// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Text;
namespace EpicGames.Core
{
///
/// Writes a status message to the log, which can be updated with a progress indicator as a slow task is being performed.
///
public sealed class LogStatusScope : IDisposable
{
///
/// The base status message
///
string _message;
///
/// Constructor
///
/// The status message
public LogStatusScope(string message)
{
_message = message;
Log.PushStatus(message);
}
///
/// Constructor
///
/// The format specifier for the message
/// Arguments for the status message
public LogStatusScope(string format, params object[] args)
: this(String.Format(format, args))
{
}
///
/// Updates the base status message passed into the constructor.
///
/// The status message
public void SetMessage(string message)
{
_message = message;
Log.UpdateStatus(message);
}
///
/// Updates the base status message passed into the constructor.
///
/// The format specifier for the message
/// Arguments for the status message
public void SetMessage(string format, params object[] args)
{
SetMessage(String.Format(format, args));
}
///
/// Appends a progress string to the status message. Overwrites any previous progress message.
///
/// The progress message
public void SetProgress(string progress)
{
StringBuilder fullMessage = new StringBuilder(_message);
fullMessage.Append(' ');
fullMessage.Append(progress);
Log.UpdateStatus(fullMessage.ToString());
}
///
/// Appends a progress string to the status message. Overwrites any previous progress message.
///
/// The format specifier for the message
/// Arguments for the status message
public void SetProgress(string format, params object[] args)
{
StringBuilder fullMessage = new StringBuilder(_message);
fullMessage.Append(' ');
fullMessage.AppendFormat(format, args);
Log.UpdateStatus(fullMessage.ToString());
}
///
/// Pops the status message from the log.
///
public void Dispose()
{
if(_message != null)
{
Log.PopStatus();
_message = null!;
}
}
}
}