Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildClient.cs

105 lines
4.4 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
namespace UnrealBuildTool
{
public class UEBuildClient : UEBuildTarget
{
public UEBuildClient(
string InGameName,
UnrealTargetPlatform InPlatform,
UnrealTargetConfiguration InConfiguration,
TargetRules InRulesObject,
List<string> InAdditionalDefinitions,
string InRemoteRoot,
List<OnlyModule> InOnlyModules)
// NOTE: If we're building a monolithic binary, then the game and engine code are linked together into one
// program executable, so we want the application name to be the game name. In the case of a modular
// binary, we use 'UnrealEngine' for our application name
: base(
InAppName: UEBuildTarget.GetBinaryBaseName(InGameName, InRulesObject, InPlatform, InConfiguration, "Client"),
InGameName: InGameName,
InPlatform: InPlatform,
InConfiguration: InConfiguration,
InRulesObject: InRulesObject,
InAdditionalDefinitions: InAdditionalDefinitions,
InRemoteRoot: InRemoteRoot,
InOnlyModules: InOnlyModules)
{
if (ShouldCompileMonolithic())
{
if ((UnrealBuildTool.IsDesktopPlatform(Platform) == false) ||
(Platform == UnrealTargetPlatform.WinRT) ||
(Platform == UnrealTargetPlatform.WinRT_ARM))
{
// We are compiling for a console...
// We want the output to go into the <GAME>\Binaries folder
if (InRulesObject.bOutputToEngineBinaries == false)
{
OutputPath = OutputPath.Replace("Engine\\Binaries", InGameName + "\\Binaries");
}
}
}
}
protected override void SetupBinaries()
{
base.SetupBinaries();
{
// Make the game executable.
UEBuildBinaryConfiguration Config = new UEBuildBinaryConfiguration(InType: UEBuildBinaryType.Executable,
InOutputFilePath: OutputPath,
InIntermediateDirectory: EngineIntermediateDirectory,
bInCreateImportLibrarySeparately: (ShouldCompileMonolithic() ? false : true),
bInAllowExports: !ShouldCompileMonolithic(),
InModuleNames: new List<string>() { "Launch" });
AppBinaries.Add(new UEBuildBinaryCPP(this, Config));
}
// Add the other modules that we want to compile along with the executable. These aren't necessarily
// dependencies to any of the other modules we're building, so we need to opt in to compile them.
{
// Modules should properly identify the 'extra modules' they need now.
// There should be nothing here!
}
// Allow the platform to setup binaries
UEBuildPlatform.GetBuildPlatform(Platform).SetupBinaries(this);
}
public override void SetupDefaultGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Do not include the editor
UEBuildConfiguration.bBuildEditor = false;
UEBuildConfiguration.bBuildWithEditorOnlyData = false;
// Require cooked data
UEBuildConfiguration.bBuildRequiresCookedData = true;
// Compile the engine
UEBuildConfiguration.bCompileAgainstEngine = true;
// Tag it as a 'Game' build
OutCPPEnvironmentConfiguration.Definitions.Add("UE_GAME=1");
// no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
// Disable server code
UEBuildConfiguration.bWithServerCode = false;
}
}
}