// Copyright 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& AbsoluteSourcePaths) { return false; } bool FDefaultSourceCodeAccessor::AddSourceFiles(const TArray& AbsoluteSourcePaths, const TArray& AvailableModules) { return false; } bool FDefaultSourceCodeAccessor::SaveAllOpenDocuments() const { return false; } void FDefaultSourceCodeAccessor::Tick(const float DeltaTime) { } #undef LOCTEXT_NAMESPACE