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C# CPPTargetPlatform类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中CPPTargetPlatform的典型用法代码示例。如果您正苦于以下问题:C# CPPTargetPlatform类的具体用法?C# CPPTargetPlatform怎么用?C# CPPTargetPlatform使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



CPPTargetPlatform类属于命名空间,在下文中一共展示了CPPTargetPlatform类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: VCEnvironment

        private VCEnvironment(CPPTargetPlatform InPlatform)
        {
            Platform = InPlatform;

            // If Visual Studio is not installed, the Windows SDK path will be used, which also happens to be the same
            // directory. (It installs the toolchain into the folder where Visual Studio would have installed it to).
            BaseVSToolPath = WindowsPlatform.GetVSComnToolsPath();
            if (string.IsNullOrEmpty(BaseVSToolPath))
            {
                throw new BuildException("Visual Studio 2012 or Visual Studio 2013 must be installed in order to build this target.");
            }

            WindowsSDKDir = FindWindowsSDKInstallationFolder(Platform);
            PlatformVSToolPath = GetPlatformVSToolPath(Platform, BaseVSToolPath);
            CompilerPath = GetCompilerToolPath(PlatformVSToolPath);
            CLExeVersion = FindCLExeVersion(CompilerPath);
            LinkerPath = GetLinkerToolPath(PlatformVSToolPath);
            LibraryLinkerPath = GetLibraryLinkerToolPath(PlatformVSToolPath);
            ResourceCompilerPath = GetResourceCompilerToolPath(Platform, WindowsSDKDir);

            var VCVarsBatchFile = Path.Combine(BaseVSToolPath, (Platform == CPPTargetPlatform.Win64) ? "../../VC/bin/x86_amd64/vcvarsx86_amd64.bat" : "vsvars32.bat");
            Utils.SetEnvironmentVariablesFromBatchFile(VCVarsBatchFile);

            // When targeting Windows XP on Visual Studio 2012+, we need to override the Windows SDK include and lib path set
            // by the batch file environment (http://blogs.msdn.com/b/vcblog/archive/2012/10/08/10357555.aspx)
            if (WindowsPlatform.IsWindowsXPSupported())
            {
                // Lib and bin folders have a x64 subfolder for 64 bit development.
                var ConfigSuffix = (Platform == CPPTargetPlatform.Win64) ? "\\x64" : "";

                Environment.SetEnvironmentVariable("PATH", Utils.ResolveEnvironmentVariable(WindowsSDKDir + "bin" + ConfigSuffix + ";%PATH%"));
                Environment.SetEnvironmentVariable("LIB", Utils.ResolveEnvironmentVariable(WindowsSDKDir + "lib" + ConfigSuffix + ";%LIB%"));
                Environment.SetEnvironmentVariable("INCLUDE", Utils.ResolveEnvironmentVariable(WindowsSDKDir + "include;%INCLUDE%"));
            }
        }
开发者ID:rajeshwarn,项目名称:STEngine,代码行数:35,代码来源:VCEnvironment.cs


示例2: VCEnvironment

		private VCEnvironment(CPPTargetPlatform InPlatform, bool bSupportWindowsXP)
		{
			Platform = InPlatform;

			// Get the Visual Studio install directory
			WindowsPlatform.TryGetVSInstallDir(WindowsPlatform.Compiler, out VSInstallDir);

			// Get the Visual C++ compiler install directory. 
			if(!WindowsPlatform.TryGetVCInstallDir(WindowsPlatform.Compiler, out VCInstallDir))
			{
				throw new BuildException(WindowsPlatform.GetCompilerName(WindowsPlatform.Compiler) + " must be installed in order to build this target.");
			}

			WindowsSDKDir = FindWindowsSDKInstallationFolder(Platform, bSupportWindowsXP);
			WindowsSDKLibVersion = FindWindowsSDKLibVersion(WindowsSDKDir);
			WindowsSDKExtensionDir = FindWindowsSDKExtensionInstallationFolder();
			NetFxSDKExtensionDir = FindNetFxSDKExtensionInstallationFolder();
			WindowsSDKExtensionHeaderLibVersion = FindWindowsSDKExtensionLatestVersion(WindowsSDKExtensionDir);
			UniversalCRTDir = bSupportWindowsXP ? "" : FindUniversalCRTInstallationFolder();
			UniversalCRTVersion = bSupportWindowsXP ? "0.0.0.0" : FindUniversalCRTVersion(UniversalCRTDir);

			VCToolPath32 = GetVCToolPath32(VCInstallDir);
			VCToolPath64 = GetVCToolPath64(VCInstallDir);

			// Compile using 64 bit tools for 64 bit targets, and 32 for 32.
			DirectoryReference CompilerDir = (Platform == CPPTargetPlatform.Win64) ? VCToolPath64 : VCToolPath32;

			// Regardless of the target, if we're linking on a 64 bit machine, we want to use the 64 bit linker (it's faster than the 32 bit linker and can handle large linking jobs)
			DirectoryReference LinkerDir = VCToolPath64;

			CompilerPath = GetCompilerToolPath(InPlatform, CompilerDir);
			CLExeVersion = FindCLExeVersion(CompilerPath.FullName);
			LinkerPath = GetLinkerToolPath(InPlatform, LinkerDir);
			LibraryManagerPath = GetLibraryLinkerToolPath(InPlatform, LinkerDir);
			ResourceCompilerPath = new FileReference(GetResourceCompilerToolPath(Platform, bSupportWindowsXP));

            // Make sure the base 32-bit VS tool path is in the PATH, regardless of which configuration we're using. The toolchain may need to reference support DLLs from this directory (eg. mspdb120.dll).
            string PathEnvironmentVariable = Environment.GetEnvironmentVariable("PATH") ?? "";
            if (!PathEnvironmentVariable.Split(';').Any(x => String.Compare(x, VCToolPath32.FullName, true) == 0))
            {
                PathEnvironmentVariable = VCToolPath32.FullName + ";" + PathEnvironmentVariable;
                Environment.SetEnvironmentVariable("PATH", PathEnvironmentVariable);
            }

			// Setup the INCLUDE environment variable
			List<string> IncludePaths = GetVisualCppIncludePaths(VCInstallDir.FullName, UniversalCRTDir, UniversalCRTVersion, NetFxSDKExtensionDir, WindowsSDKDir, WindowsSDKLibVersion, bSupportWindowsXP);
			if(InitialIncludePaths != null)
			{
				IncludePaths.Add(InitialIncludePaths);
			}
            Environment.SetEnvironmentVariable("INCLUDE", String.Join(";", IncludePaths));
			
			// Setup the LIB environment variable
            List<string> LibraryPaths = GetVisualCppLibraryPaths(VCInstallDir.FullName, UniversalCRTDir, UniversalCRTVersion, NetFxSDKExtensionDir, WindowsSDKDir, WindowsSDKLibVersion, Platform, bSupportWindowsXP);
			if(InitialLibraryPaths != null)
			{
				LibraryPaths.Add(InitialLibraryPaths);
			}
            Environment.SetEnvironmentVariable("LIB", String.Join(";", LibraryPaths));
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:60,代码来源:VCEnvironment.cs


示例3: GetPlatformToolChain

		public static IUEToolChain GetPlatformToolChain(CPPTargetPlatform InPlatform)
		{
			if (CPPToolChainDictionary.ContainsKey(InPlatform) == true)
			{
				return CPPToolChainDictionary[InPlatform];
			}
			throw new BuildException("GetPlatformToolChain: No tool chain found for {0}", InPlatform.ToString());
		}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:8,代码来源:UEToolChain.cs


示例4: RegisterRemoteToolChain

		protected void RegisterRemoteToolChain(UnrealTargetPlatform InPlatform, CPPTargetPlatform CPPPlatform)
		{
			RemoteToolChainPlatform = InPlatform;

			// Register this tool chain for IOS
			Log.TraceVerbose("        Registered for {0}", CPPPlatform.ToString());
			UEToolChain.RegisterPlatformToolChain(CPPPlatform, this);
		}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:8,代码来源:RemoteToolChain.cs


示例5: SetEnvironment

		/// <summary>
		/// Initializes environment variables required by toolchain. Different for 32 and 64 bit.
		/// </summary>
		public static VCEnvironment SetEnvironment(CPPTargetPlatform Platform, bool bSupportWindowsXP)
		{
			if (EnvVars != null && EnvVars.Platform == Platform)
			{
				return EnvVars;
			}

			EnvVars = new VCEnvironment(Platform, bSupportWindowsXP);
			return EnvVars;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:13,代码来源:VCEnvironment.cs


示例6: SetEnvironment

		/**
		 * Initializes environment variables required by toolchain. Different for 32 and 64 bit.
		 */
		public static VCEnvironment SetEnvironment(CPPTargetPlatform Platform)
		{
			if (EnvVars != null && EnvVars.Platform == Platform)
			{
				return EnvVars;
			}

			EnvVars = new VCEnvironment(Platform);
			return EnvVars;
		}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:13,代码来源:VCEnvironment.cs


示例7: VCEnvironment

        private VCEnvironment(CPPTargetPlatform InPlatform)
        {
            Platform = InPlatform;

            // If Visual Studio is not installed, the Windows SDK path will be used, which also happens to be the same
            // directory. (It installs the toolchain into the folder where Visual Studio would have installed it to).
            BaseVSToolPath = WindowsPlatform.GetVSComnToolsPath();
            if (string.IsNullOrEmpty(BaseVSToolPath))
            {
                throw new BuildException("Visual Studio 2012, 2013 or 2015 must be installed in order to build this target.");
            }

            WindowsSDKDir        = FindWindowsSDKInstallationFolder(Platform);
            WindowsSDKExtensionDir = FindWindowsSDKExtensionInstallationFolder();
            NetFxSDKExtensionDir = FindNetFxSDKExtensionInstallationFolder();
            WindowsSDKExtensionHeaderLibVersion = FindWindowsSDKExtensionLatestVersion(WindowsSDKExtensionDir);
            PlatformVSToolPath = GetPlatformVSToolPath      (Platform, BaseVSToolPath);
            CompilerPath         = GetCompilerToolPath        (PlatformVSToolPath);
            CLExeVersion         = FindCLExeVersion           (CompilerPath);
            LinkerPath           = GetLinkerToolPath          (PlatformVSToolPath);
            LibraryLinkerPath    = GetLibraryLinkerToolPath   (PlatformVSToolPath);
            ResourceCompilerPath = GetResourceCompilerToolPath(Platform);

            // We ensure an extra trailing slash because of a user getting an odd error where the paths seemed to get concatenated wrongly:
            //
            // C:\Programme\Microsoft Visual Studio 12.0\Common7\Tools../../VC/bin/x86_amd64/vcvarsx86_amd64.bat
            //
            // https://answers.unrealengine.com/questions/233640/unable-to-create-project-files-for-48-preview-3.html
            //
            bool   bUse64BitCompiler             = Platform == CPPTargetPlatform.Win64 || Platform == CPPTargetPlatform.UWP;
            string BaseToolPathWithTrailingSlash = BaseVSToolPath.TrimEnd(Path.DirectorySeparatorChar) + Path.DirectorySeparatorChar;
            string VCVarsBatchFile               = Path.Combine(BaseToolPathWithTrailingSlash, bUse64BitCompiler ? @"..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat" : "vsvars32.bat");
            if (Platform == CPPTargetPlatform.UWP && UWPPlatform.bBuildForStore)
            {
                Utils.SetEnvironmentVariablesFromBatchFile(VCVarsBatchFile, "store");
            }
            else
            {
                Utils.SetEnvironmentVariablesFromBatchFile(VCVarsBatchFile);
            }

            // When targeting Windows XP on Visual Studio 2012+, we need to override the Windows SDK include and lib path set
            // by the batch file environment (http://blogs.msdn.com/b/vcblog/archive/2012/10/08/10357555.aspx)
            if (WindowsPlatform.IsWindowsXPSupported())
            {
                // Lib and bin folders have a x64 subfolder for 64 bit development.
                var ConfigSuffix = (Platform == CPPTargetPlatform.Win64) ? "\\x64" : "";

                Environment.SetEnvironmentVariable("PATH",    Utils.ResolveEnvironmentVariable(WindowsSDKDir + "bin" + ConfigSuffix + ";%PATH%"));
                Environment.SetEnvironmentVariable("LIB",     Utils.ResolveEnvironmentVariable(WindowsSDKDir + "lib" + ConfigSuffix + ";%LIB%"));
                Environment.SetEnvironmentVariable("INCLUDE", Utils.ResolveEnvironmentVariable(WindowsSDKDir + "include;%INCLUDE%"));
            }
        }
开发者ID:colwalder,项目名称:unrealengine,代码行数:53,代码来源:VCEnvironment.cs


示例8: RegisterPlatformToolChain

		public static void RegisterPlatformToolChain(CPPTargetPlatform InPlatform, IUEToolChain InToolChain)
		{
			if (CPPToolChainDictionary.ContainsKey(InPlatform) == true)
			{
				Log.TraceInformation("RegisterPlatformToolChain Warning: Registering tool chain {0} for {1} when it is already set to {2}",
					InToolChain.ToString(), InPlatform.ToString(), CPPToolChainDictionary[InPlatform].ToString());
				CPPToolChainDictionary[InPlatform] = InToolChain;
			}
			else
			{
				CPPToolChainDictionary.Add(InPlatform, InToolChain);
			}
		}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:13,代码来源:UEToolChain.cs


示例9: GetBuildPlatformForCPPTargetPlatform

 /**
  *	Retrieve the UEBuildPlatform instance for the given CPPTargetPlatform
  *
  *	@param	InPlatform			The CPPTargetPlatform being built
  *	@param	bInAllowFailure		If true, do not throw an exception and return null
  *
  *	@return	UEBuildPlatform		The instance of the build platform
  */
 public static UEBuildPlatform GetBuildPlatformForCPPTargetPlatform(CPPTargetPlatform InPlatform, bool bInAllowFailure = false)
 {
     UnrealTargetPlatform UTPlatform = UEBuildTarget.CPPTargetPlatformToUnrealTargetPlatform(InPlatform);
     if (BuildPlatformDictionary.ContainsKey(UTPlatform) == true)
     {
         return BuildPlatformDictionary[UTPlatform];
     }
     if (bInAllowFailure == true)
     {
         return null;
     }
     throw new BuildException("UEBuildPlatform::GetBuildPlatformForCPPTargetPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
 }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:21,代码来源:UEBuildPlatform.cs


示例10: ValidateBuildConfiguration

		public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
		{
			if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
			{
				// @todo: Temporarily disable precompiled header files when building remotely due to errors
				BuildConfiguration.bUsePCHFiles = false;
			}
			BuildConfiguration.bCheckExternalHeadersForModification = BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac;
			BuildConfiguration.bCheckSystemHeadersForModification = BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac;
			BuildConfiguration.ProcessorCountMultiplier = MacToolChain.GetAdjustedProcessorCountMultiplier();
			BuildConfiguration.bUseSharedPCHs = false;

			BuildConfiguration.bUsePDBFiles = bCreateDebugInfo && Configuration != CPPTargetConfiguration.Debug && Platform == CPPTargetPlatform.Mac && BuildConfiguration.bGeneratedSYMFile;

			// we always deploy - the build machines need to be able to copy the files back, which needs the full bundle
			BuildConfiguration.bDeployAfterCompile = true;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:17,代码来源:UEBuildMac.cs


示例11: GetVCIncludePaths

        /** Gets the default include paths for the given platform. */
        public static string GetVCIncludePaths(CPPTargetPlatform Platform)
        {
            Debug.Assert(Platform == CPPTargetPlatform.Win32 || Platform == CPPTargetPlatform.Win64);

            // Make sure we've got the environment variables set up for this target
            VCEnvironment.SetEnvironment(Platform);

            // Also add any include paths from the INCLUDE environment variable.  MSVC is not necessarily running with an environment that
            // matches what UBT extracted from the vcvars*.bat using SetEnvironmentVariablesFromBatchFile().  We'll use the variables we
            // extracted to populate the project file's list of include paths
            // @todo projectfiles: Should we only do this for VC++ platforms?
            var IncludePaths = Environment.GetEnvironmentVariable("INCLUDE");
            if (!String.IsNullOrEmpty(IncludePaths) && !IncludePaths.EndsWith(";"))
            {
                IncludePaths += ";";
            }

            return IncludePaths;
        }
开发者ID:rajeshwarn,项目名称:STEngine,代码行数:20,代码来源:VCToolChain.cs


示例12: CreateToolChain

		public override UEToolChain CreateToolChain(CPPTargetPlatform Platform)
		{
			return new AndroidToolChain(ProjectFile);
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:4,代码来源:UEBuildAndroid.cs


示例13: GetResourceCompilerToolPath

        /** Gets the path to the resource compiler's rc.exe for the specified platform. */
        string GetResourceCompilerToolPath(CPPTargetPlatform Platform)
        {
            // 64 bit -- we can use the 32 bit version to target 64 bit on 32 bit OS.
            if (Platform == CPPTargetPlatform.Win64 || Platform == CPPTargetPlatform.UWP)
            {
                if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2015 && WindowsPlatform.bUseWindowsSDK10)
                {
                    return Path.Combine(WindowsSDKExtensionDir, "bin/x64/rc.exe");
                }
                else
                {
                    return Path.Combine(WindowsSDKDir, "bin/x64/rc.exe");
                }
            }

            // @todo UWP: Verify that Windows XP will compile using VS 2015 (it should be supported)
            if (!WindowsPlatform.IsWindowsXPSupported())	// Windows XP requires use to force Windows SDK 7.1 even on the newer compiler, so we need the old path RC.exe
            {
                if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2015 && WindowsPlatform.bUseWindowsSDK10)
                {
                    return Path.Combine(WindowsSDKExtensionDir, "bin/x86/rc.exe");
                }
                else
                {
                    return Path.Combine(WindowsSDKDir, "bin/x86/rc.exe");
                }
            }
            return Path.Combine(WindowsSDKDir, "bin/rc.exe");
        }
开发者ID:colwalder,项目名称:unrealengine,代码行数:30,代码来源:VCEnvironment.cs


示例14: GetPlatformVSToolPath

        /** Gets the path to the tool binaries for the specified platform. */
        static string GetPlatformVSToolPath(CPPTargetPlatform Platform, string BaseVSToolPath)
        {
            // Regardless of the target, if we're linking on a 64 bit machine, we want to use the 64 bit linker (it's faster than the 32 bit linker)
            //@todo.WIN32: Using the 64-bit linker appears to be broken at the moment.
            if (Platform == CPPTargetPlatform.Win64 || Platform == CPPTargetPlatform.UWP)
            {
                // Use the native 64-bit compiler if present, otherwise use the amd64-on-x86 compiler. VS2012 Express only includes the latter.
                var Result = Path.Combine(BaseVSToolPath, "../../VC/bin/amd64");
                if (Directory.Exists(Result))
                {
                    return Result;
                }

                return Path.Combine(BaseVSToolPath, "../../VC/bin/x86_amd64");
            }

            return Path.Combine(BaseVSToolPath, "../../VC/bin");
        }
开发者ID:colwalder,项目名称:unrealengine,代码行数:19,代码来源:VCEnvironment.cs


示例15: FindWindowsSDKInstallationFolder

        /// <returns>The path to Windows SDK directory for the specified version.</returns>
        private static string FindWindowsSDKInstallationFolder(CPPTargetPlatform InPlatform)
        {
            // When targeting Windows XP on Visual Studio 2012+, we need to point at the older Windows SDK 7.1A that comes
            // installed with Visual Studio 2012 Update 1. (http://blogs.msdn.com/b/vcblog/archive/2012/10/08/10357555.aspx)
            string Version;
            if (WindowsPlatform.IsWindowsXPSupported())
            {
                Version = "v7.1A";
            }
            else switch (WindowsPlatform.Compiler)
            {
                case WindowsCompiler.VisualStudio2015:
                    if( WindowsPlatform.bUseWindowsSDK10 )
                    {
                        Version = "v10.0";
                    }
                    else
                    {
                        Version = "v8.1";
                    }
                    break;

                case WindowsCompiler.VisualStudio2013:
                    Version = "v8.1";
                    break;

                case WindowsCompiler.VisualStudio2012:
                    Version = "v8.0";
                    break;

                default:
                    throw new BuildException("Unexpected compiler setting when trying to determine Windows SDK folder");
            }

            // Based on VCVarsQueryRegistry
            string FinalResult = null;
            foreach (string IndividualVersion in Version.Split('|'))
            {
                var Result = Microsoft.Win32.Registry.GetValue(@"HKEY_CURRENT_USER\SOFTWARE\Microsoft\Microsoft SDKs\Windows\" + IndividualVersion, "InstallationFolder", null)
                    ?? Microsoft.Win32.Registry.GetValue(@"HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\" + IndividualVersion, "InstallationFolder", null)
                    ?? Microsoft.Win32.Registry.GetValue(@"HKEY_CURRENT_USER\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\" + IndividualVersion, "InstallationFolder", null);

                if (Result != null)
                {
                    FinalResult = (string)Result;
                    break;
                }
            }
            if (FinalResult == null)
            {
                throw new BuildException("Windows SDK {0} must be installed in order to build this target.", Version);
            }

            return FinalResult;
        }
开发者ID:colwalder,项目名称:unrealengine,代码行数:56,代码来源:VCEnvironment.cs


示例16: CreateToolChain

		/// <summary>
		/// Creates a toolchain instance for the given platform.
		/// </summary>
		/// <param name="Platform">The platform to create a toolchain for</param>
		/// <returns>New toolchain instance.</returns>
		public override UEToolChain CreateToolChain(CPPTargetPlatform Platform)
		{
			return new IOSToolChain(ProjectFile, this);
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:9,代码来源:UEBuildIOS.cs


示例17: UEToolChain

		public UEToolChain(CPPTargetPlatform InCppPlatform)
		{
			CppPlatform = InCppPlatform;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:4,代码来源:UEToolChain.cs


示例18: ShouldUsePDBFiles

 /**
  *	Whether PDB files should be used
  *	
  *	@param	InPlatform			The CPPTargetPlatform being built
  *	@param	InConfiguration		The CPPTargetConfiguration being built
  *	@param	bInCreateDebugInfo	true if debug info is getting create, false if not
  *	
  *	@return	bool	true if PDB files should be used, false if not
  */
 public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
 {
     // Only supported on PC.
     if (bCreateDebugInfo && ShouldUseIncrementalLinking(Platform, Configuration))
     {
         return true;
     }
     return false;
 }
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:18,代码来源:UEBuildWindows.cs


示例19: ShouldUsePDBFiles

 /**
  *	Whether PDB files should be used
  *
  *	@param	InPlatform			The CPPTargetPlatform being built
  *	@param	InConfiguration		The CPPTargetConfiguration being built
  *	@param	bInCreateDebugInfo	true if debug info is getting create, false if not
  *
  *	@return	bool	true if PDB files should be used, false if not
  */
 public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
 {
     return true;
 }
开发者ID:colwalder,项目名称:unrealengine,代码行数:13,代码来源:UEBuildWinRT.cs


示例20: ShouldUsePCHFiles

		public override bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
		{
			return true;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:4,代码来源:UEBuildAndroid.cs



注:本文中的CPPTargetPlatform类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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