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.
95 lines
2.8 KiB
C#
95 lines
2.8 KiB
C#
using Ghost.Entities.Query;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ghost.Entities;
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// TODO: Archetype system for better performance
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public partial class World
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{
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private static List<World> s_worlds = new(2);
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private static Queue<WorldID> s_freeWorldSlots = new();
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private static int s_maxWorldCount = (int)MathF.Pow(2, Entity.WORLD_INDEX_BITS);
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public static int WorldCount => s_worlds.Count - s_freeWorldSlots.Count;
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public static World Create(int entityCapacity = 16)
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{
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lock (s_worlds)
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{
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if (s_freeWorldSlots.TryDequeue(out var index))
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{
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s_worlds[index] = new World(index, entityCapacity);
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}
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else
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{
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if (s_worlds.Count >= s_maxWorldCount)
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{
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throw new InvalidOperationException("Maximum number of worlds reached");
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}
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index = (WorldID)s_worlds.Count;
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s_worlds.Add(new World(index, entityCapacity));
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}
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return s_worlds[index];
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static World GetWorld(int index)
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{
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return s_worlds[index];
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}
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}
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public partial class World : IDisposable
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{
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private readonly WorldID _id;
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private readonly EntityManager _entityManager;
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private readonly ComponentStorage _componentStorage;
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private readonly SystemStorage _systemStorage;
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internal ComponentStorage ComponentStorage => _componentStorage;
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public WorldID ID => _id;
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public EntityManager EntityManager => _entityManager;
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public SystemStorage SystemStorage => _systemStorage;
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private World(WorldID id, int entityCapacity)
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{
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_id = id;
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_entityManager = new EntityManager(this, entityCapacity);
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_componentStorage = new ComponentStorage(this);
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_systemStorage = new SystemStorage(this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Ref<T> GetSingleton<T>()
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where T : struct, IComponentData
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{
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ref var component = ref CollectionsMarshal.GetValueRefOrAddDefault(SingletonContainer<T>.container, _id, out _);
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return new Ref<T>(ref component);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public IEnumerable<ScriptComponent> QueryScript()
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{
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if (_componentStorage.ScriptComponentPool.IsInitialized)
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{
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return _componentStorage.ScriptComponentPool.ExecutionList!;
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}
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return Enumerable.Empty<ScriptComponent>();
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}
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public void Dispose()
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{
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_entityManager.Dispose();
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_componentStorage.Dispose();
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_systemStorage.Dispose();
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s_freeWorldSlots.Enqueue(_id);
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}
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} |