Files
UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Private/DefaultSourceCodeAccessor.cpp
Matthew Griffin e0ff796744 [INTEGRATE] Change 2428300 by Jamie.Dale@Pitbull_JDaleReleases on 2015/02/02 12:25:57
Added a way to use DTE to add new files directly into VS without having to generate projects

	This avoids the annoying "Do you want to reload?" dialog that appears in VS when projects are externally changed, and also saves us the cost/time of having to run UBT to generate projects.

[CL 2435515 by Matthew Griffin in Main branch]
2015-02-06 11:27:24 -05:00

57 lines
1.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SourceCodeAccessPrivatePCH.h"
#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::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