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47 lines
1.5 KiB
C
47 lines
1.5 KiB
C
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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ISourceCodeAccessModule.h"
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#include "DefaultSourceCodeAccessor.h"
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/**
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* Implementation of ISourceCodeAccessModule
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*/
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class FSourceCodeAccessModule : public ISourceCodeAccessModule
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{
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public:
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FSourceCodeAccessModule();
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/** IModuleInterface implementation */
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virtual void StartupModule() OVERRIDE;
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virtual void ShutdownModule() OVERRIDE;
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/** ISourceCodeAccessModule implementation */
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virtual bool CanAccessSourceCode() const OVERRIDE;
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virtual ISourceCodeAccessor& GetAccessor() const OVERRIDE;
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virtual void SetAccessor(const FName& InName) OVERRIDE;
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virtual FLaunchingCodeAccessor& OnLaunchingCodeAccessor() OVERRIDE;
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virtual FDoneLaunchingCodeAccessor& OnDoneLaunchingCodeAccessor() OVERRIDE;
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virtual FOpenFileFailed& OnOpenFileFailed() OVERRIDE;
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private:
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/** Handle when one of the modular features we are interested in is registered */
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void HandleModularFeatureRegistered(const FName& Type);
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private:
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/** Event delegate fired when launching code accessor */
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FLaunchingCodeAccessor LaunchingCodeAccessorDelegate;
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/** Event delegate fired when done launching code accessor */
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FDoneLaunchingCodeAccessor DoneLaunchingCodeAccessorDelegate;
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/** Event delegate fired when opening a file has failed */
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FOpenFileFailed OpenFileFailedDelegate;
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/** The default accessor we will use if we have no IDE */
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FDefaultSourceCodeAccessor DefaultSourceCodeAccessor;
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/** The current accessor */
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ISourceCodeAccessor* CurrentSourceCodeAccessor;
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};
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