Files
BeatLanguageMapper/Plugins/ZipUtility-ue4/Source/ZipUtility/ZipUtility.Build.cs
squeaksies 7b6050b843 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.
2018-11-07 18:00:46 -08:00

103 lines
3.0 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class ZipUtility : ModuleRules
{
private string ThirdPartyPath
{
get { return Path.GetFullPath(Path.Combine(ModuleDirectory, "../../ThirdParty/")); }
}
private string SevenZppPath
{
get { return Path.GetFullPath(Path.Combine(ThirdPartyPath, "7zpp")); }
}
private string ATLPath
{
get { return "C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.13.26128/atlmfc"; }
}
public ZipUtility(ReadOnlyTargetRules Target) : base(Target)
{
bEnableExceptions = true;
PublicIncludePaths.AddRange(
new string[] {
"ZipUtility/Public"
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
"ZipUtility/Private",
Path.Combine(SevenZppPath, "Include"),
Path.Combine(ATLPath, "include"),
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"WindowsFileUtility"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"Projects"
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
LoadLib(Target);
}
public bool LoadLib(ReadOnlyTargetRules Target)
{
bool isLibrarySupported = false;
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
{
isLibrarySupported = true;
string PlatformSubPath = (Target.Platform == UnrealTargetPlatform.Win64) ? "Win64" : "Win32";
string LibrariesPath = Path.Combine(SevenZppPath, "Lib");
string DLLPath = Path.Combine(SevenZppPath, "dll");
PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, PlatformSubPath, "atls.lib"));
PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, PlatformSubPath, "7zpp_u.lib"));
PublicLibraryPaths.Add(Path.Combine(LibrariesPath, PlatformSubPath));
PublicDelayLoadDLLs.Add("7z.dll");
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(DLLPath, PlatformSubPath, "7z.dll")));
}
if (isLibrarySupported)
{
// Include path
//PublicIncludePaths.Add(Path.Combine(SevenZppPath, "Include"));
}
return isLibrarySupported;
}
}