53 lines
1.8 KiB
C#
53 lines
1.8 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System.Collections.Generic;
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using EpicGames.Core;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Data common to all generated Project entries
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/// </summary>
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class Project
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{
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/// Platforms supported by the target
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public UnrealTargetPlatform[] SupportedPlatforms;
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/// Extra supported build configurations. Normally the target rules determines these, but for synthetic targets we'll add them here.
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public List<UnrealTargetConfiguration> ExtraSupportedConfigurations = new List<UnrealTargetConfiguration>();
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/// Extra supported build platforms. Normally the target rules determines these, but for synthetic targets we'll add them here.
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public List<UnrealTargetPlatform> ExtraSupportedPlatforms = new List<UnrealTargetPlatform>();
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/// If true, forces Development configuration regardless of which configuration is set as the Solution Configuration
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public bool ForceDevelopmentConfiguration = false;
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/// Whether the project requires 'Deploy' option set (VC projects)
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public bool ProjectDeploys = false;
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public Project(UnrealTargetPlatform[] SupportedPlatforms)
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{
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this.SupportedPlatforms = SupportedPlatforms;
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}
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/// Optional target rules for this target. If the target came from a *.Target.cs file on disk, then it will have one of these.
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/// For targets that are synthetic (like UnrealBuildTool or other manually added project files) we won't have a rules object for those.
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/// Never set for an untargeted project
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public TargetRules? TargetRules
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{
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get;
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protected set;
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} = null;
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/// <summary>
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/// Path to the .uproject file on disk
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/// Never set for an untargeted project.
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/// </summary>
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public FileReference? UnrealProjectFilePath
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{
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get;
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protected set;
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} = null;
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}
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}
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