forked from Misaki/GhostEngine
Changed the `AppStateMachine` to implement `IDisposable` and `IAsyncDisposable` for better resource management. Changed the `IAppState` interface to include asynchronous methods for state transitions. Changed the `App` class to start the host asynchronously and added an `OnClosed` method for proper shutdown. Changed the `EditorState` class to ensure the window closes correctly when exiting the state. Changed the `LandingState` class to improve window activation and deactivation management. Changed the `HostHelper` class to register `LandingWindow` and `EngineEditorWindow` as singletons for better performance. Changed the `ScenePage` class to utilize a new interface for swap chain management. Changed the `OpenProjectPage` and `CreateProjectPage` classes to enhance navigation handling. Changed the `ConsoleViewModel` to improve log update handling with a new context structure. Changed the `OpenProjectViewModel` to clear project lists when navigating away. Changed the `EngineCore` class to start the graphics pipeline asynchronously. Changed the `Logger` class to use a new context structure for log changes. Added the `ICommandBuffer`, `IGraphicsDevice`, and `IRenderView` interfaces to enhance the rendering pipeline. Changed the `DX12CommandBuffer`, `DX12GraphicsDevice`, and `DX12RenderView` classes for improved resource management and rendering efficiency. Refactored the `Mesh` class to use a new `Vertex` structure for simplified vertex management. Added the `TextureUtility` class for texture management utilities, including mip count calculation. Changed the `launchSettings.json` to include a new profile for the graphics project with native debugging enabled. Changed the `MeshBuilder` class to utilize the new `Vertex` structure for vertex creation.
26 lines
923 B
C#
26 lines
923 B
C#
namespace Ghost.Editor.Core.AppState;
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internal interface IAppState
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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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} |