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`.
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@@ -1,14 +1,16 @@
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using Ghost.Editor.Serializer;
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using Ghost.Editor.Contracts;
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using Ghost.Editor.Serializer;
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using Ghost.Engine.Components;
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using Ghost.Entities;
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using Microsoft.UI.Xaml;
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using System.Text.Json.Serialization;
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namespace Ghost.Editor.SceneGraph;
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[JsonConverter(typeof(WorldNodeSerializer))]
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public partial class WorldNode : SceneGraphNode
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public partial class WorldNode : SceneGraphNode, IEquatable<WorldNode>
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{
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private readonly World _world;
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private World _world;
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private Dictionary<Entity, EntityNode> _entityNodeLookup = new();
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public World World => _world;
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@@ -73,7 +75,6 @@ public partial class WorldNode : SceneGraphNode
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private EntityNode BuildNodeRecursive(Entity entity, World world)
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{
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// TODO: Node serialization.
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if (!_entityNodeLookup.TryGetValue(entity, out var node))
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{
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node = new EntityNode(entity, "New Entity");
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@@ -105,8 +106,69 @@ public partial class WorldNode : SceneGraphNode
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}
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}
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public void Load()
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public Task LoadAsync()
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{
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BuildGraph();
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return Task.Run(BuildGraph);
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}
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public void Unload()
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{
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_world.Dispose();
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_world = null!;
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Children?.Clear();
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_entityNodeLookup.Clear();
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}
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public override string ToString()
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{
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return $"WorldNode: {Name} (World ID: {_world.ID})";
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(_world, Name);
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}
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public override bool Equals(object? obj)
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{
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return obj is WorldNode other && Equals(other);
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}
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public bool Equals(WorldNode? other)
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{
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if (other is null)
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{
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return false;
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}
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if (ReferenceEquals(this, other))
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{
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return true;
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}
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return _world.Equals(other._world) && Name == other.Name;
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}
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public static bool operator ==(WorldNode? left, WorldNode? right)
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{
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if (left is null)
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{
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return right is null;
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}
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return left.Equals(right);
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}
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public static bool operator !=(WorldNode? left, WorldNode? right)
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{
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return !(left == right);
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}
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}
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public partial class WorldNode : IInspectable
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{
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public UIElement OnInspectorDraw()
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{
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throw new NotImplementedException();
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}
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}
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