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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]
48 lines
1020 B
C++
48 lines
1020 B
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "SourceCodeAccessPrivatePCH.h"
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#include "DefaultSourceCodeAccessor.h"
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#define LOCTEXT_NAMESPACE "DefaultSourceCodeAccessor"
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bool FDefaultSourceCodeAccessor::CanAccessSourceCode() const
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{
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return false;
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}
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FName FDefaultSourceCodeAccessor::GetFName() const
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{
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return FName("None");
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}
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FText FDefaultSourceCodeAccessor::GetNameText() const
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{
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return LOCTEXT("DefaultDisplayName", "None");
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}
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FText FDefaultSourceCodeAccessor::GetDescriptionText() const
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{
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return LOCTEXT("DefaultDisplayDesc", "Do not open source code files.");
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}
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bool FDefaultSourceCodeAccessor::OpenSolution()
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{
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return false;
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}
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bool FDefaultSourceCodeAccessor::OpenFileAtLine(const FString& FullPath, int32 LineNumber, int32 ColumnNumber)
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{
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return false;
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}
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bool FDefaultSourceCodeAccessor::OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
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{
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return false;
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}
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bool FDefaultSourceCodeAccessor::SaveAllOpenDocuments() const
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{
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return false;
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}
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#undef LOCTEXT_NAMESPACE |