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.
This commit is contained in:
2025-06-07 20:54:07 +09:00
parent bab3be2508
commit 40d333b004
123 changed files with 1441 additions and 740 deletions

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using System;
using System.Collections.Generic;
using System.Threading.Tasks;
namespace Ghost.App.Infrastructures.AppState;
internal class AppStateMachine
{
private Dictionary<StateKey, Lazy<IAppState>> s_states = new();
private IAppState? s_current;
public void RegisterState(StateKey key, Func<IAppState> stateFactory)
{
s_states[key] = new(stateFactory);
}
public async Task TransitionToAsync(StateKey stateKey, object? parameter = null)
{
var previous = s_current;
var next = s_states[stateKey].Value;
if (previous != null)
{
await previous.OnExitingAsync();
}
await next.OnEnteringAsync(parameter);
if (previous != null)
{
await previous.OnExitedAsync();
}
await next.OnEnteredAsync(parameter);
s_current = next;
}
}

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using Ghost.App.View.Windows;
using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Engine;
using System;
using System.Threading.Tasks;
namespace Ghost.App.Infrastructures.AppState;
internal class EditorState : IAppState
{
private EngineEditorWindow? _window;
private EngineCore? _engineCore;
public Task OnExitingAsync()
{
if (GhostApplication.Window == _window)
{
GhostApplication.Window = null;
}
return Task.CompletedTask;
}
public async Task OnEnteringAsync(object? parameter)
{
if (parameter is not ProjectMetadataInfo metadataInfo)
{
throw new ArgumentException("Parameter must be of type ProjectMetadata.", nameof(parameter));
}
ProjectService.CurrentProject = metadataInfo;
_engineCore = GhostApplication.GetService<EngineCore>();
await _engineCore.StartAsync(new Engine.Models.LaunchArgument());
_window = GhostApplication.GetService<EngineEditorWindow>();
_window.Activate();
GhostApplication.Window = _window;
}
public async Task OnExitedAsync()
{
if (_engineCore != null)
{
await _engineCore.ShutDownAsync();
}
if (GhostApplication.Window == _window)
{
GhostApplication.Window = null;
}
_window?.Close();
_window = null;
}
public Task OnEnteredAsync(object? parameter)
{
return Task.CompletedTask;
}
}

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using System.Threading.Tasks;
namespace Ghost.App.Infrastructures.AppState;
internal interface IAppState
{
/// <summary>
/// Called when exiting the state.
/// </summary>
public Task OnExitingAsync();
/// <summary>
/// Called when entering the state, right after OnEnteringAsync.
/// <paramref name="parameter">can be used to pass data into the state, such as a project to load.</summary>
/// </summary>
public Task OnEnteringAsync(object? parameter);
/// <summary>
/// Called when exiting the state, specifically for pose transitions.
/// </summary>
public Task OnExitedAsync();
/// <summary>
/// Called when entered the state, specifically after the state has been fully initialized and is ready for interaction.
/// </summary>
/// <param name="parameter">can be used to pass data into the state, such as a project to load.</param>
public Task OnEnteredAsync(object? parameter);
}

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using Ghost.App.View.Windows;
using System.Threading.Tasks;
namespace Ghost.App.Infrastructures.AppState;
internal class LandingState : IAppState
{
private LandingWindow? _window;
public Task OnExitingAsync()
{
if (GhostApplication.Window == _window)
{
GhostApplication.Window = null;
}
return Task.CompletedTask;
}
public Task OnEnteringAsync(object? parameter)
{
_window = GhostApplication.GetService<LandingWindow>();
GhostApplication.Window = _window;
_window.Activate();
return Task.CompletedTask;
}
public Task OnExitedAsync()
{
if (GhostApplication.Window == _window)
{
GhostApplication.Window = null;
}
_window?.Close();
_window = null;
return Task.CompletedTask;
}
public Task OnEnteredAsync(object? parameter)
{
return Task.CompletedTask;
}
}

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namespace Ghost.App.Infrastructures.AppState;
internal enum StateKey
{
None,
Landing,
EngineEditor,
}