forked from Misaki/GhostEngine
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`.
53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using Ghost.Editor.Resources;
|
|
using Ghost.Editor.Services.Contracts;
|
|
using Ghost.Engine.Resources;
|
|
using System.Text.Json;
|
|
|
|
namespace Ghost.Editor.SceneGraph;
|
|
|
|
public enum OpenWorldMode
|
|
{
|
|
Single,
|
|
Additive,
|
|
AdditiveWithoutLoading
|
|
}
|
|
|
|
public static class EditorWorldManager
|
|
{
|
|
// TODO: Use guid keys instead of string paths for better performance and uniqueness
|
|
private static readonly Dictionary<string, WorldNode> _loadedWorlds = new();
|
|
public static IEnumerable<WorldNode> LoadedWorlds => _loadedWorlds.Values;
|
|
|
|
public static event Action<WorldNode>? OnWorldLoaded;
|
|
public static event Action<WorldNode>? OnWorldUnloaded;
|
|
|
|
public static async Task LoadWorld(string worldPath)
|
|
{
|
|
if (_loadedWorlds.ContainsKey(worldPath)
|
|
|| !File.Exists(worldPath)
|
|
|| Path.GetExtension(worldPath) != FileExtensions.SCENE_FILE_EXTENSION)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var progressService = EditorApplication.GetService<IProgressService>();
|
|
progressService.ShowIndeterminateProgress("Loading world...");
|
|
|
|
foreach (var world in _loadedWorlds)
|
|
{
|
|
world.Value.Unload();
|
|
OnWorldUnloaded?.Invoke(world.Value);
|
|
}
|
|
|
|
await using var readStream = new FileStream(worldPath, FileMode.Open, FileAccess.Read, FileShare.Read);
|
|
var deserializedScene = await JsonSerializer.DeserializeAsync<WorldNode>(readStream, StaticResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
|
|
|
|
_loadedWorlds.Clear();
|
|
|
|
_loadedWorlds[worldPath] = deserializedScene;
|
|
await deserializedScene.LoadAsync();
|
|
|
|
progressService.HideProgress();
|
|
OnWorldLoaded?.Invoke(deserializedScene);
|
|
}
|
|
} |