Files
GhostEngine/Ghost.App/View/Pages/EngineEditor/HierarchyPage.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

57 lines
1.4 KiB
C#

using Ghost.Editor.SceneGraph;
using Ghost.Editor.ViewModels.Pages.EngineEditor;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
// 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.View.Pages.EngineEditor;
/// <summary>
/// An empty page that can be used on its own or navigated to within a Frame.
/// </summary>
internal sealed partial class HierarchyPage : Page
{
public HierarchyViewModel ViewModel
{
get;
}
public HierarchyPage()
{
ViewModel = GhostApplication.GetService<HierarchyViewModel>();
InitializeComponent();
}
}
internal partial class HierarchyTemplateSector : DataTemplateSelector
{
public DataTemplate? WorldTemplate
{
get;
set;
}
public DataTemplate? EntityTemplate
{
get;
set;
}
protected override DataTemplate SelectTemplateCore(object item)
{
if (WorldTemplate == null || EntityTemplate == null)
{
return base.SelectTemplateCore(item);
}
var node = (SceneGraphNode)item;
return node.NodeType switch
{
SceneGraphNodeType.Scene => WorldTemplate,
SceneGraphNodeType.Entity => EntityTemplate,
_ => base.SelectTemplateCore(item)
};
}
}