Files
UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Private/DefaultSourceCodeAccessor.h
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

21 lines
876 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ISourceCodeAccessor.h"
class FDefaultSourceCodeAccessor : public ISourceCodeAccessor
{
public:
/** ISourceCodeAccessor implementation */
virtual bool CanAccessSourceCode() const override;
virtual FName GetFName() const override;
virtual FText GetNameText() const override;
virtual FText GetDescriptionText() const override;
virtual bool OpenSolution() override;
virtual bool OpenFileAtLine(const FString& FullPath, int32 LineNumber, int32 ColumnNumber = 0) override;
virtual bool OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths) override;
virtual bool AddSourceFiles(const TArray<FString>& AbsoluteSourcePaths, const TArray<FString>& AvailableModules) override;
virtual bool SaveAllOpenDocuments() const override;
virtual void Tick(const float DeltaTime) override;
};