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o3de/Gems/SceneProcessing/Code/Source/SceneBuilder/TraceMessageHook.cpp

51 lines
1.7 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <SceneBuilder/TraceMessageHook.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <AssetBuilderSDK/AssetBuilderBusses.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
namespace SceneBuilder
{
TraceMessageHook::TraceMessageHook()
{
BusConnect();
}
TraceMessageHook::~TraceMessageHook()
{
BusDisconnect();
}
bool TraceMessageHook::OnPrintf(const char* window, [[maybe_unused]] const char* message)
{
if (AzFramework::StringFunc::Equal(window, AZ::SceneAPI::Utilities::ErrorWindow))
{
AZ_Error(window, false, "%s", message);
AssetBuilderSDK::AssetBuilderTraceBus::Broadcast(&AssetBuilderSDK::AssetBuilderTraceBus::Events::IgnoreNextPrintf, 1);
return true;
}
else if (AzFramework::StringFunc::Equal(window, AZ::SceneAPI::Utilities::WarningWindow))
{
AZ_Warning(window, false, "%s", message);
AssetBuilderSDK::AssetBuilderTraceBus::Broadcast(&AssetBuilderSDK::AssetBuilderTraceBus::Events::IgnoreNextPrintf, 1);
return true;
}
else
{
return false;
}
}
} // namespace SceneBuilder