Files
UnrealEngineUWP/Engine/Source/Developer/IOS/IOSTargetPlatform/Private/IOSTargetDeviceOutput.h
ryan durand 471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00

56 lines
1.3 KiB
C++

// Copyright 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 FIOSTargetDevice;
class FIOSDeviceOutputReaderRunnable : public FRunnable
{
public:
FIOSDeviceOutputReaderRunnable(const FTargetDeviceId InDeviceId, 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 StartDSCommander();
private:
// > 0 if we've been asked to abort work in progress at the next opportunity
FThreadSafeCounter StopTaskCounter;
FTargetDeviceId DeviceId;
FOutputDevice* Output;
TQueue<FString> OutputQueue;
FTcpDSCommander* DSCommander;
};
/**
* Implements a IOS target device output.
*/
class FIOSTargetDeviceOutput : public ITargetDeviceOutput
{
public:
bool Init(const FIOSTargetDevice& TargetDevice, FOutputDevice* Output);
static int ExecuteDSCommand(const char *CommandLine, FString* OutStdOut);
private:
TUniquePtr<FRunnableThread> DeviceOutputThread;
FTargetDeviceId DeviceId;
FString DeviceName;
};
#include "IOSTargetDeviceOutput.inl"