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103 lines
2.7 KiB
C#

1 year ago
using System;
namespace Unity.PlasticSCM.Editor.AssetsOverlays
{
[Flags]
internal enum AssetStatus
{
None = 0,
Private = 1 << 0,
Ignored = 1 << 2,
Added = 1 << 3,
Checkout = 1 << 4,
Controlled = 1 << 5,
UpToDate = 1 << 6,
OutOfDate = 1 << 7,
Conflicted = 1 << 8,
DeletedOnServer = 1 << 9,
Locked = 1 << 10,
LockedRemote = 1 << 11,
HiddenChanged = 1 << 12,
}
internal class LockStatusData
{
internal readonly AssetStatus Status;
internal readonly string LockedBy;
internal readonly string WorkspaceName;
internal LockStatusData(
AssetStatus status,
string lockedBy,
string workspaceName)
{
Status = status;
LockedBy = lockedBy;
WorkspaceName = workspaceName;
}
}
internal class ClassifyAssetStatus
{
internal static bool IsPrivate(AssetStatus status)
{
return ContainsAny(status, AssetStatus.Private);
}
internal static bool IsIgnored(AssetStatus status)
{
return ContainsAny(status, AssetStatus.Ignored);
}
internal static bool IsControlled(AssetStatus status)
{
return ContainsAny(status, AssetStatus.Controlled);
}
internal static bool IsLocked(AssetStatus status)
{
return ContainsAny(status, AssetStatus.Locked);
}
internal static bool IsLockedRemote(AssetStatus status)
{
return ContainsAny(status, AssetStatus.LockedRemote);
}
internal static bool IsOutOfDate(AssetStatus status)
{
return ContainsAny(status, AssetStatus.OutOfDate);
}
internal static bool IsDeletedOnServer(AssetStatus status)
{
return ContainsAny(status, AssetStatus.DeletedOnServer);
}
internal static bool IsConflicted(AssetStatus status)
{
return ContainsAny(status, AssetStatus.Conflicted);
}
internal static bool IsAdded(AssetStatus status)
{
return ContainsAny(status, AssetStatus.Added);
}
internal static bool IsCheckedOut(AssetStatus status)
{
return ContainsAny(status, AssetStatus.Checkout);
}
internal static bool IsHiddenChanged(AssetStatus status)
{
return ContainsAny(status, AssetStatus.HiddenChanged);
}
static bool ContainsAny(AssetStatus status, AssetStatus matchTo)
{
return (status & matchTo) != AssetStatus.None;
}
}
}