Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidTargetPlatform/AndroidTargetPlatform.Build.cs
JJ Hoesing 2669396c44 - Moved the blocking portions (adb calls) of Android device detection off to a thread.
- This happens in a new module that the android target platforms depend on so that there aren't 6 different detection threads spun up.
- Thread isn't created if android sdk isn't found.

[CL 2038329 by JJ Hoesing in Main branch]
2014-04-23 16:36:54 -04:00

44 lines
866 B
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AndroidTargetPlatform : ModuleRules
{
public AndroidTargetPlatform(TargetInfo Target)
{
BinariesSubFolder = "Android";
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Sockets",
"TargetPlatform",
"Messaging",
"TargetDeviceServices",
"AndroidDeviceDetection",
}
);
PublicIncludePaths.AddRange(
new string[]
{
"Runtime/Core/Public/Android"
}
);
if (UEBuildConfiguration.bCompileAgainstEngine)
{
PrivateDependencyModuleNames.Add("Engine");
PrivateIncludePathModuleNames.Add("TextureCompressor"); //@todo android: AndroidTargetPlatform.Build
}
PrivateIncludePaths.AddRange(
new string[]
{
"Developer/AndroidTargetPlatform/Classes"
}
);
}
}