Files
UnrealEngineUWP/Engine/Source/Programs/SymbolDebugger/SymbolDebugger.Target.cs

68 lines
1.9 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class SymbolDebuggerTarget : TargetRules
{
public SymbolDebuggerTarget(TargetInfo Target)
{
Type = TargetType.Program;
}
//
// TargetRules interface.
//
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
OutPlatforms.Add(UnrealTargetPlatform.Win64);
return true;
}
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutBuildBinaryConfigurations.Add(
new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable,
InModuleNames: new List<string>() { "SymbolDebugger" })
);
OutExtraModuleNames.Add("EditorStyle");
}
public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
OutCPPEnvironmentConfiguration.Definitions.Add("WITH_DATABASE_SUPPORT=1");
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Don't need editor
UEBuildConfiguration.bBuildEditor = false;
// SymbolDebugger doesn't ever compile with the engine linked in
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = false;
UEBuildConfiguration.bIncludeADO = true;
// SymbolDebugger.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
// the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
// Do NOT produce additional console app exe
OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;
}
}