Files
2020-11-30 15:33:21 +05:00

93 lines
2.1 KiB
C#

// 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;
}
}