Files
UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Private/DefaultSourceCodeAccessor.cpp
Thomas Sarkanen 2e3d1f5aae #summary Source code access is now done via plugins
#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]
2014-04-23 19:19:51 -04:00

48 lines
1020 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "SourceCodeAccessPrivatePCH.h"
#include "DefaultSourceCodeAccessor.h"
#define LOCTEXT_NAMESPACE "DefaultSourceCodeAccessor"
bool FDefaultSourceCodeAccessor::CanAccessSourceCode() const
{
return false;
}
FName FDefaultSourceCodeAccessor::GetFName() const
{
return FName("None");
}
FText FDefaultSourceCodeAccessor::GetNameText() const
{
return LOCTEXT("DefaultDisplayName", "None");
}
FText FDefaultSourceCodeAccessor::GetDescriptionText() const
{
return LOCTEXT("DefaultDisplayDesc", "Do not open source code files.");
}
bool FDefaultSourceCodeAccessor::OpenSolution()
{
return false;
}
bool FDefaultSourceCodeAccessor::OpenFileAtLine(const FString& FullPath, int32 LineNumber, int32 ColumnNumber)
{
return false;
}
bool FDefaultSourceCodeAccessor::OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
return false;
}
bool FDefaultSourceCodeAccessor::SaveAllOpenDocuments() const
{
return false;
}
#undef LOCTEXT_NAMESPACE