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.
98 lines
2.2 KiB
C#
98 lines
2.2 KiB
C#
using Misaki.HighPerformance.Unsafe.Collections;
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namespace Ghost.Entities.Query;
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[Flags]
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internal enum FilterMode
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{
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All = 1 << 0,
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Any = 1 << 1,
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Absent = 1 << 2,
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Disabled = 1 << 3,
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}
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internal readonly struct FilterEntry(nint id, FilterMode mode)
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{
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public readonly nint typeHandle = id;
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public readonly FilterMode mode = mode;
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}
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internal struct QueryFilter()
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{
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internal List<nint> _all = new(6);
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internal List<nint> _any = new(6);
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internal List<nint> _absent = new(6);
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internal List<nint> _disabled = new(6);
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public readonly void ComputeFilterBitMask(World world, ref BitSet result)
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{
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BitSet allMask = default;
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BitSet anyMask = default;
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BitSet absentMask = default;
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var hasAll = false;
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var hasAny = false;
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var hasAbsent = false;
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// Compute All mask (intersection)
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foreach (var typeHandle in _all)
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{
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var mask = world.ComponentStorage.GetOrCreateMask(typeHandle);
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if (!hasAll)
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{
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allMask = new BitSet(mask.Length);
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allMask.SetAll();
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hasAll = true;
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}
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allMask &= mask;
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}
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// Compute Any mask (union)
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foreach (var typeHandle in _any)
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{
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var mask = world.ComponentStorage.GetOrCreateMask(typeHandle);
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if (!hasAny)
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{
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anyMask = new BitSet(mask.Length);
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hasAny = true;
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}
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anyMask |= mask;
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}
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// Compute Absent mask (union for exclusion)
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foreach (var typeHandle in _absent)
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{
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var mask = world.ComponentStorage.GetOrCreateMask(typeHandle);
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if (!hasAbsent)
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{
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absentMask = new BitSet(mask.Length);
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hasAbsent = true;
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}
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absentMask |= mask;
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}
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result = new BitSet(world.EntityManager.EntityCount);
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result.SetAll();
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if (hasAll)
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{
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result &= allMask;
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}
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if (hasAny)
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{
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result &= anyMask;
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}
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if (hasAbsent)
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{
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result &= ~absentMask;
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}
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}
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} |