本文整理汇总了C#中UnrealBuildTool.CPPEnvironment.CompileRCFiles方法的典型用法代码示例。如果您正苦于以下问题:C# CPPEnvironment.CompileRCFiles方法的具体用法?C# CPPEnvironment.CompileRCFiles怎么用?C# CPPEnvironment.CompileRCFiles使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnrealBuildTool.CPPEnvironment
的用法示例。
在下文中一共展示了CPPEnvironment.CompileRCFiles方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Compile
//.........这里部分代码省略.........
LinkInputFiles.AddRange( ModuleCompileEnvironment.CompileFiles( CPPFilesToCompile, Name ).ObjectFiles );
}
}
// Compile C files directly.
LinkInputFiles.AddRange(ModuleCompileEnvironment.CompileFiles(CFiles, Name).ObjectFiles);
// Compile CC files directly.
LinkInputFiles.AddRange(ModuleCompileEnvironment.CompileFiles(CCFiles, Name).ObjectFiles);
// Compile MM files directly.
LinkInputFiles.AddRange(ModuleCompileEnvironment.CompileFiles(MMFiles, Name).ObjectFiles);
// If we're building Rocket, generate a static library for this module
if(RedistStaticLibraryPath != null)
{
// Create a link environment for it
LinkEnvironment RedistLinkEnvironment = new LinkEnvironment();
RedistLinkEnvironment.InputFiles.AddRange(LinkInputFiles);
RedistLinkEnvironment.Config.TargetArchitecture = CompileEnvironment.Config.TargetArchitecture;
RedistLinkEnvironment.Config.TargetConfiguration = CompileEnvironment.Config.TargetConfiguration;
RedistLinkEnvironment.Config.TargetPlatform = CompileEnvironment.Config.TargetPlatform;
RedistLinkEnvironment.Config.bIsBuildingDLL = false;
RedistLinkEnvironment.Config.bIsBuildingLibrary = true;
RedistLinkEnvironment.Config.IntermediateDirectory = Binary.Config.IntermediateDirectory;
RedistLinkEnvironment.Config.OutputFilePath = RedistStaticLibraryPath;
// Replace the items built so far with the library
FileItem RedistLibrary = RedistLinkEnvironment.LinkExecutable(false);
LinkInputFiles.Clear();
}
// Compile RC files.
LinkInputFiles.AddRange(ModuleCompileEnvironment.CompileRCFiles(RCFiles).ObjectFiles);
// Keep track of this module's public and private UObject source files, so that we can pass those off to UHT if needed
{
string ModuleSourceFolder = Path.GetFullPath( this.ModuleDirectory );
var ModuleClassesSourceFolder = Path.Combine( ModuleSourceFolder, "Classes" ); // @todo uht: Want to deprecate this eventually
foreach( var SourceFile in SourceFiles )
{
// Will always be a cache hit (we did this earlier during Compile())
var IncludedFiles = ModuleCompileEnvironment.GetIncludeDependencies( SourceFile );
// Also check for intrinsic classes like "Object.h", which are special cases because they are never included in compiled code and exist only for UHT to parse
{
// Runtime/CoreUObject/Classes/Object.h
{
var IntrinsicFileItem = FileItem.GetExistingItemByPath( Path.Combine( ProjectFileGenerator.EngineRelativePath, "Source", "Runtime", Path.Combine( "CoreUObject", "Classes", "Object.h" ) ) ); // @todo uht: In Classes folder right now
if( !IntrinsicFileItem.bExists )
{
throw new BuildException( "Expecting " + IntrinsicFileItem.AbsolutePath + " to exist" );
}
IntrinsicFileItem.HasUObjects = true;
IncludedFiles.Add( IntrinsicFileItem );
}
// Runtime/Engine/Classes/Model.h
{
var IntrinsicFileItem = FileItem.GetExistingItemByPath( Path.Combine( ProjectFileGenerator.EngineRelativePath, "Source", "Runtime", Path.Combine( "Engine", "Classes", "Intrinsic", "Model.h" ) ) ); // @todo uht: In Classes folder right now
if( !IntrinsicFileItem.bExists )
{
throw new BuildException( "Expecting " + IntrinsicFileItem.AbsolutePath + " to exist" );
}
IntrinsicFileItem.HasUObjects = true;
IncludedFiles.Add( IntrinsicFileItem );