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54 lines
1.7 KiB
C
54 lines
1.7 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 "ISourceCodeAccessor.h"
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/** Event fired when launching code accessor */
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DECLARE_MULTICAST_DELEGATE( FLaunchingCodeAccessor );
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/**
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* Event fired when done launching code accessor
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* @param bSuccess Whether the launch was successful or not
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam( FDoneLaunchingCodeAccessor, const bool /*bSuccess*/);
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/**
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* Event fired when opening a file has failed
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* @param InFilename The filename that failed to open
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam( FOpenFileFailed, const FString& /*InFilename*/);
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/**
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* Module used to access source code
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*/
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class ISourceCodeAccessModule : public IModuleInterface
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{
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public:
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/**
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* Check to see if source code can be accessed.
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* @return true if source code can be accessed.
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*/
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virtual bool CanAccessSourceCode() const = 0;
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/**
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* Get the accessor to allow us to view source code
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* @return the accessor.
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*/
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virtual ISourceCodeAccessor& GetAccessor() const = 0;
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/**
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* Set the accessor we want to use to view source code
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* @param InName The name of the accessor we want to use
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*/
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virtual void SetAccessor(const FName& InName) = 0;
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/** Gets the Event that is broad casted when attempting to launch visual studio */
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virtual FLaunchingCodeAccessor& OnLaunchingCodeAccessor() = 0;
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/** Gets the Event that is broadcasted when an attempted launch of this code accessor was successful or failed */
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virtual FDoneLaunchingCodeAccessor& OnDoneLaunchingCodeAccessor() = 0;
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/** Gets the Event that is broadcast when an attempt to load a file through Visual Studio failed */
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virtual FOpenFileFailed& OnOpenFileFailed() = 0;
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};
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