Files
UnrealEngineUWP/Engine/Source/Runtime/ApplicationCore/ApplicationCore.Build.cs
keli hlodversson d36581b774 Manually merging CL#5261568 using Main_To_Release-4.22 due to conflict in RoboMerge
Don't wait indefinitely for a native window in Daydream if the application is exiting.
Fixes a bug that leaves a defunct process when dismissing the dialog to put the phone in the daydream headset preventing the application from being launched without killing it first.
#jira  UE-46640
#rb Chris.Babcock

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: keli.hlodversson
#ROBOMERGE-SOURCE: CL 5261967 in //UE4/Main/...
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)

[CL 5268606 by keli hlodversson in Dev-Build branch]
2019-03-01 15:16:03 -05:00

94 lines
2.7 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ApplicationCore : ModuleRules
{
public ApplicationCore(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"Core"
}
);
PublicIncludePathModuleNames.AddRange(
new string[] {
"RHI"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"InputDevice",
"Analytics",
"SynthBenchmark"
}
);
if ((Target.Platform == UnrealTargetPlatform.Win64) ||
(Target.Platform == UnrealTargetPlatform.Win32))
{
AddEngineThirdPartyPrivateStaticDependencies(Target,
"XInput"
);
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
AddEngineThirdPartyPrivateStaticDependencies(Target,
"OpenGL"
);
if (Target.bBuildEditor == true)
{
PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/Current/MultitouchSupport");
}
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
AddEngineThirdPartyPrivateStaticDependencies(Target,
"SDL2"
);
// We need FreeType2 and GL for the Splash, but only in the Editor
if (Target.Type == TargetType.Editor)
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "FreeType2");
AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenGL");
PrivateIncludePathModuleNames.Add("ImageWrapper");
}
}
else if (Target.Platform == UnrealTargetPlatform.HTML5 && Target.Architecture == "-win32")
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "SDL2");
AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenAL");
}
else if (Target.Platform == UnrealTargetPlatform.HTML5 && Target.Architecture != "-win32")
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "SDL2");
PrivateDependencyModuleNames.Add("HTML5JS");
PrivateDependencyModuleNames.Add("MapPakDownloader");
}
else if (Target.Platform == UnrealTargetPlatform.IOS || Target.Platform == UnrealTargetPlatform.TVOS)
{
PublicIncludePaths.AddRange(new string[] {"Runtime/ApplicationCore/Public/IOS"});
AddEngineThirdPartyPrivateStaticDependencies(Target, "SoundSwitch");
// export ApplicationCore symbols for embedded Dlls
ModuleSymbolVisibility = ModuleRules.SymbolVisibility.VisibileForDll;
}
else if (Target.Platform == UnrealTargetPlatform.Android)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Launch"
}
);
}
if (!Target.bCompileAgainstApplicationCore)
{
throw new System.Exception("ApplicationCore cannot be used when Target.bCompileAgainstApplicationCore = false.");
}
}
}