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/** A list of the paths used to find libraries. */
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public List<string> LibraryPaths = new List<string>();
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/** A list of libraries to exclude from linking. */
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public List<string> ExcludedLibraries = new List<string>();
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/** A list of additional libraries to link in. */
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public List<string> AdditionalLibraries = new List<string>();
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/** A list of additional frameworks to link in. */
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public List<UEBuildFramework> AdditionalFrameworks = new List<UEBuildFramework>();
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/** For builds that execute on a remote machine (e.g. iPhone), this list contains additional files that
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need to be copied over in order for the app to link successfully. Source/header files and PCHs are
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automatically copied. Usually this is simply a list of precompiled third party library dependencies. */
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public List<string> AdditionalShadowFiles = new List<string>();
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/** The iOS/Mac frameworks to link in */
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public List<string> Frameworks = new List<string>();
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public List<string> WeakFrameworks = new List<string>();
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/** iOS/Mac resources that should be copied to the app bundle */
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public List<UEBuildBundleResource> AdditionalBundleResources = new List<UEBuildBundleResource>();
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/**
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* A list of the dynamically linked libraries that shouldn't be loaded until they are first called
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* into.
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*/
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public List<string> DelayLoadDLLs = new List<string>();
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/** Additional arguments to pass to the linker. */
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public string AdditionalArguments = "";
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/** True if debug info should be created. */
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public bool bCreateDebugInfo = true;
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/** Whether the CLR (Common Language Runtime) support should be enabled for C++ targets (C++/CLI). */
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public CPPCLRMode CLRMode = CPPCLRMode.CLRDisabled;
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/** True if we're compiling .cpp files that will go into a library (.lib file) */
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public bool bIsBuildingLibrary = false;
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/** True if we're compiling a DLL */
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public bool bIsBuildingDLL = false;
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/** True if this is a console application that's being build */
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public bool bIsBuildingConsoleApplication = false;
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/** This setting is replaced by UEBuildBinaryConfiguration.bBuildAdditionalConsoleApp. */
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[Obsolete("This setting is replaced by UEBuildBinaryConfiguration.bBuildAdditionalConsoleApp. It is explicitly set to true for editor targets, and defaults to false otherwise.")]
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public bool bBuildAdditionalConsoleApplication { set { } }
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/** If set, overrides the program entry function on Windows platform. This is used by the base UE4
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program so we can link in either command-line mode or windowed mode without having to recompile the Launch module. */
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public string WindowsEntryPointOverride = String.Empty;
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/** True if we're building a EXE/DLL target with an import library, and that library is needed by a dependency that
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we're directly dependent on. */
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public bool bIsCrossReferenced = false;
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/** True if we should include dependent libraries when building a static library */
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public bool bIncludeDependentLibrariesInLibrary = false;
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/** True if the application we're linking has any exports, and we should be expecting the linker to
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generate a .lib and/or .exp file along with the target output file */
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public bool bHasExports = true;
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/** True if we're building a .NET assembly (e.g. C# project) */
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public bool bIsBuildingDotNetAssembly = false;
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/** Default constructor. */
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public LinkEnvironmentConfiguration()
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{
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}
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/** Copy constructor. */
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public LinkEnvironmentConfiguration(LinkEnvironmentConfiguration InCopyEnvironment):
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base(InCopyEnvironment)
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{
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OutputDirectory = InCopyEnvironment.OutputDirectory;
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IntermediateDirectory = InCopyEnvironment.IntermediateDirectory;
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LocalShadowDirectory = InCopyEnvironment.LocalShadowDirectory;
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OutputFilePaths = InCopyEnvironment.OutputFilePaths != null ? (string[])InCopyEnvironment.OutputFilePaths.Clone() : null;
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LibraryPaths.AddRange(InCopyEnvironment.LibraryPaths);
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ExcludedLibraries.AddRange(InCopyEnvironment.ExcludedLibraries);
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AdditionalLibraries.AddRange(InCopyEnvironment.AdditionalLibraries);
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Frameworks.AddRange(InCopyEnvironment.Frameworks);
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AdditionalShadowFiles.AddRange( InCopyEnvironment.AdditionalShadowFiles );
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AdditionalFrameworks.AddRange(InCopyEnvironment.AdditionalFrameworks);
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WeakFrameworks.AddRange(InCopyEnvironment.WeakFrameworks);
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AdditionalBundleResources.AddRange(InCopyEnvironment.AdditionalBundleResources);
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DelayLoadDLLs.AddRange(InCopyEnvironment.DelayLoadDLLs);
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AdditionalArguments = InCopyEnvironment.AdditionalArguments;
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bCreateDebugInfo = InCopyEnvironment.bCreateDebugInfo;
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CLRMode = InCopyEnvironment.CLRMode;
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bIsBuildingLibrary = InCopyEnvironment.bIsBuildingLibrary;
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bIsBuildingDLL = InCopyEnvironment.bIsBuildingDLL;
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bIsBuildingConsoleApplication = InCopyEnvironment.bIsBuildingConsoleApplication;
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WindowsEntryPointOverride = InCopyEnvironment.WindowsEntryPointOverride;
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bIsCrossReferenced = InCopyEnvironment.bIsCrossReferenced;
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bHasExports = InCopyEnvironment.bHasExports;
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bIsBuildingDotNetAssembly = InCopyEnvironment.bIsBuildingDotNetAssembly;
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}
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}
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/** Encapsulates the environment that is used to link object files. */
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public class LinkEnvironment
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{
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/** Whether we're linking in monolithic mode. Determines if linking should produce import library file. Relevant only for VC++, clang stores imports in shared library. */
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public bool bShouldCompileMonolithic = false;
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/** A list of the object files to be linked. */
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public List<FileItem> InputFiles = new List<FileItem>();
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/** A list of dependent static or import libraries that need to be linked. */
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public List<FileItem> InputLibraries = new List<FileItem>();
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/** The LinkEnvironmentConfiguration. */
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public LinkEnvironmentConfiguration Config = new LinkEnvironmentConfiguration();
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/** Default constructor. */
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public LinkEnvironment()
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{
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}
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/** Copy constructor. */
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protected LinkEnvironment(LinkEnvironment InCopyEnvironment)
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{
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InputFiles.AddRange(InCopyEnvironment.InputFiles);
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InputLibraries.AddRange(InCopyEnvironment.InputLibraries);
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Config = new LinkEnvironmentConfiguration(InCopyEnvironment.Config);
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}
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/** Links the input files into an executable. */
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public FileItem[] LinkExecutable( bool bBuildImportLibraryOnly )
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{
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return UEToolChain.GetPlatformToolChain(Config.Target.Platform).LinkAllFiles(this, bBuildImportLibraryOnly);
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}
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/// <summary>
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/// Performs a deep copy of this LinkEnvironment object.
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/// </summary>
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/// <returns>Copied new LinkEnvironment object.</returns>
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public virtual LinkEnvironment DeepCopy ()
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{
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return new LinkEnvironment(this);
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}
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}
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}
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