Refactor project from Ghost.App to Ghost.Editor

Changed the project structure to reflect a shift from `Ghost.App` to `Ghost.Editor`, updating namespaces and class names throughout.

Changed the application class in `App.xaml` and `App.xaml.cs` from `GhostApplication` to `EditorApplication`.

Changed several service interfaces to reside under `Ghost.Editor.Services.Contracts`, including `IInspectorService`, `INotificationService`, and `IProgressService`.

Added `InspectorView` and `InspectorViewModel` classes to manage inspector functionality.

Added `NavigationTabView` and `NavigationTabPage` classes to facilitate navigation within the editor.

Enhanced `WorldNode` and `EntityNode` classes to support scene graph functionality, including serialization and entity management.

Updated the project file `Ghost.Editor.csproj` to reflect the new structure and removed old references.

Modified the solution file `GhostEngine.sln` to remove references to `Ghost.App` and include `Ghost.Editor`.

Updated unit tests to align with the new namespaces and project structure.
This commit is contained in:
2025-06-17 19:37:30 +09:00
parent ff14c0f49a
commit fc44c73ca8
80 changed files with 1244 additions and 309 deletions

View File

@@ -0,0 +1,34 @@
namespace Ghost.Editor.Core.AppState;
internal class AppStateMachine
{
private Dictionary<StateKey, Lazy<IAppState>> s_states = new();
private IAppState? s_current;
public void RegisterState(StateKey key, Func<IAppState> stateFactory)
{
s_states[key] = new(stateFactory);
}
public async Task TransitionToAsync(StateKey stateKey, object? parameter = null)
{
var previous = s_current;
var next = s_states[stateKey].Value;
if (previous != null)
{
await previous.OnExitingAsync();
}
await next.OnEnteringAsync(parameter);
if (previous != null)
{
await previous.OnExitedAsync();
}
await next.OnEnteredAsync(parameter);
s_current = next;
}
}

View File

@@ -0,0 +1,62 @@
using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Editor.Core.AssetHandle;
using Ghost.Editor.View.Windows;
using Ghost.Engine;
namespace Ghost.Editor.Core.AppState;
internal class EditorState : IAppState
{
private EngineEditorWindow? _window;
private EngineCore? _engineCore;
public Task OnExitingAsync()
{
if (EditorApplication.Window == _window)
{
EditorApplication.Window = null;
}
return Task.CompletedTask;
}
public async Task OnEnteringAsync(object? parameter)
{
if (parameter is not ProjectMetadataInfo metadataInfo)
{
throw new ArgumentException("Parameter must be of type ProjectMetadata.", nameof(parameter));
}
ProjectService.CurrentProject = metadataInfo;
_engineCore = EditorApplication.GetService<EngineCore>();
await _engineCore.StartAsync(new Engine.Models.LaunchArgument());
_window = EditorApplication.GetService<EngineEditorWindow>();
_window.Activate();
EditorApplication.Window = _window;
}
public async Task OnExitedAsync()
{
if (_engineCore != null)
{
await _engineCore.ShutDownAsync();
}
if (EditorApplication.Window == _window)
{
EditorApplication.Window = null;
}
_window?.Close();
_window = null;
}
public Task OnEnteredAsync(object? parameter)
{
AssetDatabase.Initialize();
return Task.CompletedTask;
}
}

View File

@@ -0,0 +1,28 @@
using System.Threading.Tasks;
namespace Ghost.Editor.Core.AppState;
internal interface IAppState
{
/// <summary>
/// Called when exiting the state.
/// </summary>
public Task OnExitingAsync();
/// <summary>
/// Called when entering the state, right after OnEnteringAsync.
/// <paramref name="parameter">can be used to pass data into the state, such as a project to load.</summary>
/// </summary>
public Task OnEnteringAsync(object? parameter);
/// <summary>
/// Called when exiting the state, specifically for pose transitions.
/// </summary>
public Task OnExitedAsync();
/// <summary>
/// Called when entered the state, specifically after the state has been fully initialized and is ready for interaction.
/// </summary>
/// <param name="parameter">can be used to pass data into the state, such as a project to load.</param>
public Task OnEnteredAsync(object? parameter);
}

View File

@@ -0,0 +1,45 @@
using Ghost.Editor;
using Ghost.Editor.View.Windows;
using System.Threading.Tasks;
namespace Ghost.Editor.Core.AppState;
internal class LandingState : IAppState
{
private LandingWindow? _window;
public Task OnExitingAsync()
{
if (EditorApplication.Window == _window)
{
EditorApplication.Window = null;
}
return Task.CompletedTask;
}
public Task OnEnteringAsync(object? parameter)
{
_window = EditorApplication.GetService<LandingWindow>();
EditorApplication.Window = _window;
_window.Activate();
return Task.CompletedTask;
}
public Task OnExitedAsync()
{
if (EditorApplication.Window == _window)
{
EditorApplication.Window = null;
}
_window?.Close();
_window = null;
return Task.CompletedTask;
}
public Task OnEnteredAsync(object? parameter)
{
return Task.CompletedTask;
}
}

View File

@@ -0,0 +1,8 @@
namespace Ghost.Editor.Core.AppState;
internal enum StateKey
{
None,
Landing,
EngineEditor,
}