Files
UnrealEngineUWP/Engine/Source/Developer/DirectoryWatcher/Private/Windows/DirectoryWatchRequestWindows.h
2014-03-14 14:13:41 -04:00

50 lines
1.8 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
class FDirectoryWatchRequestWindows
{
public:
FDirectoryWatchRequestWindows();
virtual ~FDirectoryWatchRequestWindows();
/** Sets up the directory handle and request information */
bool Init(const FString& InDirectory);
/** Adds a delegate to get fired when the directory changes */
void AddDelegate( const IDirectoryWatcher::FDirectoryChanged& InDelegate );
/** Removes a delegate to get fired when the directory changes */
bool RemoveDelegate( const IDirectoryWatcher::FDirectoryChanged& InDelegate );
/** Returns true if this request has any delegates listening to directory changes */
bool HasDelegates() const;
/** Returns the file handle for the directory that is being watched */
HANDLE GetDirectoryHandle() const;
/** Closes the system resources and prepares the request for deletion */
void EndWatchRequest();
/** True if system resources have been closed and the request is ready for deletion */
bool IsPendingDelete() const { return bPendingDelete; }
/** Triggers all pending file change notifications */
void ProcessPendingNotifications();
private:
/** Non-static handler for an OS notification of a directory change */
void ProcessChange(uint32 Error, uint32 NumBytes);
/** Static Handler for an OS notification of a directory change */
static void CALLBACK ChangeNotification(::DWORD Error, ::DWORD NumBytes, LPOVERLAPPED InOverlapped);
FString Directory;
HANDLE DirectoryHandle;
int32 MaxChanges;
bool bWatchSubtree;
uint32 NotifyFilter;
uint32 BufferLength;
uint8* Buffer;
uint8* BackBuffer;
OVERLAPPED Overlapped;
bool bPendingDelete;
bool bEndWatchRequestInvoked;
TArray<IDirectoryWatcher::FDirectoryChanged> Delegates;
TArray<FFileChangeData> FileChanges;
};