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