Files
UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Public/ISourceCodeAccessor.h
Matthew Griffin e0ff796744 [INTEGRATE] Change 2428300 by Jamie.Dale@Pitbull_JDaleReleases on 2015/02/02 12:25:57
Added a way to use DTE to add new files directly into VS without having to generate projects

	This avoids the annoying "Do you want to reload?" dialog that appears in VS when projects are externally changed, and also saves us the cost/time of having to run UBT to generate projects.

[CL 2435515 by Matthew Griffin in Main branch]
2015-02-06 11:27:24 -05:00

78 lines
2.5 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Runtime/Core/Public/Features/IModularFeature.h"
/**
* Interface for viewing/editing source code
*/
class ISourceCodeAccessor : public IModularFeature
{
public:
/**
* Check if we can currently access source code
* @return true if source code can be accessed
*/
virtual bool CanAccessSourceCode() const = 0;
/**
* Get the name of this source code accessor - used as a unique identifier
* @return the name of this accessor
*/
virtual FName GetFName() const = 0;
/**
* Get the name text for this source code accessor
* @return the name text of this accessor
*/
virtual FText GetNameText() const = 0;
/**
* Get the description text for this source code accessor
* @return the description text of this accessor
*/
virtual FText GetDescriptionText() const = 0;
/**
* Open the code solution for editing
* @return true if successful
*/
virtual bool OpenSolution() = 0;
/**
* Opens a file in the correct running instance of this code accessor at a line and optionally to a column.
* @param FullPath Full path to the file to open
* @param LineNumber Line number to open the file at
* @param ColumnNumber Column number to open the file at
* @return true if successful
*/
virtual bool OpenFileAtLine(const FString& FullPath, int32 LineNumber, int32 ColumnNumber = 0) = 0;
/**
* Opens a group of source files.
* @param AbsoluteSourcePaths Array of paths to files to open
*/
virtual bool OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths) = 0;
/**
* Add a group of source files to the current solution/project/workspace
* @param AbsoluteSourcePaths Array of paths to files to open
* @param AvailableModules Array of known module locations (.Build.cs files) - you can get this from calling FSourceCodeNavigation::GetSourceFileDatabase().GetModuleNames() if in the editor
* @return true if the files could be added, false otherwise
*/
virtual bool AddSourceFiles(const TArray<FString>& AbsoluteSourcePaths, const TArray<FString>& AvailableModules) = 0;
/**
* Saves all open code documents if they need to be saved.
* Will block if there is any read-only files open that need to be saved.
* @return true if successful
*/
virtual bool SaveAllOpenDocuments() const = 0;
/**
* Tick this source code accessor
* @param DeltaTime Delta time (in seconds) since the last call to Tick
*/
virtual void Tick(const float DeltaTime) = 0;
};