Files
UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Private/DefaultSourceCodeAccessor.h
Ben Marsh d832dacf48 Merging //UE4/Release-4.18 @ CL 3709383 to Release-Staging-4.18 (//UE4/Release-Staging-4.18)
#rb none
#jira

[CL 3715930 by Ben Marsh in Staging-4.18 branch]
2017-10-24 10:14:07 -04:00

26 lines
1.0 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ISourceCodeAccessor.h"
class FDefaultSourceCodeAccessor : public ISourceCodeAccessor
{
public:
/** ISourceCodeAccessor implementation */
virtual void RefreshAvailability() override { }
virtual bool CanAccessSourceCode() const override;
virtual FName GetFName() const override;
virtual FText GetNameText() const override;
virtual FText GetDescriptionText() const override;
virtual bool OpenSolution() override;
virtual bool OpenSolutionAtPath(const FString& InSolutionPath) override;
virtual bool DoesSolutionExist() const override;
virtual bool OpenFileAtLine(const FString& FullPath, int32 LineNumber, int32 ColumnNumber = 0) override;
virtual bool OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths) override;
virtual bool AddSourceFiles(const TArray<FString>& AbsoluteSourcePaths, const TArray<FString>& AvailableModules) override;
virtual bool SaveAllOpenDocuments() const override;
virtual void Tick(const float DeltaTime) override;
};