Files
UnrealEngineUWP/Engine/Source/ThirdParty/OpenGL/OpenGL.Build.cs
John Pollard d99028f75e Support for third party iOS framework bundled assets
* Work in progress, works with RPC utility, local mac support incoming
* Changed AdditionalPublicFrameworks from storing just string, to storing the frame work name, zip name, and bundled asset name that needs to be copied
* We also now store the module that added this framework, so we can derive the module project path, etc when we need it for when we create intermediate directories

#Codereview Josh.Adams, Peter.Sauerbrei, Michael.Noland, Gil.Gribb, Robert.Manuszewski

[CL 2068603 by John Pollard in Main branch]
2014-05-09 16:38:26 -04:00

28 lines
778 B
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class OpenGL : ModuleRules
{
public OpenGL(TargetInfo Target)
{
Type = ModuleType.External;
if (Target.Platform != UnrealTargetPlatform.HTML5)
PublicSystemIncludePaths.Add(UEBuildConfiguration.UEThirdPartyDirectory + "OpenGL");
if ((Target.Platform == UnrealTargetPlatform.Win64) ||
(Target.Platform == UnrealTargetPlatform.Win32))
{
PublicAdditionalLibraries.Add("opengl32.lib");
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalFrameworks.Add( new UEBuildFramework( "OpenGL" ) );
}
else if (Target.Platform == UnrealTargetPlatform.IOS)
{
PublicAdditionalFrameworks.Add( new UEBuildFramework( "OpenGLES" ) );
}
}
}