Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidTargetPlatform/Private/AndroidTargetDeviceOutput.h
Matt Kuhlenschmidt 3c94e3a725 Fix non-unity issues
#rb none
#lockdown nick.penwarden

[CL 3230434 by Matt Kuhlenschmidt in Main branch]
2016-12-12 01:33:44 -05:00

57 lines
1.4 KiB
C++

// Copyright 1998-2017 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 "Misc/ConfigCacheIni.h"
#include "Interfaces/ITargetDeviceOutput.h"
#include "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"