Files
UnrealEngineUWP/Engine/Source/Editor/AudioEditor/AudioEditor.Build.cs
brooke hubert b25777d3f1 Move Toolkit Manager to EditorFramework module.
#rnx
#Jira UE-96448
#rb jamie.dale lauren.barnes

[CL 14095882 by brooke hubert in ue5-main branch]
2020-08-12 17:44:00 -04:00

97 lines
1.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AudioEditor : ModuleRules
{
public AudioEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange
(
new string[]
{
"Editor/AudioEditor/Private",
"Editor/AudioEditor/Private/Factories",
"Editor/AudioEditor/Private/AssetTypeActions"
}
);
PrivateDependencyModuleNames.AddRange
(
new string[]
{
"AudioMixer",
"EditorSubsystem",
"ToolMenus",
"UMG",
"UMGEditor",
"AudioExtensions"
}
);
PublicDependencyModuleNames.AddRange
(
new string[]
{
"Core",
"CoreUObject",
"ApplicationCore",
"AudioMixer",
"InputCore",
"Engine",
"EditorFramework",
"UnrealEd",
"Slate",
"SlateCore",
"EditorStyle",
"RenderCore",
"LevelEditor",
"Landscape",
"PropertyEditor",
"DetailCustomizations",
"ClassViewer",
"GraphEditor",
"ContentBrowser",
}
);
PrivateIncludePathModuleNames.AddRange
(
new string[]
{
"AssetTools"
}
);
// Circular references that need to be cleaned up
CircularlyReferencedDependentModules.AddRange
(
new string[]
{
"DetailCustomizations",
}
);
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows))
{
string PlatformName = Target.Platform == UnrealTargetPlatform.Win32 ? "Win32" : "Win64";
string LibSndFilePath = Target.UEThirdPartyBinariesDirectory + "libsndfile/";
LibSndFilePath += PlatformName;
PublicAdditionalLibraries.Add(LibSndFilePath + "/libsndfile-1.lib");
PublicDelayLoadDLLs.Add("libsndfile-1.dll");
PublicIncludePathModuleNames.Add("UELibSampleRate");
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/libsndfile/" + PlatformName + "/libsndfile-1.dll");
PublicDefinitions.Add("WITH_SNDFILE_IO=1");
}
else
{
PublicDefinitions.Add("WITH_SNDFILE_IO=0");
}
}
}