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using System.Collections.Generic;
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using JetBrains.Annotations;
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using Unity.Cloud.Collaborate.Models.Structures;
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using Unity.Cloud.Collaborate.Presenters;
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namespace Unity.Cloud.Collaborate.Views
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{
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internal interface IChangesView : IView<IChangesPresenter>
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{
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/// <summary>
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/// Set busy status in the view.
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/// </summary>
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/// <param name="busy">Whether or not the presenter is busy with a request.</param>
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void SetBusyStatus(bool busy);
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/// <summary>
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/// Set the search query in the view.
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/// </summary>
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/// <param name="query">Latest search query to set.</param>
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void SetSearchQuery([NotNull] string query);
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/// <summary>
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/// Set the revision summary in the view.
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/// </summary>
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/// <param name="message">Latest summary to set.</param>
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void SetRevisionSummary([NotNull] string message);
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/// <summary>
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/// Set the conflicts to be displayed.
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/// </summary>
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/// <param name="list">List of conflicts to display.</param>
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void SetConflicts([NotNull] IReadOnlyList<IChangeEntryData> list);
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/// <summary>
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/// Set the changes to be selected.
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/// </summary>
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void SetSelectedChanges();
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/// <summary>
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/// Set the changes to be displayed.
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/// </summary>
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/// <param name="list">List of changes to be displayed.</param>
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void SetChanges([NotNull] IReadOnlyList<IChangeEntryData> list);
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/// <summary>
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/// Set the count of toggled entries.
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/// </summary>
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/// <param name="count">Latest toggled count.</param>
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void SetToggledCount(int count);
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/// <summary>
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/// Enable or disable the publish button based on the provided values. The optional reason is to be used as a
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/// hint to users about why the functionality is blocked.
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/// </summary>
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/// <param name="enabled">Whether or not the publish is to be enabled.</param>
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/// <param name="reason">Reason for the publish to be disabled.</param>
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void SetPublishEnabled(bool enabled, [CanBeNull] string reason = null);
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/// <summary>
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/// Display a dialogue to the user.
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/// </summary>
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/// <param name="title">Title for the dialogue.</param>
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/// <param name="message">Message inside the dialogue.</param>
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/// <param name="affirmative">Affirmative button text.</param>
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/// <returns>True if affirmative is clicked.</returns>
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bool DisplayDialogue([NotNull] string title, [NotNull] string message, [NotNull] string affirmative);
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/// <summary>
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/// Display a dialogue to the user.
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/// </summary>
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/// <param name="title">Title for the dialogue.</param>
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/// <param name="message">Message inside the dialogue.</param>
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/// <param name="affirmative">Affirmative button text.</param>
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/// <param name="negative">Negative button text.</param>
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/// <returns>True if affirmative is clicked.</returns>
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bool DisplayDialogue([NotNull] string title, [NotNull] string message, [NotNull] string affirmative, [NotNull] string negative);
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}
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}
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