Refactor AppState and rendering pipeline components

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.
This commit is contained in:
2025-06-29 11:38:29 +09:00
parent 4110c166cf
commit 8fd1222780
34 changed files with 1479 additions and 269 deletions

View File

@@ -1,6 +1,6 @@
namespace Ghost.Editor.Core.AppState;
internal class AppStateMachine
internal partial class AppStateMachine : IDisposable, IAsyncDisposable
{
private Dictionary<StateKey, Lazy<IAppState>> s_states = new();
private IAppState? s_current;
@@ -13,22 +13,43 @@ internal class AppStateMachine
public async Task TransitionToAsync(StateKey stateKey, object? parameter = null)
{
var previous = s_current;
var next = s_states[stateKey].Value;
if (!s_states.TryGetValue(stateKey, out var next))
{
throw new InvalidOperationException($"State '{stateKey}' is not registered.");
}
if (previous != null)
{
await previous.OnExitingAsync();
}
await next.OnEnteringAsync(parameter);
await next.Value.OnEnteringAsync(parameter);
if (previous != null)
{
await previous.OnExitedAsync();
}
await next.OnEnteredAsync(parameter);
await next.Value.OnEnteredAsync(parameter);
s_current = next;
s_current = next.Value;
}
public void Dispose()
{
s_states.Clear();
s_current?.OnExitingAsync().GetAwaiter().GetResult();
s_current?.OnExitedAsync().GetAwaiter().GetResult();
}
public async ValueTask DisposeAsync()
{
s_states.Clear();
if (s_current != null)
{
await s_current.OnExitingAsync();
await s_current.OnExitedAsync();
}
}
}