forked from Misaki/GhostEngine
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.
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@@ -1,19 +0,0 @@
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namespace Ghost.Entities.Utilities;
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internal class Box<T>
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where T : struct
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{
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public T Value
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{
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get;
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set;
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}
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public Box(T value)
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{
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Value = value;
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}
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public static implicit operator T(Box<T> box) => box.Value;
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public static implicit operator Box<T>(T value) => new(value);
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}
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@@ -1,64 +0,0 @@
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using System.Numerics;
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namespace Ghost.Entities.Utilities;
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internal readonly struct ComponentMask
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{
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private readonly ulong[] _words;
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public ComponentMask(int entityCapacity)
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{
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_words = new ulong[(entityCapacity + 63) / 64];
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}
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public void Set(int entityIndex)
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=> _words[entityIndex >> 6] |= 1UL << (entityIndex & 63);
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public void Clear(int entityIndex)
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=> _words[entityIndex >> 6] &= ~(1UL << (entityIndex & 63));
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public bool Get(int entityIndex)
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=> ((_words[entityIndex >> 6] >> (entityIndex & 63)) & 1) != 0;
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// Bitwise AND
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public ComponentMask And(in ComponentMask other)
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{
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var result = new ComponentMask(_words.Length * 64);
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for (var i = 0; i < _words.Length; i++)
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result._words[i] = _words[i] & other._words[i];
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return result;
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}
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// Bitwise OR
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public ComponentMask Or(in ComponentMask other)
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{
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var result = new ComponentMask(_words.Length * 64);
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for (var i = 0; i < _words.Length; i++)
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result._words[i] = _words[i] | other._words[i];
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return result;
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}
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// Bitwise NOT
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public ComponentMask Not()
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{
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var result = new ComponentMask(_words.Length * 64);
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for (var i = 0; i < _words.Length; i++)
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result._words[i] = ~_words[i];
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return result;
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}
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// Iterate set bits (fast scan)
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public IEnumerable<int> GetEntityIndices()
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{
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for (var word = 0; word < _words.Length; word++)
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{
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var bits = _words[word];
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while (bits != 0)
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{
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var lowBit = BitOperations.TrailingZeroCount(bits);
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yield return (word << 6) + lowBit;
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bits &= bits - 1; // clear lowest set bit
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}
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}
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}
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}
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