private bool IsPartOfUE4XcodeHelperTarget(XcodeSourceFile SourceFile) { string FileExtension = Path.GetExtension(SourceFile.FilePath); if (IsSourceCode(FileExtension)) // || GetFileType(FileExtension) == "sourcecode.c.h") @todo: It seemed that headers need to be added to project for live issues detection to work in them { foreach (string PlatformName in Enum.GetNames(typeof(UnrealTargetPlatform))) { string AltName = PlatformName == "Win32" || PlatformName == "Win64" ? "windows" : PlatformName.ToLower(); if ((SourceFile.FilePath.ToLower().Contains("/" + PlatformName.ToLower() + "/") || SourceFile.FilePath.ToLower().Contains("/" + AltName + "/")) && PlatformName != "Mac") { // UE4XcodeHelper is Mac only target, so skip other platforms files return(false); } else if (SourceFile.FilePath.EndsWith("SimplygonMeshReduction.cpp") || SourceFile.FilePath.EndsWith("MeshBoneReduction.cpp") || SourceFile.FilePath.EndsWith("Android.cpp") || SourceFile.FilePath.EndsWith("Amazon.cpp") || SourceFile.FilePath.EndsWith("FacebookModule.cpp") || SourceFile.FilePath.EndsWith("SDL_angle.c") || SourceFile.FilePath.Contains("VisualStudioSourceCodeAccess") || SourceFile.FilePath.Contains("AndroidDevice") || SourceFile.FilePath.Contains("IOSDevice") || SourceFile.FilePath.Contains("WindowsDevice") || SourceFile.FilePath.Contains("WindowsMoviePlayer") || SourceFile.FilePath.EndsWith("IOSTapJoy.cpp")) { // @todo: We need a way to filter out files that use SDKs we don't have return(false); } } return(true); } return(false); }
public static bool IsWhiteLabeling() { if (!CompanyName.ToLower().Equals(defaultCompanyName.ToLower()) || !PlatformName.ToLower().Equals(defaultPlatformName.ToLower()) || !HelpBaseURL.ToLower().Equals(defaultHelpBaseURL.ToLower()) || OutSystemsInternalFeatures != defaultOutSystemsInternalFeatures) { return(true); } else { return(false); } }