Esempio n. 1
0
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        protected override void RegisterBuildPlatforms(SDKOutputLevel OutputLevel)
        {
            WindowsPlatformSDK SDK = new WindowsPlatformSDK();

            SDK.ManageAndValidateSDK(OutputLevel);

            // Register this build platform for both Win64 and Win32
            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Win64.ToString());
            UEBuildPlatform.RegisterBuildPlatform(new WindowsPlatform(UnrealTargetPlatform.Win64, CppPlatform.Win64, SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win64, UnrealPlatformGroup.Windows);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win64, UnrealPlatformGroup.Microsoft);

            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Win32.ToString());
            UEBuildPlatform.RegisterBuildPlatform(new WindowsPlatform(UnrealTargetPlatform.Win32, CppPlatform.Win32, SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win32, UnrealPlatformGroup.Windows);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win32, UnrealPlatformGroup.Microsoft);
        }
		/// <summary>
		/// Constructor
		/// </summary>
		/// <param name="InPlatform">Creates a windows platform with the given enum value</param>
		public WindowsPlatform(UnrealTargetPlatform InPlatform, CPPTargetPlatform InDefaultCppPlatform, WindowsPlatformSDK InSDK) : base(InPlatform, InDefaultCppPlatform)
		{
			SDK = InSDK;
		}
Esempio n. 3
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="InPlatform">Creates a windows platform with the given enum value</param>
 /// <param name="InDefaultCppPlatform">The default C++ platform to compile for</param>
 /// <param name="InSDK">The installed Windows SDK</param>
 public WindowsPlatform(UnrealTargetPlatform InPlatform, CppPlatform InDefaultCppPlatform, WindowsPlatformSDK InSDK) : base(InPlatform, InDefaultCppPlatform)
 {
     SDK = InSDK;
 }
		/// <summary>
		/// Register the platform with the UEBuildPlatform class
		/// </summary>
		protected override void RegisterBuildPlatforms()
		{
			WindowsPlatformSDK SDK = new WindowsPlatformSDK();
			SDK.ManageAndValidateSDK();

			// Register this build platform for both Win64 and Win32
			Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Win64.ToString());
			UEBuildPlatform.RegisterBuildPlatform(new WindowsPlatform(UnrealTargetPlatform.Win64, CPPTargetPlatform.Win64, SDK));
			UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win64, UnrealPlatformGroup.Windows);
			UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win64, UnrealPlatformGroup.Microsoft);

			Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Win32.ToString());
			UEBuildPlatform.RegisterBuildPlatform(new WindowsPlatform(UnrealTargetPlatform.Win32, CPPTargetPlatform.Win32, SDK));
			UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win32, UnrealPlatformGroup.Windows);
			UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win32, UnrealPlatformGroup.Microsoft);
		}