You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "ISourceCodeAccessModule.h"
|
|
#include "DefaultSourceCodeAccessor.h"
|
|
|
|
/**
|
|
* Implementation of ISourceCodeAccessModule
|
|
*/
|
|
class FSourceCodeAccessModule : public ISourceCodeAccessModule
|
|
{
|
|
public:
|
|
FSourceCodeAccessModule();
|
|
|
|
/** IModuleInterface implementation */
|
|
virtual void StartupModule() override;
|
|
virtual void ShutdownModule() override;
|
|
|
|
/** ISourceCodeAccessModule implementation */
|
|
virtual bool CanAccessSourceCode() const override;
|
|
virtual ISourceCodeAccessor& GetAccessor() const override;
|
|
virtual void SetAccessor(const FName& InName) override;
|
|
virtual FLaunchingCodeAccessor& OnLaunchingCodeAccessor() override;
|
|
virtual FDoneLaunchingCodeAccessor& OnDoneLaunchingCodeAccessor() override;
|
|
virtual FOpenFileFailed& OnOpenFileFailed() override;
|
|
|
|
private:
|
|
/** Handle when one of the modular features we are interested in is registered */
|
|
void HandleModularFeatureRegistered(const FName& Type);
|
|
|
|
private:
|
|
/** Event delegate fired when launching code accessor */
|
|
FLaunchingCodeAccessor LaunchingCodeAccessorDelegate;
|
|
|
|
/** Event delegate fired when done launching code accessor */
|
|
FDoneLaunchingCodeAccessor DoneLaunchingCodeAccessorDelegate;
|
|
|
|
/** Event delegate fired when opening a file has failed */
|
|
FOpenFileFailed OpenFileFailedDelegate;
|
|
|
|
/** The default accessor we will use if we have no IDE */
|
|
FDefaultSourceCodeAccessor DefaultSourceCodeAccessor;
|
|
|
|
/** The current accessor */
|
|
ISourceCodeAccessor* CurrentSourceCodeAccessor;
|
|
}; |