Files
UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Public/ISourceCodeAccessModule.h
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

58 lines
1.7 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
class ISourceCodeAccessor;
/** Event fired when launching code accessor */
DECLARE_MULTICAST_DELEGATE( FLaunchingCodeAccessor );
/**
* Event fired when done launching code accessor
* @param bSuccess Whether the launch was successful or not
*/
DECLARE_MULTICAST_DELEGATE_OneParam( FDoneLaunchingCodeAccessor, const bool /*bSuccess*/);
/**
* Event fired when opening a file has failed
* @param InFilename The filename that failed to open
*/
DECLARE_MULTICAST_DELEGATE_OneParam( FOpenFileFailed, const FString& /*InFilename*/);
/**
* Module used to access source code
*/
class ISourceCodeAccessModule : public IModuleInterface
{
public:
/**
* Check to see if source code can be accessed.
* @return true if source code can be accessed.
*/
virtual bool CanAccessSourceCode() const = 0;
/**
* Get the accessor to allow us to view source code
* @return the accessor.
*/
virtual ISourceCodeAccessor& GetAccessor() const = 0;
/**
* Set the accessor we want to use to view source code
* @param InName The name of the accessor we want to use
*/
virtual void SetAccessor(const FName& InName) = 0;
/** Gets the Event that is broad casted when attempting to launch visual studio */
virtual FLaunchingCodeAccessor& OnLaunchingCodeAccessor() = 0;
/** Gets the Event that is broadcasted when an attempted launch of this code accessor was successful or failed */
virtual FDoneLaunchingCodeAccessor& OnDoneLaunchingCodeAccessor() = 0;
/** Gets the Event that is broadcast when an attempt to load a file through Visual Studio failed */
virtual FOpenFileFailed& OnOpenFileFailed() = 0;
};