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#ttp 330039 EDITOR: Platform-agnostic editor code depends on Windows-only VSAccessor headers #detail Source code access is now extensible via plugins, so any new editors can be easily added. #add Added SourceCodeAccess module that routes access via plugins. #change Moved much of the old VSAccessor code into a new VisualStudioSourceCodeAccess plugin. #add Added a counterpart XCode plugin & migrated the code from FSourceCodeNavigation (Applescript etc.) into there. #remove Removed applescript for XCode access (it is now done via code). #remove Removed source code access functionality from platform layer. #add Added details customization for source code access settings, so users can choose their own accessor. #remove Removed dependencies on VSAccessor. #change Changed API in SWidget to not require building a string to be parsed, instead this acesses and forwards filenames & line numbers. #extra Tested on Mac by Mark S. reviewed by Andrew.Brown [CL 2048697 by Thomas Sarkanen in Main branch]
19 lines
685 B
C++
19 lines
685 B
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "XCodeSourceCodeAccessPrivatePCH.h"
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#include "Runtime/Core/Public/Features/IModularFeatures.h"
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#include "XCodeSourceCodeAccessModule.h"
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IMPLEMENT_MODULE( FXCodeSourceCodeAccessModule, XCodeSourceCodeAccess );
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void FXCodeSourceCodeAccessModule::StartupModule()
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{
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// Bind our source control provider to the editor
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IModularFeatures::Get().RegisterModularFeature(TEXT("SourceCodeAccessor"), &XCodeSourceCodeAccessor );
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}
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void FXCodeSourceCodeAccessModule::ShutdownModule()
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{
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// unbind provider from editor
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IModularFeatures::Get().UnregisterModularFeature(TEXT("SourceCodeAccessor"), &XCodeSourceCodeAccessor);
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} |