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UnrealEngine/Engine/Source/Developer/SourceCodeAccess/Public/ISourceCodeAccessor.h
2025-05-18 13:04:45 +08:00

127 lines
3.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Features/IModularFeature.h"
/**
* Interface for viewing/editing source code
*/
class ISourceCodeAccessor : public IModularFeature
{
public:
virtual ~ISourceCodeAccessor() {}
/**
* Not necessary to call unless you know you're changing the state of any installed compilers.
* If that's the case, you should call this before checking the state the installed state of the
* compilers.
*/
virtual void RefreshAvailability() = 0;
/**
* 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 current code solution for editing
* @return true if successful
*/
virtual bool OpenSolution() = 0;
/**
* Open the code solution at a specific path for editing
* @param InSolutionPath Path to project directory
* @return true if successful
*/
virtual bool OpenSolutionAtPath(const FString& InSolutionPath) = 0;
/**
* Determine if the source code solution for the given accessor already exists
* @return true if solution files exist
*/
virtual bool DoesSolutionExist() const = 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;
/**
* Add a group of source files to the current solution/project/workspace
* @param AbsoluteSourcePaths Array of paths to files to open
* @param AvailableModules Array of known module locations (.Build.cs files) - you can get this from calling FSourceCodeNavigation::GetSourceFileDatabase().GetModuleNames() if in the editor
* @return true if the files could be added, false otherwise
*/
virtual bool AddSourceFiles(const TArray<FString>& AbsoluteSourcePaths, const TArray<FString>& AvailableModules) = 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;
/**
* Tick this source code accessor
* @param DeltaTime Delta time (in seconds) since the last call to Tick
*/
virtual void Tick(const float DeltaTime) = 0;
/**
* Get the icon that represents opening this source code editor
* @return the default source code editor icon
*/
virtual FName GetOpenIconName() const
{
return FName("MainFrame.OpenSourceCodeEditor"); // Default Open Source Code Editor Icon
}
/**
* Get the icon that represents refreshing this source code editor
* @return the default source code editor icon
*/
virtual FName GetRefreshIconName() const
{
return FName("MainFrame.RefreshSourceCodeEditor"); // Default Refresh Source Code Editor Icon
}
/**
* Get the style set where custom icons for the editors are defined.
* By default uses FAppStyle::GetAppStyleSetName() == "CoreStyle"
* @return the default style set for icons
*/
SOURCECODEACCESS_API virtual FName GetStyleSet() const;
};