Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidDeviceDetection/Public/Interfaces/IAndroidDeviceDetection.h
Michael Noland d9b88d97e2 Android: Improving device detection/display
- Improve device detection logic to detect unauthorized devices and query SDK and release versions
- Add SDK versions to OS version display in the device manager
#codereview chris.babcock

[CL 2315490 by Michael Noland in Main branch]
2014-09-30 23:41:01 -04:00

61 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
IAndroidDeviceDetection.h: Declares the IAndroidDeviceDetection interface.
=============================================================================*/
#pragma once
struct FAndroidDeviceInfo
{
// Device serial number, used to route ADB commands to a specific device
FString SerialNumber;
// Device model name
FString Model;
// Device name
FString DeviceName;
// User-visible version of android installed (ro.build.version.release)
FString HumanAndroidVersion;
// Android SDK version supported by the device (ro.build.version.sdk - note: deprecated in 4 according to docs, but version 4 devices return an empty string when querying the 'replacement' SDK_INT)
int32 SDKVersion;
// List of supported OpenGL extensions (retrieved via SurfaceFlinger)
FString GLESExtensions;
// Supported GLES version (ro.opengles.version)
int32 GLESVersion;
// Is the device authorized for USB communication? If not, then none of the other properties besides the serial number will be valid
bool bUnauthorizedDevice;
FAndroidDeviceInfo()
: SDKVersion(INDEX_NONE)
, GLESVersion(INDEX_NONE)
, bUnauthorizedDevice(false)
{
}
};
/**
* Interface for AndroidDeviceDetection module.
*/
class IAndroidDeviceDetection
{
public:
virtual const TMap<FString,FAndroidDeviceInfo>& GetDeviceMap() = 0;
virtual FCriticalSection* GetDeviceMapLock() = 0;
protected:
/**
* Virtual destructor
*/
virtual ~IAndroidDeviceDetection() { }
};