Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildClient.cs
Steve Robb 499def698b UBT cleanups:
* Removal of some null checks.
* Some arrays changed to Lists.
* Some lists changed to IEnumerables.
* Some loops changed to Linq actions.
* FilterOnlyModules and FilterGameModules renamed to GetFiltered* functions, which better represent what they do.
* Some indentation fixes.
* Some thrown exceptions moved around to more appropriate locations.

#codereview robert.manuszewski

[CL 2554771 by Steve Robb in Main branch]
2015-05-18 08:16:56 -04:00

87 lines
3.6 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace UnrealBuildTool
{
[Serializable]
public class UEBuildClient : UEBuildTarget
{
public UEBuildClient(TargetDescriptor InDesc, TargetRules InRulesObject, string InTargetCsFilename)
: base(InDesc, InRulesObject, "UE4Client", InTargetCsFilename)
{
if (ShouldCompileMonolithic())
{
if (!UnrealBuildTool.IsDesktopPlatform(Platform) || Platform == UnrealTargetPlatform.WinRT || Platform == UnrealTargetPlatform.WinRT_ARM)
{
// We are compiling for a console...
// We want the output to go into the <GAME>\Binaries folder
if (!InRulesObject.bOutputToEngineBinaries)
{
OutputPaths = OutputPaths.Select(Path => Path.Replace("Engine\\Binaries", InDesc.TargetName + "\\Binaries")).ToList();
}
}
}
}
protected override void SetupBinaries()
{
base.SetupBinaries();
{
// Make the game executable.
UEBuildBinaryConfiguration Config = new UEBuildBinaryConfiguration(InType: UEBuildBinaryType.Executable,
InOutputFilePaths: OutputPaths,
InIntermediateDirectory: EngineIntermediateDirectory,
bInCreateImportLibrarySeparately: (ShouldCompileMonolithic() ? false : true),
bInAllowExports: !ShouldCompileMonolithic(),
InModuleNames: new List<string>() { "Launch" });
AppBinaries.Add(new UEBuildBinaryCPP(this, Config));
}
// Add the other modules that we want to compile along with the executable. These aren't necessarily
// dependencies to any of the other modules we're building, so we need to opt in to compile them.
{
// Modules should properly identify the 'extra modules' they need now.
// There should be nothing here!
}
// Allow the platform to setup binaries
UEBuildPlatform.GetBuildPlatform(Platform).SetupBinaries(this);
}
public override void SetupDefaultGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Do not include the editor
UEBuildConfiguration.bBuildEditor = false;
UEBuildConfiguration.bBuildWithEditorOnlyData = false;
// Require cooked data
UEBuildConfiguration.bBuildRequiresCookedData = true;
// Compile the engine
UEBuildConfiguration.bCompileAgainstEngine = true;
// Tag it as a 'Game' build
OutCPPEnvironmentConfiguration.Definitions.Add("UE_GAME=1");
// no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
// Disable server code
UEBuildConfiguration.bWithServerCode = false;
}
}
}