Files
UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Private/DefaultSourceCodeAccessor.cpp
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

67 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "DefaultSourceCodeAccessor.h"
#define LOCTEXT_NAMESPACE "DefaultSourceCodeAccessor"
bool FDefaultSourceCodeAccessor::CanAccessSourceCode() const
{
return false;
}
FName FDefaultSourceCodeAccessor::GetFName() const
{
return FName("None");
}
FText FDefaultSourceCodeAccessor::GetNameText() const
{
return LOCTEXT("DefaultDisplayName", "None");
}
FText FDefaultSourceCodeAccessor::GetDescriptionText() const
{
return LOCTEXT("DefaultDisplayDesc", "Do not open source code files.");
}
bool FDefaultSourceCodeAccessor::OpenSolution()
{
return false;
}
bool FDefaultSourceCodeAccessor::OpenSolutionAtPath(const FString& InSolutionPath)
{
return false;
}
bool FDefaultSourceCodeAccessor::DoesSolutionExist() const
{
return false;
}
bool FDefaultSourceCodeAccessor::OpenFileAtLine(const FString& FullPath, int32 LineNumber, int32 ColumnNumber)
{
return false;
}
bool FDefaultSourceCodeAccessor::OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
return false;
}
bool FDefaultSourceCodeAccessor::AddSourceFiles(const TArray<FString>& AbsoluteSourcePaths, const TArray<FString>& AvailableModules)
{
return false;
}
bool FDefaultSourceCodeAccessor::SaveAllOpenDocuments() const
{
return false;
}
void FDefaultSourceCodeAccessor::Tick(const float DeltaTime)
{
}
#undef LOCTEXT_NAMESPACE