/* * 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 SceneBuilder { TraceMessageHook::TraceMessageHook() { BusConnect(); } TraceMessageHook::~TraceMessageHook() { BusDisconnect(); } bool TraceMessageHook::OnPrintf(const char* window, 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