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]
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "ISourceCodeAccessor.h"
|
|
|
|
/** Event fired when launching code accessor */
|
|
DECLARE_MULTICAST_DELEGATE( FLaunchingCodeAccessor );
|
|
|
|
/**
|
|
* Event fired when done launching code accessor
|
|
* @param bSuccess Whether the launch was successful or not
|
|
*/
|
|
DECLARE_MULTICAST_DELEGATE_OneParam( FDoneLaunchingCodeAccessor, const bool /*bSuccess*/);
|
|
|
|
/**
|
|
* Event fired when launching code accessor deferred
|
|
* @param InFilename The command being deferred
|
|
*/
|
|
DECLARE_MULTICAST_DELEGATE_OneParam( FLaunchCodeAccessorDeferred, const FString& /*InFilename*/);
|
|
|
|
/**
|
|
* Event fired when opening a file has failed
|
|
* @param InFilename The filename that failed to open
|
|
*/
|
|
DECLARE_MULTICAST_DELEGATE_OneParam( FOpenFileFailed, const FString& /*InFilename*/);
|
|
|
|
/**
|
|
* Module used to access source code
|
|
*/
|
|
class ISourceCodeAccessModule : public IModuleInterface
|
|
{
|
|
public:
|
|
/**
|
|
* Check to see if source code can be accessed.
|
|
* @return true if source code can be accessed.
|
|
*/
|
|
virtual bool CanAccessSourceCode() const = 0;
|
|
|
|
/**
|
|
* Get the accessor to allow us to view source code
|
|
* @return the accessor.
|
|
*/
|
|
virtual ISourceCodeAccessor& GetAccessor() const = 0;
|
|
|
|
/**
|
|
* Set the accessor we want to use to view source code
|
|
* @param InName The name of the accessor we want to use
|
|
*/
|
|
virtual void SetAccessor(const FName& InName) = 0;
|
|
|
|
/** Gets the Event that is broad casted when attempting to launch visual studio */
|
|
virtual FLaunchingCodeAccessor& OnLaunchingCodeAccessor() = 0;
|
|
|
|
/** Gets the Event that is broadcasted when an attempted launch of this code accessor was successful or failed */
|
|
virtual FDoneLaunchingCodeAccessor& OnDoneLaunchingCodeAccessor() = 0;
|
|
|
|
/** Gets a delegate to be invoked when the the open command needs to be deferred */
|
|
virtual FLaunchCodeAccessorDeferred& OnLaunchCodeAccessorDeferred() = 0;
|
|
|
|
/** Gets the Event that is broadcast when an attempt to load a file through Visual Studio failed */
|
|
virtual FOpenFileFailed& OnOpenFileFailed() = 0;
|
|
}; |