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This utilizes the message bus to allow you to take widget snapshots from any remote target that hosts the WidgetSnapshotService. [CL 2709439 by Jamie Dale in Main branch]
88 lines
2.0 KiB
C#
88 lines
2.0 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class SlateReflector : ModuleRules
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{
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public SlateReflector(TargetInfo 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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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"CoreUObject",
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"InputCore",
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"Slate",
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"SlateCore",
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"Json",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Messaging",
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"Messaging",
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"Developer/SlateReflector/Private",
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"Developer/SlateReflector/Private/Models",
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"Developer/SlateReflector/Private/Widgets",
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}
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);
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// Editor builds include SessionServices to populate the remote target drop-down for remote widget snapshots
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if (Target.Type == TargetRules.TargetType.Editor)
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{
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Definitions.Add("SLATE_REFLECTOR_HAS_SESSION_SERVICES=1");
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"SessionServices",
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"SessionServices",
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}
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);
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}
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else
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{
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Definitions.Add("SLATE_REFLECTOR_HAS_SESSION_SERVICES=0");
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}
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// DesktopPlatform is only available for Editor and Program targets (running on a desktop platform)
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bool IsDesktopPlatformType = Target.Platform == UnrealBuildTool.UnrealTargetPlatform.Win32
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|| Target.Platform == UnrealBuildTool.UnrealTargetPlatform.Win64
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|| Target.Platform == UnrealBuildTool.UnrealTargetPlatform.Mac
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|| Target.Platform == UnrealBuildTool.UnrealTargetPlatform.Linux;
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if (Target.Type == TargetRules.TargetType.Editor || (Target.Type == TargetRules.TargetType.Program && IsDesktopPlatformType))
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{
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Definitions.Add("SLATE_REFLECTOR_HAS_DESKTOP_PLATFORM=1");
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"DesktopPlatform",
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}
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);
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}
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else
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{
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Definitions.Add("SLATE_REFLECTOR_HAS_DESKTOP_PLATFORM=0");
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}
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}
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}
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