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- on macOS Catalina 10.15.7 - with Xcode 12.4 - as universal binaries with arm64 and x86_64 slices - Add BuildForMac.command script - Add CMakeLists.txt #rb jeff.roberts, dan.thompson #jira UE-145175 #rnx #preflight 624efca5f94f766ffaad8ef3 [CL 19671743 by will damon in ue5-main branch]
71 lines
2.4 KiB
C#
71 lines
2.4 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System.IO;
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using System.Collections.Generic;
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using System.Security.Cryptography;
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using UnrealBuildTool;
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public class BinkAudioDecoder : ModuleRules
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{
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// virtual so that NDA platforms can hide secrets
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protected virtual string GetLibrary(ReadOnlyTargetRules Target)
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{
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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return Path.Combine(ModuleDirectory, "..", "SDK", "BinkAudio", "Lib", "binka_ue_decode_win64_static.lib");
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}
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if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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return Path.Combine(ModuleDirectory, "..", "SDK", "BinkAudio", "Lib", "libbinka_ue_decode_lnx64_static.a");
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}
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if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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return Path.Combine(ModuleDirectory, "..", "SDK", "BinkAudio", "Lib", "libbinka_ue_decode_osx_static.a");
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}
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if (Target.Platform == UnrealTargetPlatform.IOS)
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{
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return Path.Combine(ModuleDirectory, "..", "SDK", "BinkAudio", "Lib", "libbinka_ue_decode_ios_static.a");
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}
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return null;
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}
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public BinkAudioDecoder(ReadOnlyTargetRules Target) : base(Target)
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{
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ShortName = "BinkAudioDecoder";
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"Engine"
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}
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);
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PublicSystemIncludePaths.Add(Path.Combine(ModuleDirectory, "..", "SDK", "BinkAudio", "Include"));
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if (Target.Platform == UnrealTargetPlatform.Android)
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{
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// For Android each architecture is registered and unneeded one is filtered out
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PublicDefinitions.Add("WITH_BINK_AUDIO=1");
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PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "..", "SDK", "BinkAudio", "Lib", "Android", "ARM64", "libbinka_ue_decode_androidarm64_static.a"));
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PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "..", "SDK", "BinkAudio", "Lib", "Android", "x64", "libbinka_ue_decode_androidx64_static.a"));
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}
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else
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{
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string Library = GetLibrary(Target);
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if (Library != null)
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{
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// We have to have this because some audio mixers are shared across platforms
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// that we don't have libs for (e.g. hololens).
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PublicDefinitions.Add("WITH_BINK_AUDIO=1");
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PublicAdditionalLibraries.Add(Library);
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}
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else
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{
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PublicDefinitions.Add("WITH_BINK_AUDIO=0");
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}
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}
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}
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}
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