// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.IO; public class QRcode : ModuleRules { private string ModulePath { get { return ModuleDirectory; } } private string ThirdPartyPath { get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); } } private string BinariesPath { get { return Path.GetFullPath(Path.Combine(ModulePath, "../../Binaries/")); } } private string QREncodeLibraryPath { get { return Path.GetFullPath(Path.Combine(ThirdPartyPath, "QREncode", "lib")); } } public QRcode(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicIncludePaths.AddRange( new string[] { Path.Combine(ThirdPartyPath, "QREncode", "include"), // ... add public include paths required here ... } ); PrivateIncludePaths.AddRange( new string[] { // ... add other private include paths required here ... } ); PublicDependencyModuleNames.AddRange( new string[] { "Core", // ... add other public dependencies that you statically link with here ... } ); PrivateDependencyModuleNames.AddRange( new string[] { "CoreUObject", "Engine", "Slate", "SlateCore", // ... add private dependencies that you statically link with here ... } ); DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); LoadQREncodeLib(Target); } public bool LoadQREncodeLib(ReadOnlyTargetRules Target) { bool isLibrarySupported = false; if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32)) { isLibrarySupported = true; string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "Win64" : "Win32"; PublicAdditionalLibraries.Add(Path.Combine(QREncodeLibraryPath, PlatformString, "QRCode.lib")); } return isLibrarySupported; } }