Files
UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Public/ISourceCodeAccessor.h
Thomas Sarkanen 2e3d1f5aae #summary Source code access is now done via plugins
#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]
2014-04-23 19:19:51 -04:00

64 lines
1.8 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Runtime/Core/Public/Features/IModularFeature.h"
/**
* Interface for viewing/editing source code
*/
class ISourceCodeAccessor : public IModularFeature
{
public:
/**
* Check if we can currently access source code
* @return true if source code can be accessed
*/
virtual bool CanAccessSourceCode() const = 0;
/**
* Get the name of this source code accessor - used as a unique identifier
* @return the name of this accessor
*/
virtual FName GetFName() const = 0;
/**
* Get the name text for this source code accessor
* @return the name text of this accessor
*/
virtual FText GetNameText() const = 0;
/**
* Get the description text for this source code accessor
* @return the description text of this accessor
*/
virtual FText GetDescriptionText() const = 0;
/**
* Open the code solution for editing
* @return true if successful
*/
virtual bool OpenSolution() = 0;
/**
* Opens a file in the correct running instance of this code accessor at a line and optionally to a column.
* @param FullPath Full path to the file to open
* @param LineNumber Line number to open the file at
* @param ColumnNumber Column number to open the file at
* @return true if successful
*/
virtual bool OpenFileAtLine(const FString& FullPath, int32 LineNumber, int32 ColumnNumber = 0) = 0;
/**
* Opens a group of source files.
* @param AbsoluteSourcePaths Array of paths to files to open
*/
virtual bool OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths) = 0;
/**
* Saves all open code documents if they need to be saved.
* Will block if there is any read-only files open that need to be saved.
* @return true if successful
*/
virtual bool SaveAllOpenDocuments() const = 0;
};