// // Copyright 1997 Nicholas J. Irias. All rights reserved. // // // Cmd_Fix.cpp #include "stdafx.h" #include "p4win.h" #include "cmd_fix.h" #include "p4fix.h" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif IMPLEMENT_DYNCREATE(CCmd_Fix, CP4Command) CCmd_Fix::CCmd_Fix(CGuiClient *client) : CP4Command(client) { m_ReplyMsg= WM_P4FIX; m_TaskName= _T("Fix"); } BOOL CCmd_Fix::Run(CStringList *jobs, long changeNum, BOOL unfix/*=FALSE*/, LPCTSTR jobstatus/*=NULL*/) { // Set the base of arg list ASSERT(!jobs->IsEmpty()); if(changeNum == 0) { ASSERT(0); return FALSE; } m_Unfixing= unfix; m_IsNewStatus= jobstatus ? TRUE : FALSE; // Set the base of arg list ClearArgs(); AddArg(_T("fix")); if(jobstatus) { AddArg(_T("-s")); AddArg(jobstatus); } if(m_Unfixing && !m_IsNewStatus) AddArg(_T("-d")); AddArg(_T("-c")); m_BaseArgs=AddArg(changeNum); m_posStrListIn=jobs->GetHeadPosition(); m_pStrListIn=jobs; // Put the first few files into the arg list NextListArgs(); return CP4Command::Run(); } void CCmd_Fix::OnOutputInfo(char level, LPCTSTR data, LPCTSTR msg) { BOOL processedOutput= FALSE; CP4Fix *fix= new CP4Fix; if(m_Unfixing && !m_IsNewStatus) { if(fix->CreateFromUnfix(data)) { m_List.AddHead(fix); processedOutput= TRUE; } else delete fix; } else { if(fix->CreateMyFix(data)) { m_List.AddHead(fix); processedOutput= TRUE; } else delete fix; } if(!processedOutput) CP4Command::OnOutputInfo(level, data, msg); }
# | Change | User | Description | Committed | |
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#1 | 19924 | YourUncleBob |
Populate -o //guest/perforce_software/p4win/... //guest/YourUncleBob/p4win/..... |
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//guest/perforce_software/p4win/main/gui/p4api/Cmd_Fix.cpp | |||||
#1 | 16169 | perforce_software | Move files to follow new path scheme for branches. | ||
//guest/perforce_software/p4win/gui/p4api/Cmd_Fix.cpp | |||||
#1 | 8562 | Matt Attaway |
These feet never stop running. Initial commit of the P4Win source code. To the best of our knowledge this compiles and runs using the 2013.3 P4 API and VS 2010. Expect a few changes as we refine the build process. Please post any build issues to the forums. |