mirror of
https://github.com/Theaninova/BeatLanguageMapper.git
synced 2026-01-20 00:43:10 +00:00
Mk2Rev1
various bugfixes and such. also bookmarks, temp song loaderm and undo overhaul with near complete multiplayer, but menu items disabled. i really wish i could split this into multiple commits, but i don't know how to work unreal.
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102
Plugins/ZipUtility-ue4/Source/ZipUtility/ZipUtility.Build.cs
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102
Plugins/ZipUtility-ue4/Source/ZipUtility/ZipUtility.Build.cs
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class ZipUtility : ModuleRules
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{
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private string ThirdPartyPath
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{
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get { return Path.GetFullPath(Path.Combine(ModuleDirectory, "../../ThirdParty/")); }
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}
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private string SevenZppPath
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{
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get { return Path.GetFullPath(Path.Combine(ThirdPartyPath, "7zpp")); }
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}
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private string ATLPath
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{
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get { return "C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.13.26128/atlmfc"; }
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}
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public ZipUtility(ReadOnlyTargetRules Target) : base(Target)
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{
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bEnableExceptions = true;
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PublicIncludePaths.AddRange(
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new string[] {
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"ZipUtility/Public"
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"ZipUtility/Private",
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Path.Combine(SevenZppPath, "Include"),
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Path.Combine(ATLPath, "include"),
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"WindowsFileUtility"
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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"Projects"
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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LoadLib(Target);
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}
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public bool LoadLib(ReadOnlyTargetRules Target)
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{
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bool isLibrarySupported = false;
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if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
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{
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isLibrarySupported = true;
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string PlatformSubPath = (Target.Platform == UnrealTargetPlatform.Win64) ? "Win64" : "Win32";
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string LibrariesPath = Path.Combine(SevenZppPath, "Lib");
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string DLLPath = Path.Combine(SevenZppPath, "dll");
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PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, PlatformSubPath, "atls.lib"));
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PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, PlatformSubPath, "7zpp_u.lib"));
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PublicLibraryPaths.Add(Path.Combine(LibrariesPath, PlatformSubPath));
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PublicDelayLoadDLLs.Add("7z.dll");
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RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(DLLPath, PlatformSubPath, "7z.dll")));
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}
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if (isLibrarySupported)
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{
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// Include path
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//PublicIncludePaths.Add(Path.Combine(SevenZppPath, "Include"));
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}
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return isLibrarySupported;
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}
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}
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