Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`. Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`. Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`. Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`. Added new `Color32` and `Color128` structs for color representation in `Color.cs`. Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files. Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`. Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation. Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`. Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects. Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs. Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures. Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods. Refactored the `AppStateMachine` class to use private fields instead of static fields for state management. Refactored the `ComponentDataView` class to use the new namespace and improve organization. Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones. Made various adjustments to ensure consistency and improve code quality across multiple files.
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@@ -2,18 +2,18 @@
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internal partial class AppStateMachine : IDisposable, IAsyncDisposable
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{
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private Dictionary<StateKey, Lazy<IAppState>> s_states = new();
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private IAppState? s_current;
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private Dictionary<StateKey, Lazy<IAppState>> _states = new();
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private IAppState? _current;
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public void RegisterState(StateKey key, Func<IAppState> stateFactory)
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{
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s_states[key] = new(stateFactory);
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_states[key] = new(stateFactory);
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}
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public async Task TransitionToAsync(StateKey stateKey, object? parameter = null)
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{
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var previous = s_current;
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if (!s_states.TryGetValue(stateKey, out var next))
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var previous = _current;
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if (!_states.TryGetValue(stateKey, out var next))
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{
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throw new InvalidOperationException($"State '{stateKey}' is not registered.");
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}
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@@ -32,24 +32,25 @@ internal partial class AppStateMachine : IDisposable, IAsyncDisposable
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await next.Value.OnEnteredAsync(parameter);
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s_current = next.Value;
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_current = next.Value;
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}
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public void Dispose()
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{
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s_states.Clear();
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_states.Clear();
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s_current?.OnExitingAsync().GetAwaiter().GetResult();
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s_current?.OnExitedAsync().GetAwaiter().GetResult();
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_current?.OnExitingAsync().GetAwaiter().GetResult();
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_current?.OnExitedAsync().GetAwaiter().GetResult();
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_current = null;
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}
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public async ValueTask DisposeAsync()
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{
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s_states.Clear();
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if (s_current != null)
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_states.Clear();
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if (_current != null)
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{
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await s_current.OnExitingAsync();
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await s_current.OnExitedAsync();
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await _current.OnExitingAsync();
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await _current.OnExitedAsync();
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}
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}
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}
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