Files
GhostEngine/Ghost.App/App.xaml.cs
Misaki ff14c0f49a Refactor application structure and add unit tests
Added:
- New `ProgressService` class for managing progress indicators.
- New `AssetDatabase`, `AssetOpenHandlerAttribute`, and `AsyncAssetOpenHandlerAttribute` classes for asset handling.
- `Ghost.UnitTest` project for unit testing with associated files and configurations.

Changed:
- `ActivationHandler` class to ensure correct handling of `LaunchActivatedEventArgs`.
- `App.xaml.cs` to register `INotificationService` and `IProgressService`, replacing `StackedNotificationService`.
- `OnLaunched` method in `App.xaml.cs` to correctly call `ActivationHandler.Handle(args)` and start the host.
- `INavigationAware` interface from internal to public for broader access.
- `EditorState.cs` to activate `EditorApplication` with the current service provider.
- Property names in `AssetItem` and `ExplorerItem` structs to `Name` and `FullName`.
- `NotificationService` class to implement `INotificationService` and refactor notification handling.
- `AssetPathToGlyphConverter` to handle file extensions consistently.
- Bindings in `ProjectPage.xaml` and `ProjectPage.xaml.cs` to use `FullName` instead of `Path`.
- `EngineEditorWindow` and `LandingWindow` classes to utilize new notification and progress services.
- `Logger` class to include a new method for logging errors with exceptions.

Updated:
- Manifest files and project files to reflect new structure and dependencies.
- Solution file `GhostEngine.sln` to include the new unit test project.
- Added several new test classes and methods in `UnitTests.cs`.
2025-06-10 16:32:32 +09:00

102 lines
3.1 KiB
C#

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