Files
UnrealEngineUWP/Engine/Source/Developer/iOS/IOSTargetPlatform/IOSTargetPlatform.Build.cs
Jamie Dale 0cfe5f0651 Added PlatformInfo to DesktopPlatform and improved the editors Supported Platform UI
TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms

DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.

FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2095796 by Jamie Dale in Main branch]
2014-06-05 12:13:44 -04:00

51 lines
1.2 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class IOSTargetPlatform : ModuleRules
{
public IOSTargetPlatform(TargetInfo Target)
{
BinariesSubFolder = "IOS";
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"TargetPlatform",
"DesktopPlatform",
"LaunchDaemonMessages",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"Messaging",
"TargetDeviceServices",
}
);
PlatformSpecificDynamicallyLoadedModuleNames.Add("LaunchDaemonMessages");
//This is somehow necessary for getting iOS to build on, at least, windows. It seems like the target platform is included for cooking, and thus it requirtes a bunch of other info.
PublicIncludePaths.AddRange(
new string[]
{
"Runtime/Core/Public/Apple",
"Runtime/Core/Public/IOS",
}
);
if (UEBuildConfiguration.bCompileAgainstEngine)
{
PrivateDependencyModuleNames.Add("Engine");
}
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalLibraries.Add("/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/Current/MobileDevice");
}
}
}