GuiClientUser.h. #1

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//
// Copyright 1997 Nicholas J. Irias.  All rights reserved.
//
//

// GuiClientUser.h   
//
//

#ifndef __CGUICLIENTUSER__
#define __CGUICLIENTUSER__

class CP4Command;

class CGuiClientUser : public ClientUser
{
    CTypedPtrList<CPtrList,CP4Command*> m_command;

public:
	CGuiClientUser();
	~CGuiClientUser();

// Attributes
public:
    void PushCommandPtr(CP4Command *cmd);
    void PopCommandPtr(CP4Command *cmd);
    CP4Command * GetCommandPtr() { return m_command.GetHead(); }

	
// Operations

    // overrides of ClientUser:
	void	OutputInfo( char level, const char *data );
	void	OutputStat( StrDict *varList );
	void 	OutputError( const char *errBuf );
	void 	OutputText( const char *data, int length );
	void	OutputBinary( const char *data, int length );
	void	Message( Error *err );
	void	ErrorPause( char *errBuf, Error *e );
    void    InputData( StrBuf *strBuf, Error *e );

	virtual void	Diff( FileSys *f1, FileSys *f2, int doPage, char *diffFlags, Error *e );
	virtual int	Resolve( ClientMerge *m, Error *e );
	virtual void	Prompt( const StrPtr &msg, StrBuf &rsp, int noEcho, Error *e );

#ifdef _DEBUG
    // just so we can make sure the server doesn't try calling these:
	virtual void	Edit( FileSys *f1, Error *e );
	void		Help( char **help );
	virtual void	Merge( FileSys *base, FileSys *leg1, FileSys *leg2, 
						   FileSys *result, Error *e );
#endif
	
	
};


/////////////////////////////////////////////////////////////////////////////
#endif //__CGUICLIENTUSER__






# Change User Description Committed
#1 19924 YourUncleBob Populate -o //guest/perforce_software/p4win/...
//guest/YourUncleBob/p4win/.....
//guest/perforce_software/p4win/main/gui/p4api/GuiClientUser.h
#1 16169 perforce_software Move files to follow new path scheme for branches.
//guest/perforce_software/p4win/gui/p4api/GuiClientUser.h
#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.