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C++ FSourceControlStatePtr::IsCurrent方法代码示例

本文整理汇总了C++中FSourceControlStatePtr::IsCurrent方法的典型用法代码示例。如果您正苦于以下问题:C++ FSourceControlStatePtr::IsCurrent方法的具体用法?C++ FSourceControlStatePtr::IsCurrent怎么用?C++ FSourceControlStatePtr::IsCurrent使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FSourceControlStatePtr的用法示例。


在下文中一共展示了FSourceControlStatePtr::IsCurrent方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: OnSourceControlStateUpdated

void UUnrealEdEngine::OnSourceControlStateUpdated(const FSourceControlOperationRef& SourceControlOp, ECommandResult::Type ResultType, TWeakObjectPtr<UPackage> Package)
{
	if (ResultType == ECommandResult::Succeeded && Package.IsValid())
	{
		// Get the source control state of the package
		ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
		FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(Package.Get(), EStateCacheUsage::Use);

		if (SourceControlState.IsValid())
		{
			const UEditorLoadingSavingSettings* Settings = GetDefault<UEditorLoadingSavingSettings>();
			check(Settings->bPromptForCheckoutOnAssetModification || Settings->bAutomaticallyCheckoutOnAssetModification);

			if (Settings->bAutomaticallyCheckoutOnAssetModification && SourceControlState->CanCheckout())
			{
				// Automatically check out asset
				TArray<FString> Files;
				Files.Add(SourceControlHelpers::PackageFilename(Package.Get()));
				SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), SourceControlHelpers::AbsoluteFilenames(Files), EConcurrency::Asynchronous, FSourceControlOperationComplete::CreateUObject(this, &UUnrealEdEngine::OnPackageCheckedOut, TWeakObjectPtr<UPackage>(Package)));
			}
			else
			{
				if (SourceControlState->CanCheckout() || !SourceControlState->IsCurrent() || SourceControlState->IsCheckedOutOther())
				{
					// To get here, either "prompt for checkout on asset modification" is set, or "automatically checkout on asset modification"
					// is set, but it failed.

			// Allow packages that are not checked out to pass through.
			// Allow packages that are not current or checked out by others pass through.  
			// The user wont be able to checkout these packages but the checkout dialog will show up with a special icon 
			// to let the user know they wont be able to checkout the package they are modifying.

					PackageToNotifyState.Add(Package, SourceControlState->CanCheckout() ? NS_PendingPrompt : NS_PendingWarning);
			// We need to prompt since a new package was added
			bNeedToPromptForCheckout = true;
		}
	}
		}
	}
}
开发者ID:johndpope,项目名称:UE4,代码行数:40,代码来源:UnrealEdEngine.cpp

示例2: DeleteFromSourceControl

bool FCollection::DeleteFromSourceControl(FText& OutError)
{
	ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
	if ( !ISourceControlModule::Get().IsEnabled() )
	{
		OutError = LOCTEXT("Error_SCCDisabled", "Source control is not enabled. Enable source control in the preferences menu.");
		return false;
	}

	if ( !SourceControlProvider.IsAvailable() )
	{
		OutError = LOCTEXT("Error_SCCNotAvailable", "Source control is currently not available. Check your connection and try again.");
		return false;
	}

	bool bDeletedSuccessfully = false;

	const int32 DeleteProgressDenominator = 2;
	int32 DeleteProgressNumerator = 0;

	const FText CollectionNameText = FText::FromName( CollectionName );

	FFormatNamedArguments Args;
	Args.Add( TEXT("CollectionName"), CollectionNameText );
	const FText StatusUpdate = FText::Format( LOCTEXT("DeletingCollection", "Deleting Collection {CollectionName}"), Args );

	GWarn->BeginSlowTask( StatusUpdate, true );
	GWarn->UpdateProgress(DeleteProgressNumerator++, DeleteProgressDenominator);

	FString AbsoluteFilename = FPaths::ConvertRelativePathToFull(SourceFilename);
	FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
	
	GWarn->UpdateProgress(DeleteProgressNumerator++, DeleteProgressDenominator);

	// If checked out locally for some reason, revert
	if (SourceControlState.IsValid() && (SourceControlState->IsAdded() || SourceControlState->IsCheckedOut() || SourceControlState->IsDeleted()))
	{
		if ( !RevertCollection(OutError) )
		{
			// Failed to revert, just bail out
			GWarn->EndSlowTask();
			return false;
		}

		// Make sure we get a fresh state from the server
		SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
	}

	// If not at the head revision, sync up
	if (SourceControlState.IsValid() && !SourceControlState->IsCurrent())
	{
		if ( SourceControlProvider.Execute(ISourceControlOperation::Create<FSync>(), AbsoluteFilename) == ECommandResult::Failed)
		{
			// Could not sync up with the head revision
			GWarn->EndSlowTask();
			OutError = FText::Format(LOCTEXT("Error_SCCSync", "Failed to sync collection '{0}' to the head revision."), FText::FromName(CollectionName));
			return false;
		}

		// Check to see if the file exists at the head revision
		if ( !IFileManager::Get().FileExists(*SourceFilename) )
		{
			// File was already deleted, consider this a success
			GWarn->EndSlowTask();
			return true;
		}
			
		FCollection NewCollection(SourceFilename, false);
		FText LoadErrorText;
		if ( !NewCollection.Load(LoadErrorText) )
		{
			// Failed to load the head revision file so it isn't safe to delete it
			GWarn->EndSlowTask();
			OutError = FText::Format(LOCTEXT("Error_SCCBadHead", "Failed to load the collection '{0}' at the head revision. {1}"), FText::FromName(CollectionName), LoadErrorText);
			return false;
		}

		// Loaded the head revision, now merge up so the files are in a consistent state
		MergeWithCollection(NewCollection);

		// Make sure we get a fresh state from the server
		SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
	}

	GWarn->UpdateProgress(DeleteProgressNumerator++, DeleteProgressDenominator);

	if(SourceControlState.IsValid())
	{
		if(SourceControlState->IsAdded() || SourceControlState->IsCheckedOut())
		{
			OutError = FText::Format(LOCTEXT("Error_SCCDeleteWhileCheckedOut", "Failed to delete collection '{0}' in source control because it is checked out or open for add."), FText::FromName(CollectionName));
		}
		else if(SourceControlState->CanCheckout())
		{
			if ( SourceControlProvider.Execute(ISourceControlOperation::Create<FDelete>(), AbsoluteFilename) == ECommandResult::Succeeded )
			{
				// Now check in the delete
				const FText ChangelistDesc = FText::Format( LOCTEXT("CollectionDeletedDesc", "Deleted collection: {CollectionName}"), CollectionNameText );
				TSharedRef<FCheckIn, ESPMode::ThreadSafe> CheckInOperation = ISourceControlOperation::Create<FCheckIn>();
				CheckInOperation->SetDescription(ChangelistDesc);
//.........这里部分代码省略.........
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:101,代码来源:Collection.cpp

示例3: CheckoutCollection

bool FCollection::CheckoutCollection(FText& OutError)
{
	if ( !ensure(SourceFilename.Len()) )
	{
		OutError = LOCTEXT("Error_Internal", "There was an internal error.");
		return false;
	}

	ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
	if ( !ISourceControlModule::Get().IsEnabled() )
	{
		OutError = LOCTEXT("Error_SCCDisabled", "Source control is not enabled. Enable source control in the preferences menu.");
		return false;
	}

	if ( !SourceControlProvider.IsAvailable() )
	{
		OutError = LOCTEXT("Error_SCCNotAvailable", "Source control is currently not available. Check your connection and try again.");
		return false;
	}

	const FString AbsoluteFilename = FPaths::ConvertRelativePathToFull(SourceFilename);
	FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);

	bool bSuccessfullyCheckedOut = false;

	if (SourceControlState.IsValid() && SourceControlState->IsDeleted())
	{
		// Revert our delete
		if ( !RevertCollection(OutError) )
		{
			return false;
		}

		// Make sure we get a fresh state from the server
		SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
	}

	// If not at the head revision, sync up
	if (SourceControlState.IsValid() && !SourceControlState->IsCurrent())
	{
		if ( SourceControlProvider.Execute(ISourceControlOperation::Create<FSync>(), AbsoluteFilename) == ECommandResult::Failed )
		{
			// Could not sync up with the head revision
			OutError = FText::Format(LOCTEXT("Error_SCCSync", "Failed to sync collection '{0}' to the head revision."), FText::FromName(CollectionName));
			return false;
		}

		// Check to see if the file exists at the head revision
		if ( IFileManager::Get().FileExists(*SourceFilename) )
		{
			// File found! Load it and merge with our local changes
			FText LoadErrorText;
			FCollection NewCollection(SourceFilename, false);
			if ( !NewCollection.Load(LoadErrorText) )
			{
				// Failed to load the head revision file so it isn't safe to delete it
				OutError = FText::Format(LOCTEXT("Error_SCCBadHead", "Failed to load the collection '{0}' at the head revision. {1}"), FText::FromName(CollectionName), LoadErrorText);
				return false;
			}

			// Loaded the head revision, now merge up so the files are in a consistent state
			MergeWithCollection(NewCollection);
		}

		// Make sure we get a fresh state from the server
		SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
	}

	if(SourceControlState.IsValid())
	{
		if(!SourceControlState->IsSourceControlled())
		{
			// Not yet in the depot. We'll add it when we call CheckinCollection
			bSuccessfullyCheckedOut = true;
		}
		else if(SourceControlState->IsAdded() || SourceControlState->IsCheckedOut())
		{
			// Already checked out or opened for add
			bSuccessfullyCheckedOut = true;
		}
		else if(SourceControlState->CanCheckout())
		{
			// In depot and needs to be checked out
			bSuccessfullyCheckedOut = (SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), AbsoluteFilename) == ECommandResult::Succeeded);
			if (!bSuccessfullyCheckedOut)
			{
				OutError = FText::Format(LOCTEXT("Error_SCCCheckout", "Failed to check out collection '{0}'"), FText::FromName(CollectionName));
			}
		}
		else if(!SourceControlState->IsCurrent())
		{
			OutError = FText::Format(LOCTEXT("Error_SCCNotCurrent", "Collection '{0}' is not at head revision after sync."), FText::FromName(CollectionName));
		}
		else if(SourceControlState->IsCheckedOutOther())
		{
			OutError = FText::Format(LOCTEXT("Error_SCCCheckedOutOther", "Collection '{0}' is checked out by another user."), FText::FromName(CollectionName));
		}
		else
		{
//.........这里部分代码省略.........
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:101,代码来源:Collection.cpp

示例4: Main


//.........这里部分代码省略.........
			{
				static bool DeleteFromDisk(const FString& InFilename, const FString& InMessage)
				{
					SET_WARN_COLOR(COLOR_GREEN);
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("%s"), *InMessage);
					if (!IFileManager::Get().Delete(*InFilename, false, true))
					{
						SET_WARN_COLOR(COLOR_RED);
						UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("  ... failed to delete from disk."), *InFilename);
						CLEAR_WARN_COLOR();
						return false;
					}
					CLEAR_WARN_COLOR();
					return true;
				}
			};

			if (!bIsSCCDisabled)
			{
				// get file SCC status
				FString FileName = SourceControlHelpers::PackageFilename(PackageName);
				FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(FileName, EStateCacheUsage::ForceUpdate);

				if(SourceControlState.IsValid() && (SourceControlState->IsCheckedOut() || SourceControlState->IsAdded()) )
				{
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Revert '%s' from source control..."), *Filename);
					SourceControlProvider.Execute(ISourceControlOperation::Create<FRevert>(), FileName);

					SET_WARN_COLOR(COLOR_GREEN);
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Deleting '%s' from source control..."), *Filename);
					CLEAR_WARN_COLOR();
					SourceControlProvider.Execute(ISourceControlOperation::Create<FDelete>(), FileName);
				}
				else if(SourceControlState.IsValid() && (SourceControlState->CanEdit() || !SourceControlState->IsCurrent()))
				{
					SET_WARN_COLOR(COLOR_GREEN);
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Deleting '%s' from source control..."), *Filename);
					CLEAR_WARN_COLOR();
					SourceControlProvider.Execute(ISourceControlOperation::Create<FDelete>(), FileName);
				}
				else if(SourceControlState.IsValid() && SourceControlState->IsCheckedOutOther())
				{
					SET_WARN_COLOR(COLOR_RED);
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Couldn't delete '%s' from source control, someone has it checked out, skipping..."), *Filename);
					CLEAR_WARN_COLOR();
				}
				else if(SourceControlState.IsValid() && !SourceControlState->IsSourceControlled())
				{
					if(Local::DeleteFromDisk(Filename, FString::Printf(TEXT("'%s' is not in source control, attempting to delete from disk..."), *Filename)))
					{
						LogOutputFile->Logf(*Filename);
					}
				}
				else
				{
					if(Local::DeleteFromDisk(Filename, FString::Printf(TEXT("'%s' is in an unknown source control state, attempting to delete from disk..."), *Filename)))
					{
						LogOutputFile->Logf(*Filename);
					}
				}
			}
			else
			{
				if(Local::DeleteFromDisk(Filename, FString::Printf(TEXT("source control disabled while deleting '%s', attempting to delete from disk..."), *Filename)))
				{
					LogOutputFile->Logf(*Filename);
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:67,代码来源:FixupRedirectsCommandlet.cpp

示例5: CheckOutFile

bool FGatherTextSCC::CheckOutFile( const FString& InFile, FString& OutError )
{
	if ( InFile.IsEmpty() )
	{
		OutError = TEXT("Could not checkout file.");
		return false;
	}

	FString SCCError;
	if( !IsReady( SCCError ) )
	{
		OutError = SCCError;
		return false;
	}

	FString AbsoluteFilename = FPaths::ConvertRelativePathToFull( InFile );

	if( CheckedOutFiles.Contains( AbsoluteFilename ) )
	{
		return true;
	}

	bool bSuccessfullyCheckedOut = false;
	TArray<FString> FilesToBeCheckedOut;
	FilesToBeCheckedOut.Add( AbsoluteFilename );

	ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
	FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState( AbsoluteFilename, EStateCacheUsage::ForceUpdate );
	if(SourceControlState.IsValid())
	{
		FString Other;
		if( SourceControlState->IsAdded() ||
			SourceControlState->IsCheckedOut())
		{
			// Already checked out or opened for add
			bSuccessfullyCheckedOut = true;
		}
		else if(SourceControlState->CanCheckout())
		{
			bSuccessfullyCheckedOut = (SourceControlProvider.Execute( ISourceControlOperation::Create<FCheckOut>(), FilesToBeCheckedOut ) == ECommandResult::Succeeded);
			if (!bSuccessfullyCheckedOut)
			{
				OutError = FString::Printf(TEXT("Failed to check out file '%s'."), *InFile);
			}
		}
		else if(!SourceControlState->IsSourceControlled())
		{
			bSuccessfullyCheckedOut = (SourceControlProvider.Execute( ISourceControlOperation::Create<FMarkForAdd>(), FilesToBeCheckedOut ) == ECommandResult::Succeeded);
			if (!bSuccessfullyCheckedOut)
			{
				OutError = FString::Printf(TEXT("Failed to add file '%s' to source control."), *InFile);
			}
		}
		else if(!SourceControlState->IsCurrent())
		{
			OutError = FString::Printf(TEXT("File '%s' is not at head revision."), *InFile);
		}
		else if(SourceControlState->IsCheckedOutOther(&(Other)))
		{
			OutError = FString::Printf(TEXT("File '%s' is checked out by another ('%s')."), *InFile, *Other);
		}
		else
		{
			// Improper or invalid SCC state
			OutError = FString::Printf(TEXT("Could not determine source control state of file '%s'."), *InFile);
		}
	}
	else
	{
		// Improper or invalid SCC state
		OutError = FString::Printf(TEXT("Could not determine source control state of file '%s'."), *InFile);
	}

	if( bSuccessfullyCheckedOut )
	{
		CheckedOutFiles.AddUnique(AbsoluteFilename);
	}

	return bSuccessfullyCheckedOut;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:80,代码来源:GatherTextCommandletBase.cpp

示例6: CacheCanExecuteVars

void FAssetContextMenu::CacheCanExecuteVars()
{
	bAtLeastOneNonRedirectorSelected = false;
	bCanExecuteSCCCheckOut = false;
	bCanExecuteSCCOpenForAdd = false;
	bCanExecuteSCCCheckIn = false;
	bCanExecuteSCCHistory = false;
	bCanExecuteSCCRevert = false;
	bCanExecuteSCCSync = false;

	for (auto AssetIt = SelectedAssets.CreateConstIterator(); AssetIt; ++AssetIt)
	{
		const FAssetData& AssetData = *AssetIt;
		if ( !AssetData.IsValid() )
		{
			continue;
		}

		if ( !bAtLeastOneNonRedirectorSelected && AssetData.AssetClass != UObjectRedirector::StaticClass()->GetFName() )
		{
			bAtLeastOneNonRedirectorSelected = true;
		}

		ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
		if ( ISourceControlModule::Get().IsEnabled() )
		{
			// Check the SCC state for each package in the selected paths
			FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(SourceControlHelpers::PackageFilename(AssetData.PackageName.ToString()), EStateCacheUsage::Use);
			if(SourceControlState.IsValid())
			{
				if ( SourceControlState->CanCheckout() )
				{
					bCanExecuteSCCCheckOut = true;
				}

				if ( !SourceControlState->IsSourceControlled() )
				{
					bCanExecuteSCCOpenForAdd = true;
				}
				else if( !SourceControlState->IsAdded() )
				{
					bCanExecuteSCCHistory = true;
				}

				if(!SourceControlState->IsCurrent())
				{
					bCanExecuteSCCSync = true;
				}

				if ( SourceControlState->IsCheckedOut() || SourceControlState->IsAdded() )
				{
					bCanExecuteSCCCheckIn = true;
					bCanExecuteSCCRevert = true;
				}
			}
		}

		if ( bAtLeastOneNonRedirectorSelected
			&& bCanExecuteSCCCheckOut
			&& bCanExecuteSCCOpenForAdd
			&& bCanExecuteSCCCheckIn
			&& bCanExecuteSCCHistory
			&& bCanExecuteSCCRevert
			&& bCanExecuteSCCSync
			)
		{
			// All options are available, no need to keep iterating
			break;
		}
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:71,代码来源:AssetContextMenu.cpp

示例7: CheckOutFile

bool FGatherTextSCC::CheckOutFile(const FString& InFile, FText& OutError)
{
	if ( InFile.IsEmpty() || InFile.StartsWith(TEXT("\\\\")) )
	{
		OutError = NSLOCTEXT("GatherTextCmdlet", "InvalidFileSpecified", "Could not checkout file at invalid path.");
		return false;
	}

	FText SCCError;
	if( !IsReady( SCCError ) )
	{
		OutError = SCCError;
		return false;
	}

	FString AbsoluteFilename = FPaths::ConvertRelativePathToFull( InFile );

	if( CheckedOutFiles.Contains( AbsoluteFilename ) )
	{
		return true;
	}

	bool bSuccessfullyCheckedOut = false;
	TArray<FString> FilesToBeCheckedOut;
	FilesToBeCheckedOut.Add( AbsoluteFilename );

	FFormatNamedArguments Args;
	Args.Add(TEXT("Filepath"), FText::FromString(InFile));

	ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
	FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState( AbsoluteFilename, EStateCacheUsage::ForceUpdate );
	if(SourceControlState.IsValid())
	{
		FString Other;
		if( SourceControlState->IsAdded() ||
			SourceControlState->IsCheckedOut())
		{
			// Already checked out or opened for add
			bSuccessfullyCheckedOut = true;
		}
		else if(SourceControlState->CanCheckout())
		{
			bSuccessfullyCheckedOut = (SourceControlProvider.Execute( ISourceControlOperation::Create<FCheckOut>(), FilesToBeCheckedOut ) == ECommandResult::Succeeded);
			if (!bSuccessfullyCheckedOut)
			{
				OutError = FText::Format(NSLOCTEXT("GatherTextCmdlet", "FailedToCheckOutFile", "Failed to check out file '{Filepath}'."), Args);
			}
		}
		else if(!SourceControlState->IsSourceControlled() && SourceControlState->CanAdd())
		{
			bSuccessfullyCheckedOut = (SourceControlProvider.Execute( ISourceControlOperation::Create<FMarkForAdd>(), FilesToBeCheckedOut ) == ECommandResult::Succeeded);
			if (!bSuccessfullyCheckedOut)
			{
				OutError = FText::Format(NSLOCTEXT("GatherTextCmdlet", "FailedToAddFileToSourceControl", "Failed to add file '{Filepath}' to source control."), Args);
			}
		}
		else if(!SourceControlState->IsCurrent())
		{
			OutError = FText::Format(NSLOCTEXT("GatherTextCmdlet", "FileIsNotAtHeadRevision", "File '{Filepath}' is not at head revision."), Args);
		}
		else if(SourceControlState->IsCheckedOutOther(&(Other)))
		{
			Args.Add(TEXT("Username"), FText::FromString(Other));
			OutError = FText::Format(NSLOCTEXT("GatherTextCmdlet", "FileIsAlreadyCheckedOutByAnotherUser", "File '{Filepath}' is checked out by another ('{Username}')."), Args);
		}
		else
		{
			// Improper or invalid SCC state
			OutError = FText::Format(NSLOCTEXT("GatherTextCmdlet", "CouldNotGetStateOfFile", "Could not determine source control state of file '{Filepath}'."), Args);
		}
	}
	else
	{
		// Improper or invalid SCC state
		OutError = FText::Format(NSLOCTEXT("GatherTextCmdlet", "CouldNotGetStateOfFile", "Could not determine source control state of file '{Filepath}'."), Args);
	}

	if( bSuccessfullyCheckedOut )
	{
		CheckedOutFiles.AddUnique(AbsoluteFilename);
	}

	return bSuccessfullyCheckedOut;
}
开发者ID:VZout,项目名称:Team6UnrealEngine,代码行数:84,代码来源:GatherTextCommandletBase.cpp


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