forked from Misaki/GhostEngine
Refactor project structure and enhance functionality
Changed the project namespace from `Ghost.Editor` to `Ghost.App` across multiple files. Changed the `InternalsVisibleTo` attribute in `AssemblyInfo.cs` to include `Ghost.App`. Changed the `ProjectRepository` class to add new asynchronous methods for retrieving projects by ID, name, and metadata path. Changed the `ProjectService` class to utilize the new asynchronous project loading methods. Changed the `SceneGraph` classes to improve node management and serialization. Changed the `EntityManager` class to enhance entity management with new component handling methods. Added new test classes, `EntityTest` and `SerializationTest`, to ensure reliability in entity and serialization systems. Added the `Ghost.App` project file to establish a modular project structure. Added the `Ghost.Generator` project for automated component serialization code generation. Updated UI components to reflect the new namespace for proper functionality.
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@@ -1,102 +0,0 @@
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using Ghost.Editor.Helpers;
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using Ghost.Editor.Infrastructures.AppState;
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using Ghost.Editor.Services;
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using Microsoft.Extensions.DependencyInjection;
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using Microsoft.Extensions.Hosting;
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using Microsoft.UI.Xaml;
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using System;
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// To learn more about WinUI, the WinUI project structure,
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// and more about our project templates, see: http://aka.ms/winui-project-info.
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namespace Ghost.Editor
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{
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/// <summary>
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/// Provides application-specific behavior to supplement the default Application class.
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/// </summary>
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public partial class App : Application
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{
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private Window? _window;
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internal static Window? Window
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{
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get => (Current as App)!._window;
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set
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{
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if (Current is App app)
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{
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app._window = value;
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}
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}
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}
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internal IHost Host
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{
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get;
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}
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/// <summary>
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/// Initializes the singleton application object. This is the first line of authored code
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/// executed, and as such is the logical equivalent of main() or WinMain().
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/// </summary>
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internal App()
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{
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InitializeComponent();
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Host = Microsoft.Extensions.Hosting.Host.
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CreateDefaultBuilder().
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UseContentRoot(AppContext.BaseDirectory).
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ConfigureServices((context, services) =>
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{
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HostHelper.AddLandingScope(context, services);
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HostHelper.AddEngineScope(context, services);
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services.AddSingleton<AppStateMachine>();
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services.AddSingleton<StackedNotificationService>();
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})
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.Build();
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UnhandledException += App_UnhandledException;
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}
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internal static IServiceScope CreateScope()
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{
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return (Current as App)!.Host.Services.CreateScope();
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}
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public static T GetService<T>() where T : class
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{
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if ((Current as App)!.Host.Services.GetService(typeof(T)) is not T service)
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{
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throw new ArgumentException($"{typeof(T)} needs to be registered in ConfigureServices within App.xaml.cs.");
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}
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return service;
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}
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/// <summary>
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/// Invoked when the application is launched.
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/// </summary>
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/// <param name="args">Details about the launch request and process.</param>
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protected override async void OnLaunched(LaunchActivatedEventArgs args)
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{
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base.OnLaunched(args);
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ActivationHandler.Handle(args);
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Host.Start();
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var stateMachine = GetService<AppStateMachine>();
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stateMachine.RegisterState(StateKey.Landing, () => new LandingState());
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stateMachine.RegisterState(StateKey.EngineEditor, () => new EditorState());
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await stateMachine.TransitionToAsync(StateKey.Landing);
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}
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private void App_UnhandledException(object sender, Microsoft.UI.Xaml.UnhandledExceptionEventArgs e)
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{
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// TODO: Log and handle exceptions as appropriate.
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// https://docs.microsoft.com/windows/windows-app-sdk/api/winrt/microsoft.ui.xaml.application.unhandledexception.
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}
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}
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}
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