feat: implement asynchronous asset management system with texture streaming support
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32
src/Editor/Ghost.Editor/Views/Windows/SplashWindow.xaml.cs
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32
src/Editor/Ghost.Editor/Views/Windows/SplashWindow.xaml.cs
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using Ghost.Editor.Core;
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using Microsoft.UI.Xaml;
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using Windows.ApplicationModel;
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using WinUIEx;
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namespace Ghost.Editor.Views.Windows;
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/// <summary>
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/// An empty window that can be used on its own or navigated to within a Frame.
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/// </summary>
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internal sealed partial class SplashWindow : WindowEx
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{
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public SplashWindow()
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{
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InitializeComponent();
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IsResizable = false;
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IsMaximizable = false;
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IsMinimizable = false;
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ExtendsContentIntoTitleBar = true;
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this.CenterOnScreen(750, 400);
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}
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private void MainGrid_Loaded(object sender, RoutedEventArgs e)
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{
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var version = Package.Current.Id.Version;
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VersionTextBlock.Text = $"Version {version.Major}.{version.Minor}.{version.Build}";
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LoadingTextBlock.Text = $"Loading {EditorApplication.ProjectName}...";
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CopyrightTextBlock.Text = $"Copyright © {DateTime.Now.Year} Ghost Engine. All rights reserved.";
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}
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}
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