SpoutPlugin.Build.cs 2.9 KB

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  1. // Some copyright should be here...
  2. using UnrealBuildTool;
  3. using System.IO;
  4. public class SpoutPlugin : ModuleRules
  5. {
  6. private string ModulePath
  7. {
  8. get { return ModuleDirectory; }
  9. }
  10. private string ThirdPartyPath
  11. {
  12. get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }
  13. }
  14. public SpoutPlugin(TargetInfo Target)
  15. {
  16. PublicIncludePaths.AddRange(
  17. new string[] {
  18. "SpoutPlugin/Public",
  19. Path.Combine(ThirdPartyPath, "Spout/include")
  20. // ... add public include paths required here ...
  21. }
  22. );
  23. PrivateIncludePaths.AddRange(
  24. new string[] {
  25. "SpoutPlugin/Private",
  26. // ... add other private include paths required here ...
  27. }
  28. );
  29. //AddThirdPartyPrivateStaticDependencies(Target, "Spout");
  30. PublicDependencyModuleNames.AddRange(
  31. new string[]
  32. {
  33. "Core",
  34. "CoreUObject",
  35. "Engine",
  36. "RHI",
  37. "RenderCore"
  38. // ... add other public dependencies that you statically link with here ...
  39. }
  40. );
  41. PrivateDependencyModuleNames.AddRange(
  42. new string[]
  43. {
  44. "Slate", "SlateCore"
  45. // ... add private dependencies that you statically link with here ...
  46. }
  47. );
  48. DynamicallyLoadedModuleNames.AddRange(
  49. new string[]
  50. {
  51. // ... add any modules that your module loads dynamically here ...
  52. }
  53. );
  54. /*Type = ModuleType.External;
  55. if (Target.Platform == UnrealTargetPlatform.Win64)
  56. {
  57. // Add the import library
  58. PublicLibraryPaths.Add(Path.Combine(ModuleDirectory, "x64", "Release"));
  59. PublicAdditionalLibraries.Add("ExampleLibrary.lib");
  60. // Delay-load the DLL, so we can load it from the right place first
  61. PublicDelayLoadDLLs.Add("ExampleLibrary.dll");
  62. }
  63. else if (Target.Platform == UnrealTargetPlatform.Mac)
  64. {
  65. PublicDelayLoadDLLs.Add(Path.Combine(ModuleDirectory, "Mac", "Release", "libExampleLibrary.dylib"));
  66. }*/
  67. if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
  68. {
  69. string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "amd64" : "x86";
  70. PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Spout/lib", PlatformString, "Spout.lib"));
  71. RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(ThirdPartyPath, "Spout/lib", PlatformString, "Spout.dll")));
  72. // Delay-load the DLL, so we can load it from the right place first
  73. //PublicDelayLoadDLLs.Add(Path.Combine(ThirdPartyPath, "Spout/lib", PlatformString, "Spout.dll"));
  74. /*PublicIncludePaths.AddRange(
  75. new string[] {
  76. Path.Combine(ThirdPartyPath, "Spout/include")
  77. });*/
  78. }
  79. }
  80. }