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; } } }