UnrealImGui/Source/ImGui/ImGui.Build.cs
Sebastian 5968c3ce84 Added ImGui Input Handler and ImGui Settings:
- Added ImGui Input Handler class that allows to customize handling of the keyboard and gamepad input.
- Added ImGui Settings to allow specify custom input handler implementation.
- Added editor support for ImGui Settings.
- Input handling in ImGui Widget is divided for querying the handler (more customizable) and actual input processing based on the handler’s response (fixed and simplified).
- Removed a need for checking console state in different input handling functions in ImGui Widget by suppressing keyboard focus support when console is opened.
2018-07-10 17:40:57 +01:00

81 lines
1.5 KiB
C#

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
using System.IO;
using UnrealBuildTool;
public class ImGui : ModuleRules
{
#if WITH_FORWARDED_MODULE_RULES_CTOR
public ImGui(ReadOnlyTargetRules Target) : base(Target)
#else
public ImGui(TargetInfo Target)
#endif
{
#if WITH_FORWARDED_MODULE_RULES_CTOR
bool bBuildEditor = Target.bBuildEditor;
#else
bool bBuildEditor = (Target.Type == TargetRules.TargetType.Editor);
#endif
PublicIncludePaths.AddRange(
new string[] {
"ImGui/Public",
Path.Combine(ModuleDirectory, "../ThirdParty/ImGuiLibrary/Include")
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
"ImGui/Private",
"ThirdParty/ImGuiLibrary/Private"
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"Projects"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"InputCore",
"Slate",
"SlateCore"
// ... add private dependencies that you statically link with here ...
}
);
if (bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Settings",
}
);
}
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}