Files
UnrealEngine/Engine/Source/Developer/StandaloneRenderer/StandaloneRenderer.Build.cs
2025-05-18 13:04:45 +08:00

46 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class StandaloneRenderer : ModuleRules
{
public StandaloneRenderer(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"ApplicationCore",
"ImageWrapper",
"InputCore",
"SlateCore",
"SlateNullRenderer",
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenGL");
if (Target.Platform == UnrealTargetPlatform.Win64)
{
// @todo: This should be private? Not sure!!
AddEngineThirdPartyPrivateStaticDependencies(Target, "DX11");
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicFrameworks.AddRange(new string[] { "QuartzCore", "IOSurface" });
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Linux))
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "SDL3");
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.IOS))
{
PublicFrameworks.AddRange(new string[] { "OpenGLES", "GLKit" });
// weak for IOS8 support since CAMetalLayer is in QuartzCore
PublicWeakFrameworks.AddRange(new string[] { "QuartzCore" });
}
RuntimeDependencies.Add("$(EngineDir)/Shaders/StandaloneRenderer/...", StagedFileType.UFS);
}
}