/* * 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. * */ #pragma once #include #include #include #include #include namespace ScriptEventsEditor { class ScriptEventAssetHandler; } namespace ScriptEventsBuilder { class Worker : public AssetBuilderSDK::AssetBuilderCommandBus::Handler { public: Worker(); ~Worker(); int GetVersionNumber() const; const char* GetFingerprintString() const; //! Asset Builder Callback Functions void CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response) const; void ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response) const; ////////////////////////////////////////////////////////////////////////// //!AssetBuilderSDK::AssetBuilderCommandBus interface void ShutDown() override; ////////////////////////////////////////////////////////////////////////// void Activate(); void Deactivate(); static AZ::Uuid GetUUID(); private: Worker(const Worker&) = delete; bool m_isShuttingDown = false; ScriptEventsEditor::ScriptEventAssetHandler* m_editorAssetHandler; // cached on first time query mutable AZStd::string m_fingerprintString; }; }