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:
195
Ghost.App/Core/SceneGraph/WorldNode.cs
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195
Ghost.App/Core/SceneGraph/WorldNode.cs
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using Ghost.Editor.Contracts;
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using Ghost.Editor.Core.AssetHandle;
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using Ghost.Editor.Core.Serializer;
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using Ghost.Editor.Resources;
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using Ghost.Engine.Components;
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using Ghost.Entities;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Controls;
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using System.Text.Json.Serialization;
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namespace Ghost.Editor.Core.SceneGraph;
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[JsonConverter(typeof(WorldNodeSerializer))]
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public partial class WorldNode : SceneGraphNode, IEquatable<WorldNode>
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{
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private World _world;
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private Dictionary<Entity, EntityNode> _entityNodeLookup = new();
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public World World => _world;
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public Dictionary<Entity, EntityNode> EntityNodeLookup => _entityNodeLookup;
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public override SceneGraphNodeType NodeType => SceneGraphNodeType.Scene;
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public WorldNode(World world, string name)
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{
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_world = world;
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Name = name;
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}
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internal WorldNode()
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{
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_world = World.Create();
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}
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private void UpdateLookup(Entity key, EntityNode value)
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{
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_entityNodeLookup[key] = value;
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if (value.Children == null)
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{
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return;
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}
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foreach (var child in value.Children)
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{
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if (child is EntityNode entityChild)
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{
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UpdateLookup(entityChild.Entity, entityChild);
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}
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}
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}
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public override void AddChild(SceneGraphNode child)
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{
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if (child is not EntityNode entityNode)
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{
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throw new ArgumentException("Child must be of type EntityNode.", nameof(child));
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}
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base.AddChild(entityNode);
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UpdateLookup(entityNode.Entity, entityNode);
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}
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public override bool RemoveChild(SceneGraphNode child)
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{
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if (child is not EntityNode entityNode)
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{
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throw new ArgumentException("Child must be of type EntityNode.", nameof(child));
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}
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var result = base.RemoveChild(child);
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if (result)
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{
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_entityNodeLookup.Remove(entityNode.Entity);
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}
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return result;
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}
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private EntityNode BuildNodeRecursive(Entity entity, World world)
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{
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if (!_entityNodeLookup.TryGetValue(entity, out var node))
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{
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node = new EntityNode(entity, "New Entity");
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_entityNodeLookup[entity] = node;
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}
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var hc = world.EntityManager.GetComponent<Hierarchy>(entity);
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var child = hc.ValueRO.firstChild;
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while (child != Entity.Invalid)
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{
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node.AddChild(BuildNodeRecursive(child, world));
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var childHC = world.EntityManager.GetComponent<Hierarchy>(child);
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child = childHC.ValueRO.nextSibling;
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}
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return node;
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}
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private void BuildGraph()
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{
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foreach (var (entity, hierarchy) in _world.Query<Hierarchy>())
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{
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if (hierarchy.ValueRO.parent == Entity.Invalid)
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{
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var node = BuildNodeRecursive(entity, _world);
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AddChild(node);
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}
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}
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}
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public Task LoadAsync()
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{
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return Task.Run(BuildGraph);
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}
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public void Unload()
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{
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_world.Dispose();
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_world = null!;
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Children?.Clear();
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_entityNodeLookup.Clear();
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}
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public override string ToString()
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{
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return $"WorldNode: {Name} (World ID: {_world.ID})";
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(_world, Name);
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}
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public override bool Equals(object? obj)
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{
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return obj is WorldNode other && Equals(other);
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}
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public bool Equals(WorldNode? other)
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{
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if (other is null)
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{
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return false;
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}
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if (ReferenceEquals(this, other))
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{
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return true;
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}
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return _world.Equals(other._world) && Name == other.Name;
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}
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public static bool operator ==(WorldNode? left, WorldNode? right)
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{
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if (left is null)
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{
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return right is null;
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}
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return left.Equals(right);
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}
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public static bool operator !=(WorldNode? left, WorldNode? right)
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{
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return !(left == right);
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}
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}
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public partial class WorldNode : IInspectable
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{
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public IconSource? Icon => EditorIconSource.scene_24;
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[AssetOpenHandler(FileExtensions.SCENE_FILE_EXTENSION)]
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public static async void Open(string path)
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{
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await EditorWorldManager.LoadWorld(path);
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}
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public UIElement? HeaderContent()
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{
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return new TextBlock
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{
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Text = Name,
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Style = Application.Current.Resources["SubtitleTextBlockStyle"] as Style,
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VerticalAlignment = VerticalAlignment.Center
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};
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}
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public UIElement? InspectorContent()
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{
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return null;
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}
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}
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