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- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects - UnrealArch is a single architecture, expandable enum-like struct - There is no more concept of "no/default architecture", there is always a valid active architecture when building - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc) - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm) - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once) - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc) #preflight 63c81fb5b065224750a1759e #rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts] #p4v-preflight-copy 23562471 [CL 23829977 by josh adams in ue5-main branch]
56 lines
1.8 KiB
C#
56 lines
1.8 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.IO;
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using UnrealBuildTool;
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public class OpenVR : ModuleRules
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{
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public OpenVR(ReadOnlyTargetRules Target) : base(Target)
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{
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/** Mark the current version of the OpenVR SDK */
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string OpenVRVersion = "v1_5_17";
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Type = ModuleType.External;
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string SdkBase = Target.UEThirdPartySourceDirectory + "OpenVR/OpenVR" + OpenVRVersion;
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if (!Directory.Exists(SdkBase))
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{
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string Err = string.Format("OpenVR SDK not found in {0}", SdkBase);
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System.Console.WriteLine(Err);
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throw new BuildException(Err);
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}
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PublicSystemIncludePaths.Add(SdkBase + "/headers");
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string LibraryPath = SdkBase + "/lib/";
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if(Target.Platform == UnrealTargetPlatform.Win64)
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{
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LibraryPath += "win64/";
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PublicAdditionalLibraries.Add(LibraryPath + "openvr_api.lib");
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PublicDelayLoadDLLs.Add("openvr_api.dll");
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string OpenVRBinariesDir = String.Format("$(EngineDir)/Binaries/ThirdParty/OpenVR/OpenVR{0}/Win64/", OpenVRVersion);
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RuntimeDependencies.Add(OpenVRBinariesDir + "openvr_api.dll");
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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string DylibPath = Target.UEThirdPartyBinariesDirectory + "OpenVR/OpenVR" + OpenVRVersion + "/osx32/libopenvr_api.dylib";
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PublicDelayLoadDLLs.Add(DylibPath);
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RuntimeDependencies.Add(DylibPath);
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}
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else if (Target.Platform == UnrealTargetPlatform.Linux && Target.Architecture == UnrealArch.X64)
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{
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LibraryPath += "linux64/";
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PublicAdditionalLibraries.Add(LibraryPath + "libopenvr_api.so");
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string DylibDir = Target.UEThirdPartyBinariesDirectory + "OpenVR/OpenVR" + OpenVRVersion + "/linux64";
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PrivateRuntimeLibraryPaths.Add(DylibDir);
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string DylibPath = DylibDir + "/libopenvr_api.so";
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PublicDelayLoadDLLs.Add(DylibPath);
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RuntimeDependencies.Add(DylibPath);
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}
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}
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}
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