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the Windows UIA dll is used. #rnx #rb: David.Harvey #preflight: 614470ce81695600012d14f9 [FYI] Jason.Stasik #ROBOMERGE-AUTHOR: leon.huang #ROBOMERGE-SOURCE: CL 17558697 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17558711 by leon huang in ue5-release-engine-test branch]
102 lines
3.0 KiB
C#
102 lines
3.0 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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// We only enable UIA with Win64
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if (Target.bCompileWithAccessibilitySupport && !Target.bIsBuildingConsoleApplication && Target.Platform == UnrealTargetPlatform.Win64)
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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 SDKROOT = Utils.RunLocalProcessAndReturnStdOut("/usr/bin/xcrun", "--sdk macosx --show-sdk-path");
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PublicAdditionalLibraries.Add(SDKROOT + "/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.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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}
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}
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