Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Public/EditorCommandLineUtils.h
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

32 lines
1.3 KiB
C

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
/**
*
*/
struct FEditorCommandLineUtils
{
/**
* Parses commands from the supplied command-line and invokes any tools/
* settings that we're specified.
*
* @param CommandLine The string to parse for command-line switches/params
*/
static void ProcessEditorCommands(const TCHAR* CommandLine);
/**
* Generally, users supply the project path/name as the second argument of
* the editor command-line, but in some cases (like for the -diff command),
* we can infer the project from elements elsewhere in the command-line...
* This function serves as a fallback for determining the launching project
* path, and does special processing based off of commands that are found in
* the command-line.
*
* @param EditorCmdLine The string to parse a project path from.
* @param ProjPathOut [out] Will be filled out with a full .uproject file path (if one was successfully parsed out) from the command-line.
* @param GameNameOut [out] Will be filled out with a game name (if a project path was successfully parsed out) from the command-line.
* @return True if the command-line contained enough info to pull a .uproject file from.
*/
UNREALED_API static bool ParseGameProjectPath(const TCHAR* EditorCmdLine, FString& ProjPathOut, FString& GameNameOut);
};