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.
62 lines
1.9 KiB
C#
62 lines
1.9 KiB
C#
using Ghost.Data.Resources;
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using Ghost.Editor.Services;
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using Ghost.Editor.Services.Contracts;
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using Ghost.Editor.ViewModels.Windows;
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using Ghost.Engine.Resources;
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using Microsoft.Extensions.DependencyInjection;
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using WinUIEx;
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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.View.Windows;
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/// <summary>
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/// An empty window 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 EngineEditorWindow : WindowEx
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{
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private IServiceScope? _editorScope;
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private readonly NotificationService _notificationService;
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private readonly ProgressService _progressService;
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public EngineEditorViewModel ViewModel
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{
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get;
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}
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public EngineEditorWindow()
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{
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ViewModel = EditorApplication.GetService<EngineEditorViewModel>();
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_notificationService = (NotificationService)EditorApplication.GetService<INotificationService>();
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_progressService = (ProgressService)EditorApplication.GetService<IProgressService>();
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AppWindow.SetIcon(AssetsPath.s_appIconPath);
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Title = EngineData.ENGINE_NAME;
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ExtendsContentIntoTitleBar = true;
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InitializeComponent();
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this.CenterOnScreen();
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}
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private void WindowEx_Activated(object sender, Microsoft.UI.Xaml.WindowActivatedEventArgs args)
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{
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Bindings.Update();
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_editorScope?.Dispose();
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_editorScope = EditorApplication.CreateScope();
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_notificationService.SetReference(InfoBar, NotificationQueue);
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_progressService.SetReference(ProgressBarContainer);
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}
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private void WindowEx_Closed(object sender, Microsoft.UI.Xaml.WindowEventArgs args)
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{
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_editorScope?.Dispose();
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_notificationService.ClearReference();
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_progressService.ClearReference();
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}
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} |