Changed the `AppStateMachine` to implement `IDisposable` and `IAsyncDisposable` for better resource management. Changed the `IAppState` interface to include asynchronous methods for state transitions. Changed the `App` class to start the host asynchronously and added an `OnClosed` method for proper shutdown. Changed the `EditorState` class to ensure the window closes correctly when exiting the state. Changed the `LandingState` class to improve window activation and deactivation management. Changed the `HostHelper` class to register `LandingWindow` and `EngineEditorWindow` as singletons for better performance. Changed the `ScenePage` class to utilize a new interface for swap chain management. Changed the `OpenProjectPage` and `CreateProjectPage` classes to enhance navigation handling. Changed the `ConsoleViewModel` to improve log update handling with a new context structure. Changed the `OpenProjectViewModel` to clear project lists when navigating away. Changed the `EngineCore` class to start the graphics pipeline asynchronously. Changed the `Logger` class to use a new context structure for log changes. Added the `ICommandBuffer`, `IGraphicsDevice`, and `IRenderView` interfaces to enhance the rendering pipeline. Changed the `DX12CommandBuffer`, `DX12GraphicsDevice`, and `DX12RenderView` classes for improved resource management and rendering efficiency. Refactored the `Mesh` class to use a new `Vertex` structure for simplified vertex management. Added the `TextureUtility` class for texture management utilities, including mip count calculation. Changed the `launchSettings.json` to include a new profile for the graphics project with native debugging enabled. Changed the `MeshBuilder` class to utilize the new `Vertex` structure for vertex creation.
112 lines
3.5 KiB
C#
112 lines
3.5 KiB
C#
using Ghost.Editor.Core.AppState;
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using Ghost.Editor.Core.Inspector;
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using Ghost.Editor.Core.Notifications;
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using Ghost.Editor.Core.Progress;
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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 App : 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 App)!._window;
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set
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{
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if (Current is App app)
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{
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// HACK: As far as I can tell, there is no proper application shutdown event in WinUI 3.
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app._window?.Closed -= app.OnClosed;
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app._window = value;
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app._window?.Closed += app.OnClosed;
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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 App()
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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 App)!.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 App)!.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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await Host.StartAsync();
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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 OnClosed(object? sender, WindowEventArgs args)
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{
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Host.StopAsync().GetAwaiter().GetResult();
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Host.Dispose();
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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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} |