You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#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]
21 lines
384 B
C#
21 lines
384 B
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
|
|
|
|
using UnrealBuildTool;
|
|
|
|
public class SourceCodeAccess : ModuleRules
|
|
{
|
|
public SourceCodeAccess(TargetInfo Target)
|
|
{
|
|
PrivateIncludePaths.Add("Developer/SourceCodeAccess/Private");
|
|
|
|
PublicDependencyModuleNames.AddRange(
|
|
new string[] {
|
|
"Core",
|
|
"CoreUObject",
|
|
"Settings",
|
|
"Slate"
|
|
}
|
|
);
|
|
}
|
|
}
|