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.
52 lines
1.3 KiB
C#
52 lines
1.3 KiB
C#
using CommunityToolkit.WinUI.Behaviors;
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using Ghost.Editor.Models;
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using Ghost.Editor.Services.Contracts;
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using Microsoft.UI.Xaml.Controls;
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using System;
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namespace Ghost.Editor.Services;
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public class NotificationService : INotificationService
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{
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private InfoBar? _infoBar;
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private StackedNotificationsBehavior? _notificationQueue;
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internal void SetReference(InfoBar infoBar, StackedNotificationsBehavior notificationQueue)
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{
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_infoBar = infoBar;
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_notificationQueue = notificationQueue;
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}
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public void ShowNotification(string? message, MessageType type, int duration = 5, string? title = null)
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{
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if (string.IsNullOrWhiteSpace(message))
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{
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return;
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}
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var notification = new Notification
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{
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Message = message,
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Severity = (InfoBarSeverity)type,
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Duration = TimeSpan.FromSeconds(duration),
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Title = title
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};
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ShowNotification(notification);
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}
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public void ShowNotification(Notification notification)
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{
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_notificationQueue?.Show(notification);
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}
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internal void ClearReference()
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{
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if (_infoBar != null)
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{
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_infoBar.IsOpen = false;
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}
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_infoBar = null;
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_notificationQueue = null;
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}
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} |