Refactor application structure and add unit tests
Added: - New `ProgressService` class for managing progress indicators. - New `AssetDatabase`, `AssetOpenHandlerAttribute`, and `AsyncAssetOpenHandlerAttribute` classes for asset handling. - `Ghost.UnitTest` project for unit testing with associated files and configurations. Changed: - `ActivationHandler` class to ensure correct handling of `LaunchActivatedEventArgs`. - `App.xaml.cs` to register `INotificationService` and `IProgressService`, replacing `StackedNotificationService`. - `OnLaunched` method in `App.xaml.cs` to correctly call `ActivationHandler.Handle(args)` and start the host. - `INavigationAware` interface from internal to public for broader access. - `EditorState.cs` to activate `EditorApplication` with the current service provider. - Property names in `AssetItem` and `ExplorerItem` structs to `Name` and `FullName`. - `NotificationService` class to implement `INotificationService` and refactor notification handling. - `AssetPathToGlyphConverter` to handle file extensions consistently. - Bindings in `ProjectPage.xaml` and `ProjectPage.xaml.cs` to use `FullName` instead of `Path`. - `EngineEditorWindow` and `LandingWindow` classes to utilize new notification and progress services. - `Logger` class to include a new method for logging errors with exceptions. Updated: - Manifest files and project files to reflect new structure and dependencies. - Solution file `GhostEngine.sln` to include the new unit test project. - Added several new test classes and methods in `UnitTests.cs`.
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57
Ghost.App/View/Pages/EngineEditor/HierarchyPage.xaml.cs
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57
Ghost.App/View/Pages/EngineEditor/HierarchyPage.xaml.cs
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using Ghost.Editor.SceneGraph;
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using Ghost.Editor.ViewModels.Pages.EngineEditor;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Controls;
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// To learn more about WinUI, the WinUI project structure,
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// and more about our project templates, see: http://aka.ms/winui-project-info.
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namespace Ghost.App.View.Pages.EngineEditor;
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/// <summary>
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/// An empty page 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 HierarchyPage : Page
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{
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public HierarchyViewModel ViewModel
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{
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get;
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}
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public HierarchyPage()
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{
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ViewModel = GhostApplication.GetService<HierarchyViewModel>();
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InitializeComponent();
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}
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}
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internal partial class HierarchyTemplateSector : DataTemplateSelector
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{
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public DataTemplate? WorldTemplate
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{
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get;
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set;
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}
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public DataTemplate? EntityTemplate
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{
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get;
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set;
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}
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protected override DataTemplate SelectTemplateCore(object item)
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{
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if (WorldTemplate == null || EntityTemplate == null)
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{
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return base.SelectTemplateCore(item);
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}
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var node = (SceneGraphNode)item;
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return node.NodeType switch
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{
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SceneGraphNodeType.Scene => WorldTemplate,
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SceneGraphNodeType.Entity => EntityTemplate,
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_ => base.SelectTemplateCore(item)
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};
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}
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}
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