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.
102 lines
3.1 KiB
C#
102 lines
3.1 KiB
C#
using Ghost.Editor.Core.AppState;
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using Ghost.Editor.Services;
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using Ghost.Editor.Services.Contracts;
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using Ghost.Editor.Utilities;
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using Ghost.Engine.Services;
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using Microsoft.Extensions.DependencyInjection;
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using Microsoft.Extensions.Hosting;
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using Microsoft.UI.Xaml;
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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.Editor;
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/// <summary>
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/// Provides application-specific behavior to supplement the default Application class.
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/// </summary>
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public partial class EditorApplication : Application
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{
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private Window? _window;
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internal static Window? Window
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{
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get => (Current as EditorApplication)!._window;
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set
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{
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if (Current is EditorApplication app)
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{
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app._window = value;
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}
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}
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}
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internal IHost Host
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{
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get;
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}
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/// <summary>
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/// Initializes the singleton application object. This is the first line of authored code
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/// executed, and as such is the logical equivalent of main() or WinMain().
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/// </summary>
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internal EditorApplication()
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{
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InitializeComponent();
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Host = Microsoft.Extensions.Hosting.Host.
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CreateDefaultBuilder().
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UseContentRoot(AppContext.BaseDirectory).
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ConfigureServices((context, services) =>
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{
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HostHelper.AddLandingScope(context, services);
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HostHelper.AddEngineScope(context, services);
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services.AddSingleton<AppStateMachine>();
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services.AddSingleton<INotificationService, NotificationService>();
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services.AddSingleton<IProgressService, ProgressService>();
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services.AddSingleton<IInspectorService, InspectorService>();
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})
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.Build();
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UnhandledException += App_UnhandledException;
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}
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internal static IServiceScope CreateScope()
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{
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return (Current as EditorApplication)!.Host.Services.CreateScope();
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}
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public static T GetService<T>() where T : class
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{
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if ((Current as EditorApplication)!.Host.Services.GetService(typeof(T)) is not T service)
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{
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throw new ArgumentException($"{typeof(T)} needs to be registered in ConfigureServices within App.xaml.cs.");
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}
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return service;
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}
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/// <summary>
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/// Invoked when the application is launched.
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/// </summary>
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/// <param name="args">Details about the launch request and process.</param>
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protected override async void OnLaunched(LaunchActivatedEventArgs args)
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{
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base.OnLaunched(args);
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Host.Start();
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ActivationHandler.Handle(args);
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var stateMachine = GetService<AppStateMachine>();
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stateMachine.RegisterState(StateKey.Landing, () => new LandingState());
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stateMachine.RegisterState(StateKey.EngineEditor, () => new EditorState());
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await stateMachine.TransitionToAsync(StateKey.Landing);
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}
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private void App_UnhandledException(object sender, Microsoft.UI.Xaml.UnhandledExceptionEventArgs e)
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{
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Logger.LogError(e.Exception);
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}
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} |