I need for a new feature related to the splash screen (to support png and jpg, not just bmp), it work on windows and mac.
But on linux, well it’s another story, I wanted to add SDL2_Image lib but it can be simpler if I use image wrapper instead to load the image
and convert it in a SDL_Surface, it’s only used by linux anyway… also this SDL2_Image is not working with libjpg, so it is a no go in my opinion…
Now the problem is when I try to add ImageWrapper in (Runtime) Core.Build.cs with this
else if ((Target.Platform == UnrealTargetPlatform.Linux))
{
PublicIncludePaths.Add("Runtime/Core/Public/Linux");
AddThirdPartyPrivateStaticDependencies(Target,
"zlib",
"jemalloc",
"elftoolchain",
"SDL2"
);
PrivateDependencyModuleNames.Add("ImageWrapper");
...
in the linux platform section, when I compile it got cyclic…
Basically I just want to get the image data without recoding all thing like ImageWrapper do, it load PNG, JPG etc… so it can be used
to do the job. Then I just get the buffer/size/ image properties and recreate a new SDL_Surface, that quite simple what I want to accomplish
Anyway, what can I do? can unreal poeples check this? move ImageWrapper to where It can be used from the Core module?
Thank you