Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidTargetPlatform/Private/AndroidTargetDeviceOutput.h
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

57 lines
1.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "HAL/Runnable.h"
#include "HAL/RunnableThread.h"
#include "HAL/PlatformProcess.h"
#include "Interfaces/ITargetDeviceOutput.h"
#include "Misc/ConfigCacheIni.h"
#include "HAL/ThreadSafeCounter.h"
class FAndroidTargetDevice;
class FAndroidDeviceOutputReaderRunnable : public FRunnable
{
public:
FAndroidDeviceOutputReaderRunnable(const FString& AdbFilename, const FString& DeviceSerialNumber, FOutputDevice* Output);
// FRunnable interface.
virtual bool Init(void) override;
virtual void Exit(void) override;
virtual void Stop(void) override;
virtual uint32 Run(void) override;
private:
bool StartLogcatProcess(void);
private:
// > 0 if we've been asked to abort work in progress at the next opportunity
FThreadSafeCounter StopTaskCounter;
FString AdbFilename;
FString DeviceSerialNumber;
FOutputDevice* Output;
void* LogcatReadPipe;
void* LogcatWritePipe;
FProcHandle LogcatProcHandle;
};
/**
* Implements a Android target device.
*/
class FAndroidTargetDeviceOutput : public ITargetDeviceOutput
{
public:
bool Init(const FAndroidTargetDevice& TargetDevice, FOutputDevice* Output);
private:
TUniquePtr<FRunnableThread> DeviceOutputThread;
FString DeviceSerialNumber;
FString DeviceName;
};
#include "AndroidTargetDeviceOutput.inl"