UnityGame/Library/PackageCache/com.unity.collab-proxy/Editor/PlasticSCM/Developer/IncomingChangesNotifier.cs

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2024-10-27 10:53:47 +03:00
using PlasticGui.WorkspaceWindow;
using Unity.PlasticSCM.Editor.UI.StatusBar;
namespace Unity.PlasticSCM.Editor.Developer
{
internal class IncomingChangesNotifier :
IIncomingChangesNotifier,
CheckIncomingChanges.IUpdateIncomingChanges
{
bool IIncomingChangesNotifier.HasNotification
{
get { return mHasNotification; }
}
IncomingChangesNotification IIncomingChangesNotifier.Notification
{
get { return mNotification; }
}
internal IncomingChangesNotifier(
PlasticWindow plasticWindow)
{
mPlasticWindow = plasticWindow;
}
void CheckIncomingChanges.IUpdateIncomingChanges.Hide()
{
PlasticPlugin.SetNotificationStatus(
mPlasticWindow,
PlasticNotification.Status.None);
mNotification.Clear();
mHasNotification = false;
mPlasticWindow.Repaint();
}
void CheckIncomingChanges.IUpdateIncomingChanges.Show(
string infoText,
string actionText,
string tooltipText,
CheckIncomingChanges.Severity severity,
CheckIncomingChanges.Action action)
{
PlasticNotification.Status status = PlasticNotification.Status.None;
if (severity == CheckIncomingChanges.Severity.Info)
status = PlasticNotification.Status.IncomingChanges;
else if (severity == CheckIncomingChanges.Severity.Warning)
status = PlasticNotification.Status.Conflicts;
PlasticPlugin.SetNotificationStatus(
mPlasticWindow,
status);
UpdateData(
mNotification,
infoText,
actionText,
tooltipText,
status,
action);
mHasNotification = true;
mPlasticWindow.Repaint();
}
static void UpdateData(
IncomingChangesNotification data,
string infoText,
string actionText,
string tooltipText,
PlasticNotification.Status status,
CheckIncomingChanges.Action action)
{
data.InfoText = infoText;
data.ActionText = actionText;
data.TooltipText = tooltipText;
data.HasUpdateAction = action == CheckIncomingChanges.Action.Update;
data.Status = status;
}
bool mHasNotification;
IncomingChangesNotification mNotification = new IncomingChangesNotification();
PlasticWindow mPlasticWindow;
}
}