using UnrealBuildTool;

public class OSVR : ModuleRules
{
	public OSVR(TargetInfo Target)
	{
		PublicIncludePaths.AddRange(
			new string[] {
				// ... add public include paths required here ...
			}
			);

		PrivateIncludePaths.AddRange(
			new string[] {
				"Developer/OSVR/Private",
				// ... add other private include paths required here ...
			}
			);

		// These are UE modules
		PublicDependencyModuleNames.AddRange(
			new string[]
			{
				"Core",
				"CoreUObject",      // Provides Actors and Structs
				"Engine",           // Used by Actor
				"Slate",            // Used by InputDevice to fire bespoke FKey events
				"InputCore",        // Provides LOCTEXT and other Input features
				//"InputDevice",      // Provides IInputInterface
				"RHI",
				"RenderCore",
				"Renderer",
				"ShaderCore",
				"HeadMountedDisplay",
				"Json"
				// ... add other public dependencies that you statically link with here ...
			}
			);

		PrivateDependencyModuleNames.AddRange(
			new string[]
			{
				"OSVRClientKit"
				// ... add private dependencies that you statically link with here ...
			}
			);

		DynamicallyLoadedModuleNames.AddRange(
			new string[]
			{
				// ... add any modules that your module loads dynamically here ...
			}
			);

	}
}
