refactor(editor): isolate engine service boundaries

This commit is contained in:
2026-04-29 03:19:46 +08:00
parent ef11651ec2
commit 313a571e43
60 changed files with 3804 additions and 2611 deletions

View File

@@ -1,6 +1,6 @@
#include "EditorContext.h"
#include "EditorShellAssetBuilder.h"
#include "Engine/EditorEngineServices.h"
#include "Engine/EditorSceneBackendFactory.h"
#include "Scene/EditorSceneRuntime.h"
#include "Panels/EditorPanelIds.h"
#include "Viewport/EditorViewportRuntimeServices.h"
@@ -56,7 +56,7 @@ UIEditorWorkspacePanelPresentationModel* FindMutablePresentation(
bool EditorContext::Initialize(
const EditorRuntimePaths& runtimePaths,
EditorEngineServices& engineServices) {
EditorSceneBackendFactory& sceneBackendFactory) {
m_valid = false;
m_validationMessage.clear();
AppendUIEditorRuntimeTrace("startup", "EditorContext::Initialize begin");
@@ -82,7 +82,7 @@ bool EditorContext::Initialize(
m_projectRuntime.Initialize(runtimePaths.projectRoot);
AppendUIEditorRuntimeTrace("startup", "EditorProjectRuntime::Initialize end");
m_projectRuntime.BindSelectionService(&m_selectionService);
m_sceneRuntime.SetBackend(engineServices.CreateSceneBackend());
m_sceneRuntime.SetBackend(sceneBackendFactory.CreateSceneBackend());
AppendUIEditorRuntimeTrace("startup", "EditorSceneRuntime::Initialize begin");
if (!m_sceneRuntime.Initialize(m_session.projectRoot)) {
m_validationMessage = "Editor scene runtime failed to initialize.";