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:
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user