forked from Misaki/GhostEngine
Changed the `AppStateMachine` to implement `IDisposable` and `IAsyncDisposable` for better resource management. Changed the `IAppState` interface to include asynchronous methods for state transitions. Changed the `App` class to start the host asynchronously and added an `OnClosed` method for proper shutdown. Changed the `EditorState` class to ensure the window closes correctly when exiting the state. Changed the `LandingState` class to improve window activation and deactivation management. Changed the `HostHelper` class to register `LandingWindow` and `EngineEditorWindow` as singletons for better performance. Changed the `ScenePage` class to utilize a new interface for swap chain management. Changed the `OpenProjectPage` and `CreateProjectPage` classes to enhance navigation handling. Changed the `ConsoleViewModel` to improve log update handling with a new context structure. Changed the `OpenProjectViewModel` to clear project lists when navigating away. Changed the `EngineCore` class to start the graphics pipeline asynchronously. Changed the `Logger` class to use a new context structure for log changes. Added the `ICommandBuffer`, `IGraphicsDevice`, and `IRenderView` interfaces to enhance the rendering pipeline. Changed the `DX12CommandBuffer`, `DX12GraphicsDevice`, and `DX12RenderView` classes for improved resource management and rendering efficiency. Refactored the `Mesh` class to use a new `Vertex` structure for simplified vertex management. Added the `TextureUtility` class for texture management utilities, including mip count calculation. Changed the `launchSettings.json` to include a new profile for the graphics project with native debugging enabled. Changed the `MeshBuilder` class to utilize the new `Vertex` structure for vertex creation.
59 lines
1.9 KiB
C#
59 lines
1.9 KiB
C#
using Ghost.Data.Resources;
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using Ghost.Editor.Core.Notifications;
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using Ghost.Editor.View.Pages.Landing;
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using Ghost.Engine.Resources;
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using Microsoft.UI.Xaml.Controls;
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using Microsoft.UI.Xaml.Media.Animation;
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using WinUIEx;
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namespace Ghost.Editor.View.Windows;
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internal sealed partial class LandingWindow : WindowEx
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{
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private readonly NotificationService _notificationService;
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private int _previousSelectedIndex;
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public LandingWindow()
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{
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_notificationService = (NotificationService)App.GetService<INotificationService>();
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AppWindow.SetIcon(AssetsPath.s_appIconPath);
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Title = EngineData.ENGINE_NAME;
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InitializeComponent();
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this.SetWindowSize(1000, 750);
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this.CenterOnScreen();
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ExtendsContentIntoTitleBar = true;
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}
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private void WindowEx_Activated(object sender, Microsoft.UI.Xaml.WindowActivatedEventArgs args)
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{
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_notificationService.SetReference(InfoBar, NotificationQueue);
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}
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private void WindowEx_Closed(object sender, Microsoft.UI.Xaml.WindowEventArgs args)
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{
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_notificationService.ClearReference();
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}
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private void SelectorBar_SelectionChanged(SelectorBar sender, SelectorBarSelectionChangedEventArgs e)
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{
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var selectedItem = sender.SelectedItem;
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var currentSelectedIndex = sender.Items.IndexOf(selectedItem);
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var pageType = currentSelectedIndex switch
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{
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1 => typeof(CreateProjectPage),
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_ => typeof(OpenProjectPage),
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};
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var slideNavigationTransitionEffect = currentSelectedIndex - _previousSelectedIndex > 0 ?
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SlideNavigationTransitionEffect.FromRight : SlideNavigationTransitionEffect.FromLeft;
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ContentFrame.Navigate(pageType, null, new SlideNavigationTransitionInfo() { Effect = slideNavigationTransitionEffect });
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_previousSelectedIndex = currentSelectedIndex;
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}
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} |