Files
UnrealEngine/Engine/Source/ThirdParty/libvpx/libvpx.build.cs
2025-05-18 13:04:45 +08:00

39 lines
1.6 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class LibVpx : ModuleRules
{
protected virtual string LibVpxVersion { get { return "libvpx-1.14.1"; } }
protected virtual string RootDirectory { get { return Target.UEThirdPartySourceDirectory; } }
protected virtual string LibvpxIncludePath { get { return Path.Combine(RootDirectory, "libvpx", LibVpxVersion, "include"); } }
protected virtual string LibvpxLibraryPath { get { return Path.Combine(RootDirectory, "libvpx", LibVpxVersion, "lib"); } }
public LibVpx(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
string LibraryPath = LibvpxLibraryPath + "/";
string Config = Target.Configuration == UnrealTargetConfiguration.Debug ? "Debug" : "Release";
if ((Target.Platform == UnrealTargetPlatform.Win64))
{
// TODO (william.belcher): Do we really need to ship debug binaries?
Config = "Release";
string PlatformSubdir = Target.Architecture == UnrealArch.Arm64 ? "WinArm64" : "Win64";
PublicAdditionalLibraries.Add(Path.Combine(LibvpxLibraryPath, PlatformSubdir, Config, "libvpx.lib"));
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
{
PublicAdditionalLibraries.Add(Path.Combine(LibvpxLibraryPath, "Unix", Target.Architecture.LinuxName, ((Target.LinkType == TargetLinkType.Monolithic) ? "libvpx.a" : "libvpx_fPIC.a")));
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalLibraries.Add(Path.Combine(LibvpxLibraryPath, "Mac", ((Target.LinkType == TargetLinkType.Monolithic) ? "libvpx.a" : "libvpx_fPIC.a")));
}
PublicSystemIncludePaths.Add(LibvpxIncludePath);
}
}