Files
UnrealEngineUWP/Engine/Source/Runtime/ApplicationCore/ApplicationCore.Build.cs
Marc Audy 9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00

96 lines
2.9 KiB
C#

// Copyright 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.IsInPlatformGroup(UnrealPlatformGroup.Windows)))
{
AddEngineThirdPartyPrivateStaticDependencies(Target,
"XInput"
);
if (Target.bCompileWithAccessibilitySupport && !Target.bIsBuildingConsoleApplication)
{
PublicSystemLibraries.Add("uiautomationcore.lib");
}
// Uses DXGI to query GPU hardware prior to RHI startup
PublicSystemLibraries.Add("DXGI.lib");
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
AddEngineThirdPartyPrivateStaticDependencies(Target,
"OpenGL"
);
if (Target.bBuildEditor == true)
{
string SDKROOT = Utils.RunLocalProcessAndReturnStdOut("/usr/bin/xcrun", "--sdk macosx --show-sdk-path");
PublicAdditionalLibraries.Add(SDKROOT + "/System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/Current/MultitouchSupport.tbd");
}
PublicFrameworks.Add("GameController");
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.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.IOS || Target.Platform == UnrealTargetPlatform.TVOS)
{
PublicIncludePaths.AddRange(new string[] {"Runtime/ApplicationCore/Public/IOS"});
PublicIncludePaths.AddRange(new string[] {"Runtime/ApplicationCore/Private/Apple"});
AddEngineThirdPartyPrivateStaticDependencies(Target, "SoundSwitch");
// export ApplicationCore symbols for embedded Dlls
ModuleSymbolVisibility = ModuleRules.SymbolVisibility.VisibileForDll;
//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.
PrivateDependencyModuleNames.Add("BackgroundHTTPFileHash");
}
else if (Target.Platform == UnrealTargetPlatform.Android || Target.Platform == UnrealTargetPlatform.Lumin)
{
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Launch"
}
);
}
if (!Target.bCompileAgainstApplicationCore)
{
throw new System.Exception("ApplicationCore cannot be used when Target.bCompileAgainstApplicationCore = false.");
}
}
}