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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]
51 lines
1.7 KiB
C++
51 lines
1.7 KiB
C++
// 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 FLaunchCodeAccessorDeferred& OnLaunchCodeAccessorDeferred() 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 launching code accessor deferred */
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FLaunchCodeAccessorDeferred LaunchCodeAccessorDeferredDelegate;
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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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}; |