Files
GhostEngine/Ghost.Editor/View/Pages/EngineEditor/HierarchyPage.xaml.cs
Misaki bab3be2508 Refactor project structure and improve performance
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.
2025-06-05 21:45:50 +09:00

57 lines
1.4 KiB
C#

using Ghost.Editor.Infrastructures.SceneGraph;
using Ghost.Editor.ViewModels.Pages.EngineEditor;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
// To learn more about WinUI, the WinUI project structure,
// and more about our project templates, see: http://aka.ms/winui-project-info.
namespace Ghost.Editor.View.Pages.EngineEditor;
/// <summary>
/// An empty page that can be used on its own or navigated to within a Frame.
/// </summary>
internal sealed partial class HierarchyPage : Page
{
public HierarchyViewModel ViewModel
{
get;
}
public HierarchyPage()
{
ViewModel = App.GetService<HierarchyViewModel>();
InitializeComponent();
}
}
internal partial class HierarchyTemplateSector : DataTemplateSelector
{
public DataTemplate? SceneTemplate
{
get;
set;
}
public DataTemplate? EntityTemplate
{
get;
set;
}
protected override DataTemplate SelectTemplateCore(object item)
{
if (SceneTemplate == null || EntityTemplate == null)
{
return base.SelectTemplateCore(item);
}
var node = (SceneGraphNode)item;
return node.Type switch
{
SceneGraphNode.NodeType.Scene => SceneTemplate,
SceneGraphNode.NodeType.Entity => EntityTemplate,
_ => base.SelectTemplateCore(item)
};
}
}