Files
GhostEngine/Ghost.Entities/Query/QueryFilter.cs
Misaki 61bbb1bc68 Refactor project structure and enhance functionality
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.
2025-05-31 01:45:34 +09:00

98 lines
2.2 KiB
C#

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