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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]
73 lines
1.4 KiB
C#
73 lines
1.4 KiB
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class MainFrame : ModuleRules
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{
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public MainFrame(TargetInfo Target)
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{
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Documentation"
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"CrashTracker",
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"Engine",
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"InputCore",
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"RHI",
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"ShaderCore",
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"Slate",
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"EditorStyle",
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"SourceControl",
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"SourceControlWindows",
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"TargetPlatform",
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"UnrealEd",
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"WorkspaceMenuStructure",
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"MessageLog",
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// "SearchUI",
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"TranslationEditor"
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"AssetTools",
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"DesktopPlatform",
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"GameProjectGeneration",
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"LevelEditor",
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"OutputLog",
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"Settings",
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"SourceCodeAccess",
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"Editor/MainFrame/Private",
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"Editor/MainFrame/Private/Frame",
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"Editor/MainFrame/Private/Menus",
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"AssetTools",
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"DesktopPlatform",
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"Documentation",
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"GameProjectGeneration",
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"LevelEditor",
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"OutputLog",
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"TranslationEditor",
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"SourceCodeAccess",
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}
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);
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}
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}
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