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use super::*;
impl IAsyncAction {
/// Waits for the `IAsyncAction` to finish.
pub fn get(&self) -> Result<()> {
if self.Status()? == AsyncStatus::Started {
let (_waiter, signaler) = Waiter::new()?;
self.SetCompleted(&AsyncActionCompletedHandler::new(move |_, _| {
// This is safe because the waiter will only be dropped after being signaled.
unsafe {
signaler.signal();
}
Ok(())
}))?;
}
self.GetResults()
}
}
impl<T: RuntimeType> IAsyncOperation<T> {
/// Waits for the `IAsyncOperation<T>` to finish.
pub fn get(&self) -> Result<T> {
if self.Status()? == AsyncStatus::Started {
let (_waiter, signaler) = Waiter::new()?;
self.SetCompleted(&AsyncOperationCompletedHandler::new(move |_, _| {
// This is safe because the waiter will only be dropped after being signaled.
unsafe {
signaler.signal();
}
Ok(())
}))?;
}
self.GetResults()
}
}
impl<P: RuntimeType> IAsyncActionWithProgress<P> {
/// Waits for the `IAsyncActionWithProgress<P>` to finish.
pub fn get(&self) -> Result<()> {
if self.Status()? == AsyncStatus::Started {
let (_waiter, signaler) = Waiter::new()?;
self.SetCompleted(&AsyncActionWithProgressCompletedHandler::new(
move |_, _| {
// This is safe because the waiter will only be dropped after being signaled.
unsafe {
signaler.signal();
}
Ok(())
},
))?;
}
self.GetResults()
}
}
impl<T: RuntimeType, P: RuntimeType> IAsyncOperationWithProgress<T, P> {
/// Waits for the `IAsyncOperationWithProgress<T, P>` to finish.
pub fn get(&self) -> Result<T> {
if self.Status()? == AsyncStatus::Started {
let (_waiter, signaler) = Waiter::new()?;
self.SetCompleted(&AsyncOperationWithProgressCompletedHandler::new(
move |_, _| {
// This is safe because the waiter will only be dropped after being signaled.
unsafe {
signaler.signal();
}
Ok(())
},
))?;
}
self.GetResults()
}
}