Esempio n. 1
0
 /// <summary>
 /// Called to allow the binary to modify the link environment of a different binary containing
 /// a module that depends on a module in this binary.
 /// </summary>
 /// <param name="DependentLinkEnvironment">The link environment of the dependency</param>
 public void SetupDependentLinkEnvironment(LinkEnvironment DependentLinkEnvironment)
 {
     // Cache the list of libraries in the dependent link environment between calls. We typically run this code path many times for each module.
     if (DependentLinkLibraries == null)
     {
         DependentLinkLibraries = new List <string>();
         foreach (FileReference OutputFilePath in OutputFilePaths)
         {
             FileReference LibraryFileName;
             if (Type == UEBuildBinaryType.StaticLibrary || DependentLinkEnvironment.Platform == CppPlatform.Mac || DependentLinkEnvironment.Platform == CppPlatform.Linux)
             {
                 LibraryFileName = OutputFilePath;
             }
             else
             {
                 LibraryFileName = FileReference.Combine(IntermediateDirectory, OutputFilePath.GetFileNameWithoutExtension() + ".lib");
             }
             DependentLinkLibraries.Add(LibraryFileName.FullName);
         }
     }
     DependentLinkEnvironment.AdditionalLibraries.AddRange(DependentLinkLibraries);
 }
Esempio n. 2
0
        /// <summary>
        /// Called to allow the binary to modify the link environment of a different binary containing
        /// a module that depends on a module in this binary.
        /// </summary>
        /// <param name="DependentLinkEnvironment">The link environment of the dependency</param>
        public override void SetupDependentLinkEnvironment(LinkEnvironment DependentLinkEnvironment)
        {
            // Cache the list of libraries in the dependent link environment between calls. We typically run this code path many times for each module.
            if (DependentLinkLibraries == null)
            {
                DependentLinkLibraries = new List <string>();
                foreach (FileReference OutputFilePath in Config.OutputFilePaths)
                {
                    FileReference LibraryFileName;
                    if (Config.Type == UEBuildBinaryType.StaticLibrary || DependentLinkEnvironment.Config.Platform == CPPTargetPlatform.Mac || DependentLinkEnvironment.Config.Platform == CPPTargetPlatform.Linux)
                    {
                        LibraryFileName = OutputFilePath;
                    }
                    else
                    {
                        LibraryFileName = FileReference.Combine(Config.IntermediateDirectory, OutputFilePath.GetFileNameWithoutExtension() + ".lib");
                    }
                    DependentLinkLibraries.Add(LibraryFileName.FullName);
                }
            }
            DependentLinkEnvironment.Config.AdditionalLibraries.AddRange(DependentLinkLibraries);

            // If we're linking against static library containing the launch module on windows, we need to add the compiled resource separately. We can't link it through the static library.
            if (Config.Type == UEBuildBinaryType.StaticLibrary && Modules.Any(x => x.Name == "Launch") && (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64))
            {
                FileReference ResourceFileRef = FileReference.Combine(Config.IntermediateDirectory, "Launch", "PCLaunch.rc.res");
                DependentLinkEnvironment.InputFiles.Add(FileItem.GetItemByFileReference(ResourceFileRef));
            }
        }