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.
75 lines
1.9 KiB
C#
75 lines
1.9 KiB
C#
using CommunityToolkit.WinUI;
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using Ghost.Editor.Services.Contracts;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Controls;
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using System.Runtime.CompilerServices;
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namespace Ghost.Editor.Services;
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public class ProgressService : IProgressService
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{
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private Grid? _progressBarContainer;
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private TextBlock? _progressMessage;
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private ProgressBar? _progressBar;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool IsInitialized()
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{
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return _progressBarContainer != null && _progressMessage != null && _progressBar != null;
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}
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internal void SetReference(Grid progressBarContainer)
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{
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_progressBarContainer = progressBarContainer;
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_progressMessage = _progressBarContainer.FindChild<TextBlock>();
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_progressBar = _progressBarContainer.FindChild<ProgressBar>();
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}
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public void ShowProgress(string message, double progress = 0.0)
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{
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if (!IsInitialized())
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{
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return;
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}
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_progressBarContainer!.Visibility = Visibility.Visible;
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_progressMessage!.Text = message;
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_progressBar!.Value = progress;
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}
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public void ShowIndeterminateProgress(string message)
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{
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if (!IsInitialized())
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{
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return;
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}
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_progressBarContainer!.Visibility = Visibility.Visible;
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_progressMessage!.Text = message;
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_progressBar!.IsIndeterminate = true;
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}
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public void SetProgress(double progress)
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{
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_progressBar!.Value = progress;
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}
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public void HideProgress()
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{
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if (!IsInitialized())
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{
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return;
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}
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_progressBarContainer!.Visibility = Visibility.Collapsed;
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_progressMessage!.Text = string.Empty;
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_progressBar!.Value = 0.0;
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}
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internal void ClearReference()
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{
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_progressBarContainer = null;
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_progressMessage = null;
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_progressBar = null;
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}
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} |