add qr generator
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@@ -0,0 +1,92 @@
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// Copyright 1998-2018 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 QRcode : ModuleRules
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{
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private string ModulePath
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{
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get { return ModuleDirectory; }
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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(ModulePath, "../../ThirdParty/")); }
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}
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private string BinariesPath
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{
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get { return Path.GetFullPath(Path.Combine(ModulePath, "../../Binaries/")); }
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}
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private string QREncodeLibraryPath
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{
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get { return Path.GetFullPath(Path.Combine(ThirdPartyPath, "QREncode", "lib")); }
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}
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public QRcode(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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Path.Combine(ThirdPartyPath, "QREncode", "include"),
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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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// ... 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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// ... 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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// ... 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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LoadQREncodeLib(Target);
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}
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public bool LoadQREncodeLib(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 PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "Win64" : "Win32";
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PublicAdditionalLibraries.Add(Path.Combine(QREncodeLibraryPath, PlatformString, "QRCode.lib"));
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}
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return isLibrarySupported;
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}
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}
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