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o3de/Code/Tools/SceneAPI/SceneUI/Handlers/ProcessingHandlers/AsyncOperationProcessingHan...

59 lines
2.0 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzCore/Component/TickBus.h>
#include <AzCore/std/parallel/thread.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/SceneUI/Handlers/ProcessingHandlers/AsyncOperationProcessingHandler.h>
namespace AZ
{
namespace SceneAPI
{
namespace SceneUI
{
AsyncOperationProcessingHandler::AsyncOperationProcessingHandler(Uuid traceTag, AZStd::function<void()> targetFunction, AZStd::function<void()> onComplete, QObject* parent)
: ProcessingHandler(traceTag, parent)
, m_operationToRun(targetFunction)
, m_onComplete(onComplete)
{
}
void AsyncOperationProcessingHandler::BeginProcessing()
{
emit StatusMessageUpdated("Waiting for background processes to complete...");
m_thread.reset(
new AZStd::thread(
[this]()
{
AZ_TraceContext("Tag", m_traceTag);
m_operationToRun();
EBUS_QUEUE_FUNCTION(AZ::TickBus, AZStd::bind(&AsyncOperationProcessingHandler::OnBackgroundOperationComplete, this));
}
)
);
}
void AsyncOperationProcessingHandler::OnBackgroundOperationComplete()
{
m_thread->detach();
m_thread.reset(nullptr);
emit StatusMessageUpdated("Processing complete");
if (m_onComplete)
{
m_onComplete();
}
emit ProcessingComplete();
}
}
}
}
#include <Handlers/ProcessingHandlers/moc_AsyncOperationProcessingHandler.cpp>