forked from Misaki/GhostEngine
Refactor project from Ghost.App to Ghost.Editor
Changed the project structure to reflect a shift from `Ghost.App` to `Ghost.Editor`, updating namespaces and class names throughout. Changed the application class in `App.xaml` and `App.xaml.cs` from `GhostApplication` to `EditorApplication`. Changed several service interfaces to reside under `Ghost.Editor.Services.Contracts`, including `IInspectorService`, `INotificationService`, and `IProgressService`. Added `InspectorView` and `InspectorViewModel` classes to manage inspector functionality. Added `NavigationTabView` and `NavigationTabPage` classes to facilitate navigation within the editor. Enhanced `WorldNode` and `EntityNode` classes to support scene graph functionality, including serialization and entity management. Updated the project file `Ghost.Editor.csproj` to reflect the new structure and removed old references. Modified the solution file `GhostEngine.sln` to remove references to `Ghost.App` and include `Ghost.Editor`. Updated unit tests to align with the new namespaces and project structure.
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@@ -1,11 +1,11 @@
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using CommunityToolkit.Mvvm.ComponentModel;
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using Ghost.Editor.SceneGraph;
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using System;
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using Ghost.Editor.Contracts;
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using Ghost.Editor.Core.SceneGraph;
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using System.Collections.ObjectModel;
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namespace Ghost.Editor.ViewModels.Pages.EngineEditor;
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internal partial class HierarchyViewModel : ObservableObject, IDisposable
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internal partial class HierarchyViewModel : ObservableObject, INavigationAware
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{
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[ObservableProperty]
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public partial ObservableCollection<WorldNode> SceneList
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@@ -14,12 +14,6 @@ internal partial class HierarchyViewModel : ObservableObject, IDisposable
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private set;
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} = new(EditorWorldManager.LoadedWorlds);
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public HierarchyViewModel()
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{
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EditorWorldManager.OnWorldLoaded += OnWorldLoaded;
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EditorWorldManager.OnWorldUnloaded += OnWorldUnloaded;
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}
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private void OnWorldLoaded(WorldNode node)
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{
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SceneList.Add(node);
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@@ -30,7 +24,13 @@ internal partial class HierarchyViewModel : ObservableObject, IDisposable
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SceneList.Remove(node);
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}
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public void Dispose()
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public void OnNavigatedTo(object? parameter)
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{
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EditorWorldManager.OnWorldLoaded += OnWorldLoaded;
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EditorWorldManager.OnWorldUnloaded += OnWorldUnloaded;
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}
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public void OnNavigatedFrom()
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{
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EditorWorldManager.OnWorldLoaded -= OnWorldLoaded;
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EditorWorldManager.OnWorldUnloaded -= OnWorldUnloaded;
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@@ -0,0 +1,32 @@
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using CommunityToolkit.Mvvm.ComponentModel;
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using Ghost.Editor.Contracts;
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using Ghost.Editor.Services.Contracts;
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namespace Ghost.Editor.ViewModels.Pages.EngineEditor;
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internal partial class InspectorViewModel(IInspectorService inspectorService) : ObservableObject, INavigationAware
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{
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[ObservableProperty]
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public partial IInspectable? Inspectable
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{
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get;
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set;
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}
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public void OnNavigatedTo(object? parameter)
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{
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inspectorService.OnSelectionChanged += OnSelectionChanged;
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Inspectable = inspectorService.SelectedInspectable;
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}
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public void OnNavigatedFrom()
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{
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inspectorService.OnSelectionChanged -= OnSelectionChanged;
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Inspectable = null;
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}
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private void OnSelectionChanged()
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{
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Inspectable = inspectorService.SelectedInspectable;
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}
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}
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@@ -1,13 +1,8 @@
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using CommunityToolkit.Mvvm.ComponentModel;
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using Ghost.App;
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using Ghost.App.Models;
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using Ghost.Data.Services;
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using Ghost.Editor.AssetHandle;
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using System;
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using System.Collections.Generic;
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using Ghost.Editor.Core.AssetHandle;
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using Ghost.Editor.Models;
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using System.Collections.ObjectModel;
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using System.IO;
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using System.Threading.Tasks;
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namespace Ghost.Editor.ViewModels.Pages.EngineEditor;
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@@ -96,7 +91,7 @@ internal partial class ProjectViewModel : ObservableObject
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private void NavigateToDirectory(string? path)
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{
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GhostApplication.Window?.DispatcherQueue.TryEnqueue(async () =>
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EditorApplication.Window?.DispatcherQueue.TryEnqueue(async () =>
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{
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DirectoryAssets.Clear();
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@@ -121,7 +116,7 @@ internal partial class ProjectViewModel : ObservableObject
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});
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}
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public async Task OpenSelected()
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public void OpenSelected()
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{
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if (SelectedAsset == null)
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{
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@@ -134,7 +129,7 @@ internal partial class ProjectViewModel : ObservableObject
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}
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else
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{
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await AssetDatabase.OpenAsset(SelectedAsset.FullName);
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AssetDatabase.OpenAsset(SelectedAsset.FullName);
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}
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}
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