9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
124 lines
3.5 KiB
C#
124 lines
3.5 KiB
C#
using Codice.Client.BaseCommands;
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using Codice.Client.Commands.CheckIn;
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using Codice.Client.Common;
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using Codice.CM.Common;
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using PlasticGui;
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using PlasticGui.WorkspaceWindow;
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namespace Unity.PlasticSCM.Editor.Developer
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{
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internal class ProgressOperationHandler
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{
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internal ProgressOperationHandler(WorkspaceInfo wkInfo, WorkspaceWindow workspaceWindow)
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{
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mWkInfo = wkInfo;
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mWorkspaceWindow = workspaceWindow;
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}
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internal void Update(double elapsedSeconds)
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{
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if (mUpdateProgress == null)
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return;
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mSecondsSinceLastProgressUpdate += elapsedSeconds;
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if (mSecondsSinceLastProgressUpdate > UPDATE_INTERVAL_SECONDS)
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{
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mUpdateProgress.OnUpdateProgress();
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mSecondsSinceLastProgressUpdate -= UPDATE_INTERVAL_SECONDS;
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}
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}
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internal bool CheckOperationInProgress()
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{
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if (IsOperationInProgress())
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{
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GuiMessage.ShowInformation(
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PlasticLocalization.GetString(PlasticLocalization.Name.OperationRunning),
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PlasticLocalization.GetString(PlasticLocalization.Name.OperationInProgress));
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return true;
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}
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return false;
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}
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internal bool IsOperationInProgress()
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{
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return mProgress != null
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|| mUpdateProgress != null
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|| mCheckinProgress != null;
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}
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internal void ShowProgress()
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{
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mProgress = new GenericProgress(mWorkspaceWindow);
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}
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internal void RefreshProgress(ProgressData progressData)
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{
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mProgress.RefreshProgress(progressData);
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}
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internal void EndProgress()
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{
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mProgress = null;
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mWorkspaceWindow.Progress.ResetProgress();
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mWorkspaceWindow.RequestRepaint();
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}
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internal void ShowUpdateProgress(string title, UpdateNotifier notifier)
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{
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mUpdateProgress = new UpdateProgress(
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notifier, mWkInfo.ClientPath, title, mWorkspaceWindow);
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mUpdateProgress.OnUpdateProgress();
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mSecondsSinceLastProgressUpdate = 0;
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}
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internal void ShowCheckinProgress()
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{
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mCheckinProgress = new CheckinProgress(mWkInfo, mWorkspaceWindow);
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}
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internal void RefreshCheckinProgress(
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CheckinStatus checkinStatus,
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BuildProgressSpeedAndRemainingTime.ProgressData progressData)
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{
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mCheckinProgress.Refresh(checkinStatus, progressData);
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}
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internal void CancelCheckinProgress()
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{
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mCheckinProgress.CancelPressed = true;
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}
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internal void EndUpdateProgress()
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{
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mUpdateProgress = null;
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mWorkspaceWindow.Progress.ResetProgress();
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mWorkspaceWindow.RequestRepaint();
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}
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internal void EndCheckinProgress()
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{
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mCheckinProgress = null;
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mWorkspaceWindow.Progress.ResetProgress();
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mWorkspaceWindow.RequestRepaint();
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}
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internal bool HasCheckinCancelled()
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{
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return mCheckinProgress.CancelPressed;
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}
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double mSecondsSinceLastProgressUpdate = 0;
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GenericProgress mProgress;
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UpdateProgress mUpdateProgress;
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CheckinProgress mCheckinProgress;
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WorkspaceInfo mWkInfo;
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WorkspaceWindow mWorkspaceWindow;
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const double UPDATE_INTERVAL_SECONDS = 0.5;
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}
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}
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