Refactor project structure and enhance functionality

Added `InternalsVisibleTo` attribute for "Ghost.Editor" in `AssemblyInfo.cs`.
Added a binary file `Empty.zip` to the project.
Added a new `ProjectMetadata` class in `ProjectMetadata.cs`.
Added new states and interfaces for managing application states in `EditorState.cs`, `LandingState.cs`, and `IAppState.cs`.
Added a notification service in `INotificationService.cs` and `StackedNotificationService.cs`.
Added new XAML files for UI components, including `InspectorView.xaml` and `InternalControls.xaml`.

Changed the `ProjectInfo` class in `ProjectInfo.cs` to include a `MetadataPath` property instead of `Path` and `EngineVersion`.
Changed the `TemplateInfo` class in `TemplateInfo.cs` to use a struct instead of a class for `TemplateData`.
Changed the `ProjectService` class to use the new `ProjectRepository` for managing project data.

Removed several using directives and the entire `ProjectRepository` class from `ProjectRepository.cs`, replacing it with a new implementation.
Removed old methods and properties in `EntityManager` and `World` classes to improve entity management and component handling.

Updated the `Ghost.Data.csproj` file to include the new `Empty.zip` file as a content item.
Updated the `ProjectRepository` class to manage project data using SQLite.
Updated various XAML files to include new styles and controls, improving the overall UI design.
Updated the `CreateProjectViewModel` to include a notification service and handle project creation logic.
Updated the test project to include references to the new `Ghost.Graphics` project and modified test cases to align with the new structure.
This commit is contained in:
2025-05-31 01:45:34 +09:00
parent 67b6040b5e
commit 61bbb1bc68
66 changed files with 1923 additions and 733 deletions

View File

@@ -23,11 +23,12 @@ internal interface IComponentPool : IDisposable
get;
}
public void Remove(Entity entity);
public bool Remove(Entity entity);
public bool Has(Entity entity);
}
internal interface IComponentPool<T> : IComponentPool
where T : IComponentData
{
public void Add(Entity entity, T Component);
}
@@ -115,8 +116,10 @@ internal class ComponentPool<T> : IComponentPool<T>
_nextId++;
}
public void Remove(Entity entity)
public bool Remove(Entity entity)
{
// We do not remove anything here, the generation of the entity will be used to determine if the component is valid.
return true;
}
public ref T GetRef(Entity entity)
@@ -213,13 +216,62 @@ internal class ScriptComponentPool : IComponentPool<ScriptComponent>
component.Owner = entity;
}
public void Remove(Entity entity)
public bool Remove<T>(Entity entity)
where T : ScriptComponent
{
if (!Has(entity)
|| !_scriptComponents!.TryGetValue(entity, out var scriptList)
|| scriptList == null)
{
return;
return false;
}
var scriptToRemove = scriptList.FirstOrDefault(script => script is T);
if (scriptToRemove == null)
{
return false;
}
scriptToRemove.OnDestroy();
scriptList.Remove(scriptToRemove);
if (scriptList.Count == 0)
{
_scriptComponents.Remove(entity);
}
return true;
}
public bool RemoveAt(Entity entity, int index)
{
if (!Has(entity)
|| !_scriptComponents!.TryGetValue(entity, out var scriptList)
|| scriptList == null)
{
return false;
}
if (index < 0 || index > scriptList.Count)
{
return false;
}
scriptList.RemoveAt(index);
if (scriptList.Count == 0)
{
_scriptComponents.Remove(entity);
}
return true;
}
public bool Remove(Entity entity)
{
if (!Has(entity)
|| !_scriptComponents!.TryGetValue(entity, out var scriptList)
|| scriptList == null)
{
return false;
}
foreach (var script in scriptList)
@@ -228,6 +280,7 @@ internal class ScriptComponentPool : IComponentPool<ScriptComponent>
}
_scriptComponents.Remove(entity);
return true;
}
public bool Has(Entity entity)
@@ -287,7 +340,15 @@ internal class ComponentStorage : IDisposable
private readonly Dictionary<nint, BitSet> _componentEntityMasks = new();
private readonly ScriptComponentPool _scriptComponentPool = new();
private readonly World _world;
internal ComponentStorage(World world)
{
_world = world;
}
internal Dictionary<nint, IComponentPool> ComponentPools => _componentPools;
internal Dictionary<nint, BitSet> ComponentEntityMasks => _componentEntityMasks;
internal ScriptComponentPool ScriptComponentPool => _scriptComponentPool;
[MethodImpl(MethodImplOptions.AggressiveInlining)]