forked from Misaki/GhostEngine
Changed the `ProjectRepository` class to be static for easier usage. Changed `ProjectService` constants to public properties for accessibility. Changed `App.xaml` to consolidate theme resources into `Override.xaml`. Changed `App.xaml.cs` to implement an `AppStateMachine` for better state management. Changed `ConsolePage` and `HierarchyPage` to utilize the new ViewModel structure. Changed `ProjectPage` to use the `ExplorerItem` model for asset display. Changed `Entity` and `EntityManager` to enhance component management with a new `IComponentData` interface. Changed the `Logger` class to introduce structured logging functionality. Changed the system architecture to support dependency management for better organization. Changed the `QueryEnumerable` class to allow for more flexible entity queries. Changed the `TypeHandle` class to improve efficiency in retrieving type handles. Changed the `World` class to support robust world management and multiple worlds. Updated the `Test` class to demonstrate the new entity and component management system.
57 lines
1.4 KiB
C#
57 lines
1.4 KiB
C#
using Ghost.Editor.Infrastructures.SceneGraph;
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using Ghost.Editor.ViewModels.Pages.EngineEditor;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Controls;
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// To learn more about WinUI, the WinUI project structure,
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// and more about our project templates, see: http://aka.ms/winui-project-info.
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namespace Ghost.Editor.View.Pages.EngineEditor;
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/// <summary>
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/// An empty page that can be used on its own or navigated to within a Frame.
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/// </summary>
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internal sealed partial class HierarchyPage : Page
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{
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public HierarchyViewModel ViewModel
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{
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get;
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}
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public HierarchyPage()
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{
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ViewModel = App.GetService<HierarchyViewModel>();
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InitializeComponent();
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}
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}
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internal partial class HierarchyTemplateSector : DataTemplateSelector
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{
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public DataTemplate? SceneTemplate
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{
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get;
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set;
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}
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public DataTemplate? EntityTemplate
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{
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get;
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set;
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}
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protected override DataTemplate SelectTemplateCore(object item)
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{
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if (SceneTemplate == null || EntityTemplate == null)
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{
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return base.SelectTemplateCore(item);
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}
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var node = (SceneGraphNode)item;
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return node.Type switch
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{
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SceneGraphNode.NodeType.Scene => SceneTemplate,
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SceneGraphNode.NodeType.Entity => EntityTemplate,
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_ => base.SelectTemplateCore(item)
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};
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}
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} |