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.
This commit is contained in:
38
Ghost.Editor/Infrastructures/AppState/AppStateMachine.cs
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38
Ghost.Editor/Infrastructures/AppState/AppStateMachine.cs
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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namespace Ghost.Editor.Infrastructures.AppState;
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internal class AppStateMachine
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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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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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}
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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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var next = s_states[stateKey].Value;
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if (previous != null)
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{
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await previous.OnExitingAsync();
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}
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await next.OnEnteringAsync(parameter);
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if (previous != null)
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{
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await previous.OnExitedAsync();
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}
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await next.OnEnteredAsync(parameter);
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s_current = next;
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}
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}
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61
Ghost.Editor/Infrastructures/AppState/EditorState.cs
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61
Ghost.Editor/Infrastructures/AppState/EditorState.cs
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using Ghost.Data.Models;
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using Ghost.Data.Services;
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using Ghost.Editor.View.Windows;
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using Ghost.Engine;
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using System.Threading.Tasks;
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namespace Ghost.Editor.Infrastructures.AppState;
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internal class EditorState : IAppState
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{
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private EngineEditorWindow? _window;
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private EngineCore? _engineCore;
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public Task OnExitingAsync()
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{
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if (App.Window == _window)
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{
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App.Window = null;
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}
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return Task.CompletedTask;
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}
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public async Task OnEnteringAsync(object? parameter)
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{
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if (parameter is not ProjectMetadataInfo metadataInfo)
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{
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throw new System.ArgumentException("Parameter must be of type ProjectMetadata.", nameof(parameter));
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}
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ProjectService.CurrentProject = metadataInfo;
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_engineCore = App.GetService<EngineCore>();
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await _engineCore.StartAsync(new Engine.Models.LaunchArgument());
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_window = App.GetService<EngineEditorWindow>();
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_window.Activate();
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App.Window = _window;
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}
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public async Task OnExitedAsync()
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{
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if (_engineCore != null)
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{
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await _engineCore.ShutDownAsync();
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}
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if (App.Window == _window)
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{
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App.Window = null;
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}
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_window?.Close();
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_window = null;
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}
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public Task OnEnteredAsync(object? parameter)
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{
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return Task.CompletedTask;
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}
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}
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28
Ghost.Editor/Infrastructures/AppState/IAppState.cs
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28
Ghost.Editor/Infrastructures/AppState/IAppState.cs
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using System.Threading.Tasks;
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namespace Ghost.Editor.Infrastructures.AppState;
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internal interface IAppState
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{
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/// <summary>
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/// Called when exiting the state.
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/// </summary>
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public Task OnExitingAsync();
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/// <summary>
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/// Called when entering the state, right after OnEnteringAsync.
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/// <paramref name="parameter">can be used to pass data into the state, such as a project to load.</summary>
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/// </summary>
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public Task OnEnteringAsync(object? parameter);
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/// <summary>
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/// Called when exiting the state, specifically for pose transitions.
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/// </summary>
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public Task OnExitedAsync();
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/// <summary>
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/// Called when entered the state, specifically after the state has been fully initialized and is ready for interaction.
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/// </summary>
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/// <param name="parameter">can be used to pass data into the state, such as a project to load.</param>
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public Task OnEnteredAsync(object? parameter);
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}
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44
Ghost.Editor/Infrastructures/AppState/LandingState.cs
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44
Ghost.Editor/Infrastructures/AppState/LandingState.cs
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using Ghost.Editor.View.Windows;
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using System.Threading.Tasks;
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namespace Ghost.Editor.Infrastructures.AppState;
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internal class LandingState : IAppState
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{
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private LandingWindow? _window;
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public Task OnExitingAsync()
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{
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if (App.Window == _window)
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{
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App.Window = null;
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}
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return Task.CompletedTask;
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}
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public Task OnEnteringAsync(object? parameter)
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{
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_window = App.GetService<LandingWindow>();
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App.Window = _window;
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_window.Activate();
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return Task.CompletedTask;
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}
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public Task OnExitedAsync()
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{
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if (App.Window == _window)
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{
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App.Window = null;
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}
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_window?.Close();
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_window = null;
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return Task.CompletedTask;
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}
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public Task OnEnteredAsync(object? parameter)
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{
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return Task.CompletedTask;
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}
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}
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8
Ghost.Editor/Infrastructures/AppState/StateKey.cs
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8
Ghost.Editor/Infrastructures/AppState/StateKey.cs
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namespace Ghost.Editor.Infrastructures.AppState;
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internal enum StateKey
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{
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None,
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Landing,
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EngineEditor,
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}
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