コード例 #1
0
    public ICU(TargetInfo Target)
    {
        Type = ModuleType.External;

        bool bNeedsDlls = false;

        string ICUVersion  = "icu4c-53_1";
        string ICURootPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "ICU/" + ICUVersion + "/";

        // Includes
        PublicSystemIncludePaths.Add(ICURootPath + "include" + "/");

        string PlatformFolderName = Target.Platform.ToString();

        string TargetSpecificPath = ICURootPath + PlatformFolderName + "/";

        if (Target.Platform == UnrealTargetPlatform.HTML5 && Target.Architecture == "-win32") // simulator
        {
            TargetSpecificPath = ICURootPath + "Win32/";
        }

        if ((Target.Platform == UnrealTargetPlatform.Win64) ||
            (Target.Platform == UnrealTargetPlatform.Win32) ||
            (Target.Platform == UnrealTargetPlatform.HTML5 && Target.Architecture == "-win32") // simulator
            )
        {
            string VSVersionFolderName = "VS" + WindowsPlatform.GetVisualStudioCompilerVersionName();
            TargetSpecificPath += VSVersionFolderName + "/";

            string[] LibraryNameStems =
            {
                "dt",                   // Data
                "uc",                   // Unicode Common
                "in",                   // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };
            string LibraryNamePostfix = (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT) ?
                                        "d" : string.Empty;

            // Library Paths
            PublicLibraryPaths.Add(TargetSpecificPath + "lib" + "/");

            EICULinkType ICULinkType = Target.IsMonolithic ? EICULinkType.Static : EICULinkType.Dynamic;
            switch (ICULinkType)
            {
            case EICULinkType.Static:
                foreach (string Stem in LibraryNameStems)
                {
                    string LibraryName = "sicu" + Stem + LibraryNamePostfix + "." + "lib";
                    PublicAdditionalLibraries.Add(LibraryName);
                }
                break;

            case EICULinkType.Dynamic:
                foreach (string Stem in LibraryNameStems)
                {
                    string LibraryName = "icu" + Stem + LibraryNamePostfix + "." + "lib";
                    PublicAdditionalLibraries.Add(LibraryName);
                }

                foreach (string Stem in LibraryNameStems)
                {
                    string LibraryName = "icu" + Stem + LibraryNamePostfix + "53" + "." + "dll";
                    PublicDelayLoadDLLs.Add(LibraryName);
                }

                if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32)
                {
                    string BinariesDir = String.Format("$(EngineDir)/Binaries/ThirdParty/ICU/{0}/{1}/VS{2}/", ICUVersion, Target.Platform.ToString(), WindowsPlatform.GetVisualStudioCompilerVersionName());
                    foreach (string Stem in LibraryNameStems)
                    {
                        string LibraryName = BinariesDir + String.Format("icu{0}{1}53.dll", Stem, LibraryNamePostfix);
                        RuntimeDependencies.Add(new RuntimeDependency(LibraryName));
                    }
                }

                bNeedsDlls = true;

                break;
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.Linux || Target.Platform == UnrealTargetPlatform.Android)
        {
            string StaticLibraryExtension = "a";

            switch (Target.Platform)
            {
            case UnrealTargetPlatform.Linux:
                TargetSpecificPath += Target.Architecture + "/";
                break;

            case UnrealTargetPlatform.Android:
                PublicLibraryPaths.Add(TargetSpecificPath + "ARMv7/lib");
                PublicLibraryPaths.Add(TargetSpecificPath + "ARM64/lib");
                PublicLibraryPaths.Add(TargetSpecificPath + "x86/lib");
                PublicLibraryPaths.Add(TargetSpecificPath + "x64/lib");
                break;
            }

            string[] LibraryNameStems =
            {
                "data",                 // Data
                "uc",                   // Unicode Common
                "i18n",                 // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };
            string LibraryNamePostfix = (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT) ?
                                        "d" : string.Empty;

            // Library Paths
            // Temporarily? only link statically on Linux too
            //EICULinkType ICULinkType = (Target.Platform == UnrealTargetPlatform.Android || Target.IsMonolithic) ? EICULinkType.Static : EICULinkType.Dynamic;
            EICULinkType ICULinkType = EICULinkType.Static;
            switch (ICULinkType)
            {
            case EICULinkType.Static:
                foreach (string Stem in LibraryNameStems)
                {
                    string LibraryName = "icu" + Stem + LibraryNamePostfix;
                    if (Target.Platform == UnrealTargetPlatform.Android)
                    {
                        // we will filter out in the toolchain
                        PublicAdditionalLibraries.Add(LibraryName);                                 // Android requires only the filename.
                    }
                    else
                    {
                        PublicAdditionalLibraries.Add(TargetSpecificPath + "lib/" + "lib" + LibraryName + "." + StaticLibraryExtension);     // Linux seems to need the path, not just the filename.
                    }
                }
                break;

            case EICULinkType.Dynamic:
                if (Target.Platform == UnrealTargetPlatform.Linux)
                {
                    string PathToBinary = String.Format("$(EngineDir)/Binaries/ThirdParty/ICU/{0}/{1}/{2}/", ICUVersion, Target.Platform.ToString(),
                                                        Target.Architecture);

                    foreach (string Stem in LibraryNameStems)
                    {
                        string LibraryName = "icu" + Stem + LibraryNamePostfix;
                        string LibraryPath = UEBuildConfiguration.UEThirdPartyBinariesDirectory + "ICU/icu4c-53_1/Linux/" + Target.Architecture + "/";

                        PublicLibraryPaths.Add(LibraryPath);
                        PublicAdditionalLibraries.Add(LibraryName);

                        // add runtime dependencies (for staging)
                        RuntimeDependencies.Add(new RuntimeDependency(PathToBinary + "lib" + LibraryName + ".so"));
                        RuntimeDependencies.Add(new RuntimeDependency(PathToBinary + "lib" + LibraryName + ".so.53"));      // version-dependent
                    }
                }
                break;
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.IOS || Target.Platform == UnrealTargetPlatform.TVOS)
        {
            string StaticLibraryExtension  = "a";
            string DynamicLibraryExtension = "dylib";

            string[] LibraryNameStems =
            {
                "data",                 // Data
                "uc",                   // Unicode Common
                "i18n",                 // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };
            string LibraryNamePostfix = (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT) ?
                                        "d" : string.Empty;

            EICULinkType ICULinkType = (Target.Platform == UnrealTargetPlatform.IOS || Target.IsMonolithic) ? EICULinkType.Static : EICULinkType.Dynamic;
            // Library Paths
            switch (ICULinkType)
            {
            case EICULinkType.Static:
                foreach (string Stem in LibraryNameStems)
                {
                    string LibraryName = "libicu" + Stem + LibraryNamePostfix + "." + StaticLibraryExtension;
                    PublicAdditionalLibraries.Add(TargetSpecificPath + "lib/" + LibraryName);
                    PublicAdditionalShadowFiles.Add(TargetSpecificPath + "lib/" + LibraryName);
                }
                break;

            case EICULinkType.Dynamic:
                foreach (string Stem in LibraryNameStems)
                {
                    if (Target.Platform == UnrealTargetPlatform.Mac)
                    {
                        string LibraryName = "libicu" + Stem + ".53.1" + LibraryNamePostfix + "." + DynamicLibraryExtension;
                        string LibraryPath = UEBuildConfiguration.UEThirdPartyBinariesDirectory + "ICU/icu4c-53_1/Mac/" + LibraryName;

                        PublicDelayLoadDLLs.Add(LibraryPath);
                        PublicAdditionalShadowFiles.Add(LibraryPath);
                        RuntimeDependencies.Add(new RuntimeDependency(LibraryPath));
                    }
                }

                bNeedsDlls = true;

                break;
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.HTML5)
        {
            // we don't bother with debug libraries on HTML5. Mainly because debugging isn't viable on html5 currently
            string StaticLibraryExtension = "bc";

            string[] LibraryNameStems =
            {
                "data",                 // Data
                "uc",                   // Unicode Common
                "i18n",                 // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };

            string OpimizationSuffix = "";
            if (UEBuildConfiguration.bCompileForSize)
            {
                OpimizationSuffix = "_Oz";
            }
            else
            {
                if (Target.Configuration == UnrealTargetConfiguration.Development)
                {
                    OpimizationSuffix = "_O2";
                }
                else if (Target.Configuration == UnrealTargetConfiguration.Shipping)
                {
                    OpimizationSuffix = "_O3";
                }
            }

            foreach (string Stem in LibraryNameStems)
            {
                string LibraryName = "libicu" + Stem + OpimizationSuffix + "." + StaticLibraryExtension;
                PublicAdditionalLibraries.Add(TargetSpecificPath + LibraryName);
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.PS4)
        {
            string   LibraryNamePrefix = "sicu";
            string[] LibraryNameStems  =
            {
                "dt",                   // Data
                "uc",                   // Unicode Common
                "in",                   // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };
            string LibraryNamePostfix = (Target.Configuration == UnrealTargetConfiguration.Debug) ?
                                        "d" : string.Empty;
            string LibraryExtension = "lib";
            foreach (string Stem in LibraryNameStems)
            {
                string LibraryName = ICURootPath + "PS4/lib/" + LibraryNamePrefix + Stem + LibraryNamePostfix + "." + LibraryExtension;
                PublicAdditionalLibraries.Add(LibraryName);
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.Switch)
        {
            string   LibraryNamePrefix = "sicu";
            string[] LibraryNameStems  =
            {
                "dt",                       // Data
                "uc",                       // Unicode Common
                "in",                       // Internationalization
                "le",                       // Layout Engine
                "lx",                       // Layout Extensions
                "io"                        // Input/Output
            };
            string LibraryNamePostfix = ""; //(Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT) ? "d" : string.Empty;
            string LibraryExtension   = "a";
            foreach (string Stem in LibraryNameStems)
            {
                string LibraryName = ICURootPath + "Switch/lib/" + LibraryNamePrefix + Stem + LibraryNamePostfix + "." + LibraryExtension;
                PublicAdditionalLibraries.Add(LibraryName);
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.XboxOne)
        {
            // Use reflection to allow type not to exist if console code is not present
            System.Type XboxOnePlatformType = System.Type.GetType("UnrealBuildTool.XboxOnePlatform,UnrealBuildTool");
            if (XboxOnePlatformType != null)
            {
                string   LibraryNamePrefix = "sicu";
                string[] LibraryNameStems  =
                {
                    "dt",                       // Data
                    "uc",                       // Unicode Common
                    "in",                       // Internationalization
                    "le",                       // Layout Engine
                    "lx",                       // Layout Extensions
                    "io"                        // Input/Output
                };
                string LibraryNamePostfix = (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT) ?
                                            "d" : string.Empty;
                string LibraryExtension = "lib";
                foreach (string Stem in LibraryNameStems)
                {
                    System.Object VersionName = XboxOnePlatformType.GetMethod("GetVisualStudioCompilerVersionName").Invoke(null, null);
                    string        LibraryName = ICURootPath + "XboxOne/VS" + VersionName.ToString() + "/lib/" + LibraryNamePrefix + Stem + LibraryNamePostfix + "." + LibraryExtension;
                    PublicAdditionalLibraries.Add(LibraryName);
                }
            }
        }

        // common defines
        if ((Target.Platform == UnrealTargetPlatform.Win64) ||
            (Target.Platform == UnrealTargetPlatform.Win32) ||
            (Target.Platform == UnrealTargetPlatform.Linux) ||
            (Target.Platform == UnrealTargetPlatform.Android) ||
            (Target.Platform == UnrealTargetPlatform.Mac) ||
            (Target.Platform == UnrealTargetPlatform.IOS) ||
            (Target.Platform == UnrealTargetPlatform.TVOS) ||
            (Target.Platform == UnrealTargetPlatform.PS4) ||
            (Target.Platform == UnrealTargetPlatform.XboxOne) ||
            (Target.Platform == UnrealTargetPlatform.HTML5) ||
            (Target.Platform == UnrealTargetPlatform.Switch)
            )
        {
            // Definitions
            Definitions.Add("U_USING_ICU_NAMESPACE=0");              // Disables a using declaration for namespace "icu".
            Definitions.Add("U_STATIC_IMPLEMENTATION");              // Necessary for linking to ICU statically.
            Definitions.Add("U_NO_DEFAULT_INCLUDE_UTF_HEADERS=1");   // Disables unnecessary inclusion of headers - inclusions are for ease of use.
            Definitions.Add("UNISTR_FROM_CHAR_EXPLICIT=explicit");   // Makes UnicodeString constructors for ICU character types explicit.
            Definitions.Add("UNISTR_FROM_STRING_EXPLICIT=explicit"); // Makes UnicodeString constructors for "char"/ICU string types explicit.
            Definitions.Add("UCONFIG_NO_TRANSLITERATION=1");         // Disables declarations and compilation of unused ICU transliteration functionality.
        }

        if (Target.Platform == UnrealTargetPlatform.PS4)
        {
            // Definitions
            Definitions.Add("ICU_NO_USER_DATA_OVERRIDE=1");
            Definitions.Add("U_PLATFORM=U_PF_ORBIS");
        }

        if (Target.Platform == UnrealTargetPlatform.XboxOne)
        {
            // Definitions
            Definitions.Add("ICU_NO_USER_DATA_OVERRIDE=1");
            Definitions.Add("U_PLATFORM=U_PF_DURANGO");
        }

        Definitions.Add("NEEDS_ICU_DLLS=" + (bNeedsDlls ? "1" : "0"));
    }
コード例 #2
0
ファイル: ICU.Build.cs プロジェクト: Jim3211/UnrealVN
    public ICU(TargetInfo Target)
    {
        Type = ModuleType.External;

        string ICURootPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "ICU/icu4c-53_1/";

        // Includes
        PublicSystemIncludePaths.Add(ICURootPath + "include" + "/");

        string PlatformFolderName = Target.Platform.ToString();

        string TargetSpecificPath = ICURootPath + PlatformFolderName + "/";

        if (Target.Platform == UnrealTargetPlatform.HTML5 && Target.Architecture == "-win32")
        {
            TargetSpecificPath = ICURootPath + "Win32/";
        }

        if ((Target.Platform == UnrealTargetPlatform.Win64) ||
            (Target.Platform == UnrealTargetPlatform.Win32) ||
            (Target.Platform == UnrealTargetPlatform.HTML5 && Target.Architecture == "-win32"))
        {
            string VSVersionFolderName = "VS" + WindowsPlatform.GetVisualStudioCompilerVersionName();
            TargetSpecificPath += VSVersionFolderName + "/";

            string[] LibraryNameStems =
            {
                "dt",                   // Data
                "uc",                   // Unicode Common
                "in",                   // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };
            string LibraryNamePostfix = (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT) ?
                                        "d" : string.Empty;

            // Library Paths
            PublicLibraryPaths.Add(TargetSpecificPath + "lib" + "/");

            EICULinkType ICULinkType = Target.IsMonolithic ? EICULinkType.Static : EICULinkType.Dynamic;
            switch (ICULinkType)
            {
            case EICULinkType.Static:
                foreach (string Stem in LibraryNameStems)
                {
                    string LibraryName = "sicu" + Stem + LibraryNamePostfix + "." + "lib";
                    PublicAdditionalLibraries.Add(LibraryName);
                }
                break;

            case EICULinkType.Dynamic:
                foreach (string Stem in LibraryNameStems)
                {
                    string LibraryName = "icu" + Stem + LibraryNamePostfix + "." + "lib";
                    PublicAdditionalLibraries.Add(LibraryName);
                }

                foreach (string Stem in LibraryNameStems)
                {
                    string LibraryName = "icu" + Stem + LibraryNamePostfix + "53" + "." + "dll";
                    PublicDelayLoadDLLs.Add(LibraryName);
                }
                break;
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.Linux || Target.Platform == UnrealTargetPlatform.Android)
        {
            string StaticLibraryExtension = "a";

            switch (Target.Platform)
            {
            case UnrealTargetPlatform.Linux:
                TargetSpecificPath += Target.Architecture + "/";
                break;

            case UnrealTargetPlatform.Android:
                PublicLibraryPaths.Add(TargetSpecificPath + "ARMv7/lib");
                PublicLibraryPaths.Add(TargetSpecificPath + "ARM64/lib");
                PublicLibraryPaths.Add(TargetSpecificPath + "x86/lib");
                PublicLibraryPaths.Add(TargetSpecificPath + "x64/lib");
                break;
            }

            string[] LibraryNameStems =
            {
                "data",                 // Data
                "uc",                   // Unicode Common
                "i18n",                 // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };
            string LibraryNamePostfix = (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT) ?
                                        "d" : string.Empty;

            // Library Paths
            EICULinkType ICULinkType = (Target.Platform == UnrealTargetPlatform.Android || Target.IsMonolithic) ? EICULinkType.Static : EICULinkType.Dynamic;
            switch (ICULinkType)
            {
            case EICULinkType.Static:
                foreach (string Stem in LibraryNameStems)
                {
                    string LibraryName = "icu" + Stem + LibraryNamePostfix;
                    if (Target.Platform == UnrealTargetPlatform.Android)
                    {
                        // we will filter out in the toolchain
                        PublicAdditionalLibraries.Add(LibraryName);                                 // Android requires only the filename.
                    }
                    else
                    {
                        PublicAdditionalLibraries.Add(TargetSpecificPath + "lib/" + "lib" + LibraryName + "." + StaticLibraryExtension);     // Linux seems to need the path, not just the filename.
                    }
                }
                break;

            case EICULinkType.Dynamic:
                foreach (string Stem in LibraryNameStems)
                {
                    if (Target.Platform == UnrealTargetPlatform.Linux)
                    {
                        string LibraryName = "icu" + Stem + LibraryNamePostfix;
                        string LibraryPath = UEBuildConfiguration.UEThirdPartyBinariesDirectory + "ICU/icu4c-53_1/Linux/" + Target.Architecture + "/";

                        PublicLibraryPaths.Add(LibraryPath);
                        PublicAdditionalLibraries.Add(LibraryName);
                    }
                }
                break;
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.IOS)
        {
            string StaticLibraryExtension  = "a";
            string DynamicLibraryExtension = "dylib";

            string[] LibraryNameStems =
            {
                "data",                 // Data
                "uc",                   // Unicode Common
                "i18n",                 // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };
            string LibraryNamePostfix = (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT) ?
                                        "d" : string.Empty;

            EICULinkType ICULinkType = (Target.Platform == UnrealTargetPlatform.IOS || Target.IsMonolithic) ? EICULinkType.Static : EICULinkType.Dynamic;
            // Library Paths
            switch (ICULinkType)
            {
            case EICULinkType.Static:
                foreach (string Stem in LibraryNameStems)
                {
                    string LibraryName = "libicu" + Stem + LibraryNamePostfix + "." + StaticLibraryExtension;
                    PublicAdditionalLibraries.Add(TargetSpecificPath + "lib/" + LibraryName);
                    if (Target.Platform == UnrealTargetPlatform.IOS)
                    {
                        PublicAdditionalShadowFiles.Add(TargetSpecificPath + "lib/" + LibraryName);
                    }
                }
                break;

            case EICULinkType.Dynamic:
                foreach (string Stem in LibraryNameStems)
                {
                    if (Target.Platform == UnrealTargetPlatform.Mac)
                    {
                        string LibraryName = "libicu" + Stem + ".53.1" + LibraryNamePostfix + "." + DynamicLibraryExtension;
                        string LibraryPath = UEBuildConfiguration.UEThirdPartyBinariesDirectory + "ICU/icu4c-53_1/Mac/" + LibraryName;

                        PublicDelayLoadDLLs.Add(LibraryPath);
                        PublicAdditionalShadowFiles.Add(LibraryPath);
                    }
                    else if (Target.Platform == UnrealTargetPlatform.Linux)
                    {
                        string LibraryName = "icu" + Stem + LibraryNamePostfix;
                        string LibraryPath = UEBuildConfiguration.UEThirdPartyBinariesDirectory + "ICU/icu4c-53_1/Linux/" + Target.Architecture + "/";

                        PublicLibraryPaths.Add(LibraryPath);
                        PublicAdditionalLibraries.Add(LibraryName);
                    }
                }
                break;
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.HTML5)
        {
            // we don't bother with debug libraries on HTML5. Mainly because debugging isn't viable on html5 currently
            string StaticLibraryExtension = "bc";

            string[] LibraryNameStems =
            {
                "data",                 // Data
                "uc",                   // Unicode Common
                "i18n",                 // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };

            foreach (string Stem in LibraryNameStems)
            {
                string LibraryName = "libicu" + Stem + "." + StaticLibraryExtension;
                PublicAdditionalLibraries.Add(TargetSpecificPath + LibraryName);
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.PS4)
        {
            string   LibraryNamePrefix = "sicu";
            string[] LibraryNameStems  =
            {
                "dt",                   // Data
                "uc",                   // Unicode Common
                "in",                   // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };
            string LibraryNamePostfix = (Target.Configuration == UnrealTargetConfiguration.Debug) ?
                                        "d" : string.Empty;
            string LibraryExtension = "lib";
            foreach (string Stem in LibraryNameStems)
            {
                string LibraryName = ICURootPath + "PS4/lib/" + LibraryNamePrefix + Stem + LibraryNamePostfix + "." + LibraryExtension;
                PublicAdditionalLibraries.Add(LibraryName);
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.XboxOne)
        {
            string   LibraryNamePrefix = "sicu";
            string[] LibraryNameStems  =
            {
                "dt",                   // Data
                "uc",                   // Unicode Common
                "in",                   // Internationalization
                "le",                   // Layout Engine
                "lx",                   // Layout Extensions
                "io"                    // Input/Output
            };
            string LibraryNamePostfix = (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT) ?
                                        "d" : string.Empty;
            string LibraryExtension = "lib";
            foreach (string Stem in LibraryNameStems)
            {
                string LibraryName = ICURootPath + "XboxOne/lib/" + LibraryNamePrefix + Stem + LibraryNamePostfix + "." + LibraryExtension;
                PublicAdditionalLibraries.Add(LibraryName);
            }
        }

        // common defines
        if ((Target.Platform == UnrealTargetPlatform.Win64) ||
            (Target.Platform == UnrealTargetPlatform.Win32) ||
            (Target.Platform == UnrealTargetPlatform.Linux) ||
            (Target.Platform == UnrealTargetPlatform.Android) ||
            (Target.Platform == UnrealTargetPlatform.Mac) ||
            (Target.Platform == UnrealTargetPlatform.IOS) ||
            (Target.Platform == UnrealTargetPlatform.PS4) ||
            (Target.Platform == UnrealTargetPlatform.XboxOne) ||
            (Target.Platform == UnrealTargetPlatform.HTML5))
        {
            // Definitions
            Definitions.Add("U_USING_ICU_NAMESPACE=0");              // Disables a using declaration for namespace "icu".
            Definitions.Add("U_STATIC_IMPLEMENTATION");              // Necessary for linking to ICU statically.
            Definitions.Add("U_NO_DEFAULT_INCLUDE_UTF_HEADERS=1");   // Disables unnecessary inclusion of headers - inclusions are for ease of use.
            Definitions.Add("UNISTR_FROM_CHAR_EXPLICIT=explicit");   // Makes UnicodeString constructors for ICU character types explicit.
            Definitions.Add("UNISTR_FROM_STRING_EXPLICIT=explicit"); // Makes UnicodeString constructors for "char"/ICU string types explicit.
            Definitions.Add("UCONFIG_NO_TRANSLITERATION=1");         // Disables declarations and compilation of unused ICU transliteration functionality.
        }

        if (Target.Platform == UnrealTargetPlatform.PS4)
        {
            // Definitions
            Definitions.Add("ICU_NO_USER_DATA_OVERRIDE=1");
            Definitions.Add("U_PLATFORM=U_PF_ORBIS");
        }

        if (Target.Platform == UnrealTargetPlatform.XboxOne)
        {
            // Definitions
            Definitions.Add("ICU_NO_USER_DATA_OVERRIDE=1");
            Definitions.Add("U_PLATFORM=U_PF_DURANGO");
        }
    }