Files
GhostEngine/Ghost.Editor/Core/AppState/EditorState.cs
Misaki 5ae4128baf Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.

Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.

Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.

Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.

Made various adjustments to ensure consistency and improve code quality across multiple files.
2025-07-02 21:30:10 +09:00

76 lines
1.9 KiB
C#

using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Editor.Core.AssetHandle;
using Ghost.Editor.View.Windows;
using Ghost.Engine;
using Ghost.Engine.Services;
using Ghost.Graphics;
using Microsoft.UI.Xaml.Media;
namespace Ghost.Editor.Core.AppState;
internal class EditorState : IAppState
{
private EngineEditorWindow? _window;
private EngineCore? _engineCore;
public Task OnExitingAsync()
{
if (App.Window == _window)
{
App.Window = null;
}
_engineCore?.ShutDown();
CompositionTarget.Rendering -= OnRendering;
return Task.CompletedTask;
}
public Task OnEnteringAsync(object? parameter)
{
if (parameter is not ProjectMetadataInfo metadataInfo)
{
throw new ArgumentException("Parameter must be of type ProjectMetadata.", nameof(parameter));
}
ProjectService.CurrentProject = metadataInfo;
_engineCore = App.GetService<EngineCore>();
_engineCore.Start(new Engine.Models.LaunchArgument());
CompositionTarget.Rendering += OnRendering;
_window = App.GetService<EngineEditorWindow>();
_window.Activate();
App.Window = _window;
return Task.CompletedTask;
}
public Task OnExitedAsync()
{
_window?.Close();
_window = null;
return Task.CompletedTask;
}
public Task OnEnteredAsync(object? parameter)
{
AssetDatabase.Initialize();
return Task.CompletedTask;
}
private void OnRendering(object? sender, object e)
{
if (GraphicsPipeline.IsGpuReady())
{
_window?.DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
{
PlayerLoopService.Update();
GraphicsPipeline.SignalCPUReady();
});
}
}
}