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69 lines
2.0 KiB
C
69 lines
2.0 KiB
C
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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Array.h: Data structure containing the contents of an
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UnrealHeaderTool.manifest file.
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=============================================================================*/
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#pragma once
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struct FManifestModule
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{
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/** The name of the module */
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FString Name;
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/** Module type */
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EBuildModuleType::Type ModuleType;
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/** Long package name for this module's UObject class */
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FString LongPackageName;
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/** Base directory of this module on disk */
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FString BaseDirectory;
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/** The directory to which #includes from this module should be relative */
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FString IncludeBase;
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/** Directory where generated include files should go */
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FString GeneratedIncludeDirectory;
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/** List of C++ public 'Classes' header files with UObjects in them (legacy) */
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TArray<FString> PublicUObjectClassesHeaders;
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/** List of C++ public header files with UObjects in them */
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TArray<FString> PublicUObjectHeaders;
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/** List of C++ private header files with UObjects in them */
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TArray<FString> PrivateUObjectHeaders;
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/** Absolute path to the module's PCH */
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FString PCH;
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/** Base (i.e. extensionless) path+filename of where to write out the module's .generated.* files */
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FString GeneratedCPPFilenameBase;
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/** Whether or not to write out headers that have changed */
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bool SaveExportedHeaders;
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};
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struct FManifest
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{
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bool IsGameTarget;
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FString RootLocalPath;
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FString RootBuildPath;
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FString TargetName;
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/** Ordered list of modules that define UObjects or UStructs, which we may need to generate
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code for. The list is in module dependency order, such that most dependent modules appear first. */
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TArray<FManifestModule> Modules;
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/**
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* Loads an UnrealHeaderTool.manifest from the specified filename.
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*
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* @param Filename The filename of the manifest to load.
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*
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* @return The loaded module info.
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*/
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static FManifest LoadFromFile(const FString& Filename);
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};
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