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.
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28
Ghost.App/Core/AppState/IAppState.cs
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28
Ghost.App/Core/AppState/IAppState.cs
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using System.Threading.Tasks;
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namespace Ghost.Editor.Core.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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