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#rb none #preflight 630d013af92416fb926b3c7a #preflight 630d0938e54ec9d5815ebb45 [CL 21696478 by jessica agee in ue5-main branch]
103 lines
3.1 KiB
C#
103 lines
3.1 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class ApplicationCore : ModuleRules
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{
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public ApplicationCore(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core"
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}
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);
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PublicIncludePathModuleNames.AddRange(
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new string[] {
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"RHI"
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"InputDevice",
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"Analytics",
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"SynthBenchmark"
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}
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);
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if ((Target.IsInPlatformGroup(UnrealPlatformGroup.Windows)))
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target,
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"XInput"
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);
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if (Target.bCompileWithAccessibilitySupport && !Target.bIsBuildingConsoleApplication)
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{
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PublicSystemLibraries.Add("uiautomationcore.lib");
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PublicDefinitions.Add("UE_WINDOWS_USING_UIA=1");
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}
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else
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{
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PublicDefinitions.Add("UE_WINDOWS_USING_UIA=0");
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}
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// Uses DXGI to query GPU hardware prior to RHI startup
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PublicSystemLibraries.Add("DXGI.lib");
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target,
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"OpenGL"
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);
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if (Target.bBuildEditor == true)
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{
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string XcodeRoot = Utils.RunLocalProcessAndReturnStdOut("/usr/bin/xcode-select", "--print-path");
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PublicAdditionalLibraries.Add(XcodeRoot + "/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/Current/MultitouchSupport.tbd");
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}
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PublicFrameworks.Add("GameController");
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}
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else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Linux))
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target,
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"SDL2"
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);
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// We need FreeType2 and GL for the Splash, but only in the Editor
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if (Target.Type == TargetType.Editor)
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target, "FreeType2");
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AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenGL");
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PrivateIncludePathModuleNames.Add("ImageWrapper");
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}
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}
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else if (Target.Platform == UnrealTargetPlatform.IOS || Target.Platform == UnrealTargetPlatform.TVOS)
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{
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PublicIncludePaths.AddRange(new string[] {"Runtime/ApplicationCore/Public/IOS"});
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PublicIncludePaths.AddRange(new string[] {"Runtime/ApplicationCore/Private/Apple"});
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AddEngineThirdPartyPrivateStaticDependencies(Target, "SoundSwitch");
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// export ApplicationCore symbols for embedded Dlls
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ModuleSymbolVisibility = ModuleRules.SymbolVisibility.VisibileForDll;
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//Need to add this as BackgroundHTTP files can end up doing work directly from our AppDelegate in iOS and thus we need acccess to correct file locations to save these very early.
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PrivateDependencyModuleNames.Add("BackgroundHTTPFileHash");
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}
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else if (Target.Platform == UnrealTargetPlatform.Android)
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{
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Launch"
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}
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);
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}
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if (!Target.IsTestTarget && !Target.bCompileAgainstApplicationCore)
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{
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throw new System.Exception("ApplicationCore cannot be used when Target.bCompileAgainstApplicationCore = false.");
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}
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UnsafeTypeCastWarningLevel = WarningLevel.Error;
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}
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}
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