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100 lines
2.0 KiB
C++
100 lines
2.0 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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/** Type definition for shared pointers to instances of FDeviceProcessesProcessTreeNode. */
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typedef TSharedPtr<class FDeviceProcessesProcessTreeNode> FDeviceProcessesProcessTreeNodePtr;
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/** Type definition for shared references to instances of FDeviceProcessesProcessTreeNode. */
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typedef TSharedRef<class FDeviceProcessesProcessTreeNode> FDeviceProcessesProcessTreeNodeRef;
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/**
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* Implements a node for the process tree view.
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*/
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class FDeviceProcessesProcessTreeNode
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{
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public:
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/**
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* Creates and initializes a new instance.
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*
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* @param InProcessInfo The node's process information.
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*/
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FDeviceProcessesProcessTreeNode( const FTargetDeviceProcessInfo& InProcessInfo )
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: ProcessInfo(InProcessInfo)
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{ }
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public:
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/**
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* Adds a child process node to this node.
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*
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* @param The child node to add.
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*/
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void AddChild( const FDeviceProcessesProcessTreeNodePtr& Child )
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{
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Children.Add(Child);
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}
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/**
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* Clears the collection of child nodes.
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*/
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void ClearChildren( )
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{
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Children.Reset();
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}
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/**
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* Gets the child nodes.
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*
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* @return Child nodes.
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*/
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const TArray<FDeviceProcessesProcessTreeNodePtr>& GetChildren( )
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{
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return Children;
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}
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/**
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* Gets the parent node.
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*
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* @return Parent node.
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*/
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const FDeviceProcessesProcessTreeNodePtr& GetParent( )
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{
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return Parent;
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}
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/**
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* Gets the node's process information.
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*
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* @return The process information.
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*/
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const FTargetDeviceProcessInfo& GetProcessInfo( ) const
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{
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return ProcessInfo;
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}
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/**
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* Sets the parent node.
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*
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* @param Node The parent node to set.
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*/
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void SetParent( const FDeviceProcessesProcessTreeNodePtr& Node )
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{
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Parent = Node;
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}
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private:
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// Holds the child process nodes
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TArray<FDeviceProcessesProcessTreeNodePtr> Children;
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// Holds a pointer to the parent node.
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FDeviceProcessesProcessTreeNodePtr Parent;
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// Holds the process information
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FTargetDeviceProcessInfo ProcessInfo;
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};
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