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

@@ -22,7 +22,9 @@ void EditorShellRuntime::Initialize(
Rendering::Host::UiTextureHost& textureHost,
Host::EditorHostResourceService& resourceService,
UIEditorTextMeasurer& textMeasurer,
EditorEngineServices& engineServices) {
SceneViewportEngineBridge& sceneViewportEngineBridge,
GameViewportEngineBridge& gameViewportEngineBridge,
EditorShaderProvider& shaderProvider) {
assert(m_iconService != nullptr);
assert(m_viewportRuntimeServices != nullptr);
if (m_iconService == nullptr || m_viewportRuntimeServices == nullptr) {
@@ -30,7 +32,11 @@ void EditorShellRuntime::Initialize(
}
m_iconService->Initialize(textureHost, resourceService);
m_viewportRuntimeServices->Initialize(runtimePaths, engineServices);
m_viewportRuntimeServices->Initialize(
runtimePaths,
sceneViewportEngineBridge,
gameViewportEngineBridge,
shaderProvider);
m_workspacePanels.Initialize(
EditorWorkspacePanelInitializationContext{
.runtimePaths = runtimePaths,