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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@@ -1,37 +0,0 @@
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using Ghost.Data.Resources;
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using Ghost.Editor.ViewModels.Windows;
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using Ghost.Engine.Resources;
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using WinUIEx;
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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.View.Windows;
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/// <summary>
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/// An empty window that can be used on its own or navigated to within a Frame.
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/// </summary>
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internal sealed partial class EngineEditorWindow : WindowEx
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{
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public EngineEditorViewModel ViewModel
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{
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get;
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}
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public EngineEditorWindow()
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{
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ViewModel = App.GetService<EngineEditorViewModel>();
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AppWindow.SetIcon(AssetsPath.s_appIconPath);
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Title = EngineData.ENGINE_NAME;
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ExtendsContentIntoTitleBar = true;
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InitializeComponent();
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this.CenterOnScreen();
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}
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private void WindowEx_Activated(object sender, Microsoft.UI.Xaml.WindowActivatedEventArgs args)
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{
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Bindings.Update();
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}
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}
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