/* * 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 #include #include #include namespace AZ { namespace SceneAPI { namespace SceneUI { AsyncOperationProcessingHandler::AsyncOperationProcessingHandler(Uuid traceTag, AZStd::function targetFunction, AZStd::function 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