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`.
38 lines
885 B
C#
38 lines
885 B
C#
using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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namespace Ghost.App.Infrastructures.AppState;
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internal class AppStateMachine
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{
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private Dictionary<StateKey, Lazy<IAppState>> s_states = new();
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private IAppState? s_current;
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public void RegisterState(StateKey key, Func<IAppState> stateFactory)
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{
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s_states[key] = new(stateFactory);
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}
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public async Task TransitionToAsync(StateKey stateKey, object? parameter = null)
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{
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var previous = s_current;
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var next = s_states[stateKey].Value;
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if (previous != null)
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{
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await previous.OnExitingAsync();
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}
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await next.OnEnteringAsync(parameter);
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if (previous != null)
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{
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await previous.OnExitedAsync();
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}
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await next.OnEnteredAsync(parameter);
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s_current = next;
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}
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} |