forked from Misaki/GhostEngine
Added `InternalsVisibleTo` attribute for "Ghost.Editor" in `AssemblyInfo.cs`. Added a binary file `Empty.zip` to the project. Added a new `ProjectMetadata` class in `ProjectMetadata.cs`. Added new states and interfaces for managing application states in `EditorState.cs`, `LandingState.cs`, and `IAppState.cs`. Added a notification service in `INotificationService.cs` and `StackedNotificationService.cs`. Added new XAML files for UI components, including `InspectorView.xaml` and `InternalControls.xaml`. Changed the `ProjectInfo` class in `ProjectInfo.cs` to include a `MetadataPath` property instead of `Path` and `EngineVersion`. Changed the `TemplateInfo` class in `TemplateInfo.cs` to use a struct instead of a class for `TemplateData`. Changed the `ProjectService` class to use the new `ProjectRepository` for managing project data. Removed several using directives and the entire `ProjectRepository` class from `ProjectRepository.cs`, replacing it with a new implementation. Removed old methods and properties in `EntityManager` and `World` classes to improve entity management and component handling. Updated the `Ghost.Data.csproj` file to include the new `Empty.zip` file as a content item. Updated the `ProjectRepository` class to manage project data using SQLite. Updated various XAML files to include new styles and controls, improving the overall UI design. Updated the `CreateProjectViewModel` to include a notification service and handle project creation logic. Updated the test project to include references to the new `Ghost.Graphics` project and modified test cases to align with the new structure.
33 lines
1004 B
C#
33 lines
1004 B
C#
using System.Threading.Tasks;
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namespace Ghost.Editor.Contracts;
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internal interface IAppState<Key>
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{
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public Key StateKy
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{
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get;
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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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} |