Files
UnrealEngineUWP/Engine/Source/Developer/SourceControl/Public/ISourceControlChangelistState.h
patrick laflamme 613bcd7b4d Fixed the 'Submit Window' saving the description of the default changelist into a new changelist without moving the files.
- In the 'Submit' window, renamed the 'Apply' button to 'Save' button.
  - If the user saves with the 'default' changelist, a new changelist is created with the user description and files are moved into that changelist.
  - If the user saves with any other changelist, ony the description is edited.

#rb Luc.Eygasier
#preflight 631a13a2304480f8f85aba2c

[CL 21909342 by patrick laflamme in ue5-main branch]
2022-09-08 20:48:26 -04:00

77 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ISourceControlState.h"
#include "ISourceControlChangelist.h"
typedef TSharedRef<class ISourceControlChangelistState, ESPMode::ThreadSafe> FSourceControlChangelistStateRef;
typedef TSharedPtr<class ISourceControlChangelistState, ESPMode::ThreadSafe> FSourceControlChangelistStatePtr;
/**
* An abstraction of the state of a pending changelist under source control
*/
class ISourceControlChangelistState : public TSharedFromThis<ISourceControlChangelistState, ESPMode::ThreadSafe>
{
public:
/**
* Virtual destructor
*/
virtual ~ISourceControlChangelistState() {}
/**
* Get the name of the icon graphic we should use to display the state in a UI.
* @returns the name of the icon to display
*/
virtual FName GetIconName() const = 0;
/**
* Get the name of the small icon graphic we should use to display the state in a UI.
* @returns the name of the icon to display
*/
virtual FName GetSmallIconName() const = 0;
/**
* Get a text representation of the state
* @returns the text to display for this state
*/
virtual FText GetDisplayText() const = 0;
/**
* Get a text representation of the state
* @returns the text to display for this state
*/
virtual FText GetDescriptionText() const = 0;
/**
* Returns whether the change list description can be saved and persisted. Some changelists are
* special and the description cannot be persisted with the changelist. For example the P4 default
* changelist description cannot be persisted and the user must create a new changelist.
*/
virtual bool SupportsPersistentDescription() const { return true; }
/**
* Get a tooltip to describe this state
* @returns the text to display for this states tooltip
*/
virtual FText GetDisplayTooltip() const = 0;
/**
* Get the timestamp of the last update that was made to this state.
* @returns the timestamp of the last update
*/
virtual const FDateTime& GetTimeStamp() const = 0;
virtual const TArray<FSourceControlStateRef>& GetFilesStates() const = 0;
virtual const TArray<FSourceControlStateRef>& GetShelvedFilesStates() const = 0;
/**
* Returns the object on which this state was constructed
* @returns the changelist associated to this state
*/
virtual FSourceControlChangelistRef GetChangelist() const = 0;
};