void OnApplicationActivated() { if (mException != null) { return; } Reload.IfWorkspaceConfigChanged( mPlasticAPI, mWkInfo, mIsGluonMode, ExecuteFullReload); if (mWkInfo == null) { return; } ((IWorkspaceWindow)mWorkspaceWindow).UpdateTitle(); NewIncomingChanges.LaunchUpdater( mDeveloperNewIncomingChangesUpdater, mGluonNewIncomingChangesUpdater); // When Unity Editor window is activated it writes some files to its Temp folder. // This causes the fswatcher to process those events. // We need to wait until the fswatcher finishes processing the events, // otherwise the NewChangesInWk method will return TRUE, causing // the pending changes view to unwanted auto-refresh. // So, we need to delay the auto-refresh call in order // to give the fswatcher enough time to process the events. // Note that the OnFocus event is not affected by this issue. mCooldownAutoRefreshPendingChangesAction.Ping(); mViewSwitcher.AutoRefreshIncomingChangesView(); }
void OnApplicationActivated() { if (mException != null) { return; } Reload.IfWorkspaceConfigChanged( mPlasticAPI, mWkInfo, mIsGluonMode, ExecuteFullReload); if (mWkInfo == null) { return; } ((IWorkspaceWindow)mPlasticClient).UpdateTitle(); NewIncomingChanges.LaunchUpdater( mDeveloperNewIncomingChangesUpdater, mGluonNewIncomingChangesUpdater, mDeveloperNewIncomingChangesFromMainUpdater); mViewSwitcher.AutoRefreshPendingChangesView(); mViewSwitcher.AutoRefreshIncomingChangesView(); }