/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
namespace Oculus.Interaction
{
///
/// A helper class which invokes a callback on the main thread when this instance is garbage collected. This can be used
/// to observe the destruction of resources without requiring them to be explicitly disposed.
///
///
/// Prior to Unity 6, this class relies on to invoke its callback
/// on the main thread. In Unity 6+, this dependency is not necessary as
/// [`Awaitable.MainThreadAsync`](https://docs.unity3d.com/6000.0/Documentation/Manual/async-await-support.html)
/// can be used instead.
///
public class FinalAction
{
private readonly Action _action;
private bool _cancelled = false;
///
/// Constructor; takes the callback (typically as an inline function) which is to be invoked on the main thread
/// (for example, using ) when this FinalAction is destructed.
///
/// The callback to be invoked on the main thread in response to destruction
public FinalAction(Action action)
{
_action = action;
}
///
/// Cancels the FinalAction. If this is invoked, then the destruction of this instance will no longer invoke
/// the FinalAction's callback.
///
///
/// This is useful in situations where it is no longer necessary to know when the FinalAction is destructed.
/// For example, invokes this method when a
/// decoration is manually removed, whereupon the associated FinalAction (which was created to remove the
/// decoration association if the decoration itself is ever destructed) should no longer be called because
/// the association has already been removed.
///
public void Cancel()
{
_cancelled = true;
}
~FinalAction()
{
if (!_cancelled)
{
Context.ExecuteOnMainThread(_action);
}
}
}
}