38 lines
1.5 KiB
C++
38 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/StringView.h"
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#include "Containers/UnrealString.h"
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/**
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*
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*/
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struct FEditorCommandLineUtils
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{
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/**
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* Parses commands from the supplied command-line and invokes any tools/
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* settings that we're specified.
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*
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* @param CommandLine The string to parse for command-line switches/params
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*/
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static void ProcessEditorCommands(const TCHAR* CommandLine);
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/**
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* Generally, users supply the project path/name as the second argument of
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* the editor command-line, but in some cases (like for the -diff command),
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* we can infer the project from elements elsewhere in the command-line...
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* This function serves as a fallback for determining the launching project
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* path, and does special processing based off of commands that are found in
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* the command-line.
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*
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* @param EditorCmdLine The string to parse a project path from.
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* @param ProjPathOut [out] Will be filled out with a full .uproject file path (if one was successfully parsed out) from the command-line.
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* @param GameNameOut [out] Will be filled out with a game name (if a project path was successfully parsed out) from the command-line.
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* @return True if the command-line contained enough info to pull a .uproject file from.
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*/
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UNREALED_API static bool ParseGameProjectPath(const TCHAR* EditorCmdLine, FString& ProjPathOut, FString& GameNameOut);
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};
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constexpr const TCHAR* GEditorUIPidVariable = TEXT("UE_EditorUIPid");
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