本文整理汇总了C#中UnrealBuildTool.UEBuildTarget.GetAppName方法的典型用法代码示例。如果您正苦于以下问题:C# UEBuildTarget.GetAppName方法的具体用法?C# UEBuildTarget.GetAppName怎么用?C# UEBuildTarget.GetAppName使用的例子?那么, 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.UEBuildTarget
的用法示例。
在下文中一共展示了UEBuildTarget.GetAppName方法的2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: SetupBinaryLinkEnvironment
private LinkEnvironment SetupBinaryLinkEnvironment(UEBuildTarget Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CPPEnvironment CompileEnvironment)
{
LinkEnvironment BinaryLinkEnvironment = LinkEnvironment.DeepCopy();
HashSet<UEBuildModule> LinkEnvironmentVisitedModules = new HashSet<UEBuildModule>();
List<UEBuildBinary> BinaryDependencies = new List<UEBuildBinary>();
CompileEnvironment.Config.bIsBuildingDLL = IsBuildingDll(Config.Type);
CompileEnvironment.Config.bIsBuildingLibrary = IsBuildingLibrary(Config.Type);
CPPEnvironment BinaryCompileEnvironment = CompileEnvironment.DeepCopy();
// @Hack: This to prevent UHT from listing CoreUObject.generated.cpp as its dependency.
// We flag the compile environment when we build UHT so that we don't need to check
// this for each file when generating their dependencies.
BinaryCompileEnvironment.bHackHeaderGenerator = (Target.GetAppName() == "UnrealHeaderTool");
// @todo: This should be in some Windows code somewhere...
// Set the original file name macro; used in PCLaunch.rc to set the binary metadata fields.
string OriginalFilename = (Config.OriginalOutputFilePaths != null) ?
Config.OriginalOutputFilePaths[0].GetFileName() :
Config.OutputFilePaths[0].GetFileName();
BinaryCompileEnvironment.Config.Definitions.Add("ORIGINAL_FILE_NAME=\"" + OriginalFilename + "\"");
foreach (UEBuildModule Module in Modules)
{
List<FileItem> LinkInputFiles;
if (Module.Binary == null || Module.Binary == this)
{
// Compile each module.
Log.TraceVerbose("Compile module: " + Module.Name);
LinkInputFiles = Module.Compile(Target, ToolChain, CompileEnvironment, BinaryCompileEnvironment);
// NOTE: Because of 'Shared PCHs', in monolithic builds the same PCH file may appear as a link input
// multiple times for a single binary. We'll check for that here, and only add it once. This avoids
// a linker warning about redundant .obj files.
foreach (FileItem LinkInputFile in LinkInputFiles)
{
if (!BinaryLinkEnvironment.InputFiles.Contains(LinkInputFile))
{
BinaryLinkEnvironment.InputFiles.Add(LinkInputFile);
}
}
}
else
{
BinaryDependencies.Add(Module.Binary);
}
if (!BuildConfiguration.bRunUnrealCodeAnalyzer)
{
// Allow the module to modify the link environment for the binary.
Module.SetupPrivateLinkEnvironment(this, BinaryLinkEnvironment, BinaryDependencies, LinkEnvironmentVisitedModules);
}
}
// Allow the binary dependencies to modify the link environment.
foreach (UEBuildBinary BinaryDependency in BinaryDependencies)
{
BinaryDependency.SetupDependentLinkEnvironment(BinaryLinkEnvironment);
}
// Remove the default resource file on Windows (PCLaunch.rc) if the user has specified their own
if (BinaryLinkEnvironment.InputFiles.Select(Item => Path.GetFileName(Item.AbsolutePath).ToLower()).Any(Name => Name.EndsWith(".res") && !Name.EndsWith(".inl.res") && Name != "pclaunch.rc.res"))
{
BinaryLinkEnvironment.InputFiles.RemoveAll(x => Path.GetFileName(x.AbsolutePath).ToLower() == "pclaunch.rc.res");
}
// Set the link output file.
BinaryLinkEnvironment.Config.OutputFilePaths = Config.OutputFilePaths.ToList();
// Set whether the link is allowed to have exports.
BinaryLinkEnvironment.Config.bHasExports = Config.bAllowExports;
// Set the output folder for intermediate files
BinaryLinkEnvironment.Config.IntermediateDirectory = Config.IntermediateDirectory;
// Put the non-executable output files (PDB, import library, etc) in the same directory as the production
BinaryLinkEnvironment.Config.OutputDirectory = Config.OutputFilePaths[0].Directory;
// Setup link output type
BinaryLinkEnvironment.Config.bIsBuildingDLL = IsBuildingDll(Config.Type);
BinaryLinkEnvironment.Config.bIsBuildingLibrary = IsBuildingLibrary(Config.Type);
BinaryLinkEnvironment.Config.ProjectFile = Target.ProjectFile;
return BinaryLinkEnvironment;
}
示例2: RecursivelyProcessUnboundModules
public override void RecursivelyProcessUnboundModules(UEBuildTarget Target, ref Dictionary<string, UEBuildBinary> Binaries, UEBuildBinary ExecutableBinary)
{
// Make sure this module is bound to a binary
if( !bIncludedInTarget )
{
throw new BuildException( "Module '{0}' should already have been bound to a binary!", Name );
}
var AllModuleNames = new List<string>();
AllModuleNames.AddRange( PrivateDependencyModuleNames );
AllModuleNames.AddRange( PublicDependencyModuleNames );
AllModuleNames.AddRange( DynamicallyLoadedModuleNames );
AllModuleNames.AddRange( PlatformSpecificDynamicallyLoadedModuleNames );
foreach( var DependencyName in AllModuleNames )
{
var DependencyModule = Target.FindOrCreateModuleByName(DependencyName);
// Skip modules that are included with the target (externals)
if( !DependencyModule.bIncludedInTarget )
{
if( !Binaries.ContainsKey( DependencyModule.Name ) )
{
UEBuildBinary BinaryToBindTo;
if (Target.ShouldCompileMonolithic())
{
// When linking monolithically, any unbound modules will be linked into the main executable
BinaryToBindTo = ExecutableBinary;
}
else
{
// Is this a Rocket module?
bool bIsRocketModule = RulesCompiler.IsRocketProjectModule(DependencyName);
// Is this a plugin module?
var PluginInfo = Plugins.GetPluginInfoForModule( DependencyName );
string OutputFilePath = Target.MakeBinaryPath(DependencyModule.Name, Target.GetAppName() + "-" + DependencyModule.Name, UEBuildBinaryType.DynamicLinkLibrary, Target.Rules.Type, bIsRocketModule, PluginInfo, "");
// If it's an engine module, output intermediates to the engine intermediates directory.
string IntermediateDirectory = Binary.Config.IntermediateDirectory;
if (PluginInfo == null && IntermediateDirectory != Target.EngineIntermediateDirectory && Path.GetFullPath(DependencyModule.ModuleDirectory).StartsWith(Path.GetFullPath(BuildConfiguration.RelativeEnginePath)))
{
IntermediateDirectory = Target.EngineIntermediateDirectory;
}
// When using modular linkage, unbound modules will be linked into their own DLL files
UEBuildBinaryConfiguration Config = new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.DynamicLinkLibrary,
InOutputFilePath: OutputFilePath,
InIntermediateDirectory: IntermediateDirectory,
bInAllowExports: true,
InModuleNames: new List<string> { DependencyModule.Name },
InTargetName: Target.GetAppName(),
bInIsCrossTarget: PlatformSpecificDynamicallyLoadedModuleNames.Contains(DependencyName) && !DynamicallyLoadedModuleNames.Contains(DependencyName),
InTargetConfiguration: Target.Configuration,
bInCompileMonolithic: Target.ShouldCompileMonolithic() );
// Fix up the binary path if this is module specifies an alternate output directory
Config.OutputFilePath = DependencyModule.FixupOutputPath(Config.OutputFilePath);
BinaryToBindTo = new UEBuildBinaryCPP( Target, Config );
}
Binaries[ DependencyModule.Name ] = BinaryToBindTo;
// Bind this module
DependencyModule.Binary = BinaryToBindTo;
DependencyModule.bIncludedInTarget = true;
// Also add binaries for this module's dependencies
DependencyModule.RecursivelyProcessUnboundModules( Target, ref Binaries, ExecutableBinary );
}
}
if (Target.ShouldCompileMonolithic() == false)
{
// Check to see if there is a circular relationship between the module and it's referencer
if( DependencyModule.Binary != null )
{
if( CircularlyReferencedDependentModules.Contains( DependencyName ) )
{
DependencyModule.Binary.SetCreateImportLibrarySeparately( true );
}
}
}
}
// Also make sure module entries are created for any module that is pulled in as an "include path" module.
// These modules are never linked in unless they were referenced as an actual dependency of a different module,
// but we still need to keep track of them so that we can find their include paths when setting up our
// module's include paths.
RecursivelyAddIncludePathModules( Target, bPublicIncludesOnly:false );
}