125 lines
1.8 KiB
C++
125 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BuildSettings.h"
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namespace BuildSettings
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{
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bool IsLicenseeVersion()
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{
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return ENGINE_IS_LICENSEE_VERSION;
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}
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int GetEngineVersionMajor()
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{
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return ENGINE_VERSION_MAJOR;
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}
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int GetEngineVersionMinor()
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{
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return ENGINE_VERSION_MINOR;
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}
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int GetEngineVersionHotfix()
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{
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return ENGINE_VERSION_HOTFIX;
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}
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const TCHAR* GetEngineVersionString()
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{
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return TEXT(ENGINE_VERSION_STRING);
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}
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int GetCurrentChangelist()
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{
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return CURRENT_CHANGELIST;
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}
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int GetCompatibleChangelist()
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{
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return COMPATIBLE_CHANGELIST;
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}
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const TCHAR* GetBranchName()
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{
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return TEXT(BRANCH_NAME);
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}
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const TCHAR* GetBuildDate()
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{
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return TEXT(__DATE__);
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}
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const TCHAR* GetBuildTime()
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{
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return TEXT(__TIME__);
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}
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const TCHAR* GetBuildVersion()
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{
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return TEXT(BUILD_VERSION);
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}
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bool IsPromotedBuild()
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{
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return ENGINE_IS_PROMOTED_BUILD;
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}
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bool IsWithDebugInfo()
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{
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return UE_WITH_DEBUG_INFO;
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}
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const TCHAR* GetBuildURL()
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{
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return TEXT(BUILD_SOURCE_URL);
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}
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const TCHAR* GetBuildUser()
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{
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return TEXT(BUILD_USER);
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}
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const TCHAR* GetBuildUserDomain()
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{
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return TEXT(BUILD_USERDOMAINNAME);
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}
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const TCHAR* GetBuildMachine()
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{
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return TEXT(BUILD_MACHINENAME);
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}
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const TCHAR* GetLiveCodingEngineDir()
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{
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#ifdef UE_LIVE_CODING_ENGINE_DIR
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return TEXT(UE_LIVE_CODING_ENGINE_DIR);
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#else
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return nullptr;
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#endif
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}
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const TCHAR* GetLiveCodingProject()
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{
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#ifdef UE_LIVE_CODING_PROJECT
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return TEXT(UE_LIVE_CODING_PROJECT);
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#else
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return nullptr;
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#endif
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}
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uint64 GetPersistentAllocatorReserveSize()
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{
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return UE_PERSISTENT_ALLOCATOR_RESERVE_SIZE;
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}
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const char* GetVfsPaths()
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{
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return UE_VFS_PATHS;
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}
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const TCHAR* GetVfsPathsWide()
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{
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return TEXT(UE_VFS_PATHS);
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}
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}
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