forked from Misaki/GhostEngine
Refactor application structure and add unit tests
Added: - New `ProgressService` class for managing progress indicators. - New `AssetDatabase`, `AssetOpenHandlerAttribute`, and `AsyncAssetOpenHandlerAttribute` classes for asset handling. - `Ghost.UnitTest` project for unit testing with associated files and configurations. Changed: - `ActivationHandler` class to ensure correct handling of `LaunchActivatedEventArgs`. - `App.xaml.cs` to register `INotificationService` and `IProgressService`, replacing `StackedNotificationService`. - `OnLaunched` method in `App.xaml.cs` to correctly call `ActivationHandler.Handle(args)` and start the host. - `INavigationAware` interface from internal to public for broader access. - `EditorState.cs` to activate `EditorApplication` with the current service provider. - Property names in `AssetItem` and `ExplorerItem` structs to `Name` and `FullName`. - `NotificationService` class to implement `INotificationService` and refactor notification handling. - `AssetPathToGlyphConverter` to handle file extensions consistently. - Bindings in `ProjectPage.xaml` and `ProjectPage.xaml.cs` to use `FullName` instead of `Path`. - `EngineEditorWindow` and `LandingWindow` classes to utilize new notification and progress services. - `Logger` class to include a new method for logging errors with exceptions. Updated: - Manifest files and project files to reflect new structure and dependencies. - Solution file `GhostEngine.sln` to include the new unit test project. - Added several new test classes and methods in `UnitTests.cs`.
This commit is contained in:
38
Ghost.App/Infrastructures/AppState/AppStateMachine.cs
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38
Ghost.App/Infrastructures/AppState/AppStateMachine.cs
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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namespace Ghost.App.Infrastructures.AppState;
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internal class AppStateMachine
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{
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private Dictionary<StateKey, Lazy<IAppState>> s_states = new();
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private IAppState? s_current;
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public void RegisterState(StateKey key, Func<IAppState> stateFactory)
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{
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s_states[key] = new(stateFactory);
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}
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public async Task TransitionToAsync(StateKey stateKey, object? parameter = null)
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{
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var previous = s_current;
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var next = s_states[stateKey].Value;
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if (previous != null)
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{
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await previous.OnExitingAsync();
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}
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await next.OnEnteringAsync(parameter);
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if (previous != null)
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{
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await previous.OnExitedAsync();
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}
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await next.OnEnteredAsync(parameter);
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s_current = next;
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}
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}
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65
Ghost.App/Infrastructures/AppState/EditorState.cs
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65
Ghost.App/Infrastructures/AppState/EditorState.cs
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using Ghost.App.View.Windows;
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using Ghost.Data.Models;
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using Ghost.Data.Services;
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using Ghost.Editor;
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using Ghost.Engine;
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using Microsoft.UI.Xaml;
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using System;
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using System.Threading.Tasks;
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namespace Ghost.App.Infrastructures.AppState;
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internal class EditorState : IAppState
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{
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private EngineEditorWindow? _window;
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private EngineCore? _engineCore;
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public Task OnExitingAsync()
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{
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if (GhostApplication.Window == _window)
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{
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GhostApplication.Window = null;
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}
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return Task.CompletedTask;
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}
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public async Task OnEnteringAsync(object? parameter)
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{
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if (parameter is not ProjectMetadataInfo metadataInfo)
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{
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throw new ArgumentException("Parameter must be of type ProjectMetadata.", nameof(parameter));
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}
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ProjectService.CurrentProject = metadataInfo;
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_engineCore = GhostApplication.GetService<EngineCore>();
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await _engineCore.StartAsync(new Engine.Models.LaunchArgument());
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_window = GhostApplication.GetService<EngineEditorWindow>();
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_window.Activate();
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GhostApplication.Window = _window;
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}
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public async Task OnExitedAsync()
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{
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if (_engineCore != null)
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{
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await _engineCore.ShutDownAsync();
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}
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if (GhostApplication.Window == _window)
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{
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GhostApplication.Window = null;
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}
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_window?.Close();
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_window = null;
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}
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public Task OnEnteredAsync(object? parameter)
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{
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EditorApplication.Activate(parameter, ((GhostApplication)(Application.Current)).Host.Services);
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return Task.CompletedTask;
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}
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}
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28
Ghost.App/Infrastructures/AppState/IAppState.cs
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28
Ghost.App/Infrastructures/AppState/IAppState.cs
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using System.Threading.Tasks;
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namespace Ghost.App.Infrastructures.AppState;
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internal interface IAppState
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{
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/// <summary>
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/// Called when exiting the state.
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/// </summary>
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public Task OnExitingAsync();
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/// <summary>
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/// Called when entering the state, right after OnEnteringAsync.
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/// <paramref name="parameter">can be used to pass data into the state, such as a project to load.</summary>
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/// </summary>
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public Task OnEnteringAsync(object? parameter);
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/// <summary>
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/// Called when exiting the state, specifically for pose transitions.
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/// </summary>
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public Task OnExitedAsync();
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/// <summary>
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/// Called when entered the state, specifically after the state has been fully initialized and is ready for interaction.
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/// </summary>
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/// <param name="parameter">can be used to pass data into the state, such as a project to load.</param>
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public Task OnEnteredAsync(object? parameter);
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}
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44
Ghost.App/Infrastructures/AppState/LandingState.cs
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44
Ghost.App/Infrastructures/AppState/LandingState.cs
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using Ghost.App.View.Windows;
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using System.Threading.Tasks;
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namespace Ghost.App.Infrastructures.AppState;
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internal class LandingState : IAppState
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{
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private LandingWindow? _window;
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public Task OnExitingAsync()
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{
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if (GhostApplication.Window == _window)
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{
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GhostApplication.Window = null;
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}
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return Task.CompletedTask;
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}
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public Task OnEnteringAsync(object? parameter)
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{
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_window = GhostApplication.GetService<LandingWindow>();
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GhostApplication.Window = _window;
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_window.Activate();
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return Task.CompletedTask;
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}
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public Task OnExitedAsync()
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{
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if (GhostApplication.Window == _window)
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{
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GhostApplication.Window = null;
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}
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_window?.Close();
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_window = null;
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return Task.CompletedTask;
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}
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public Task OnEnteredAsync(object? parameter)
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{
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return Task.CompletedTask;
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}
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}
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8
Ghost.App/Infrastructures/AppState/StateKey.cs
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8
Ghost.App/Infrastructures/AppState/StateKey.cs
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namespace Ghost.App.Infrastructures.AppState;
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internal enum StateKey
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{
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None,
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Landing,
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EngineEditor,
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}
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