refactor(editor): isolate engine service boundaries
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@@ -1,11 +1,36 @@
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#pragma once
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#include "Engine/EditorEngineServices.h"
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#include "Engine/EditorEngineLifecycle.h"
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#include "Engine/EditorSceneBackendFactory.h"
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#include "Engine/EditorShaderProvider.h"
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#include "Engine/GameViewportEngineBridge.h"
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#include "Engine/SceneViewportEngineBridge.h"
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#include <memory>
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namespace XCEngine::UI::Editor::App {
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std::unique_ptr<EditorEngineServices> CreateEngineEditorServices();
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class EngineEditorComposition {
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public:
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EngineEditorComposition();
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~EngineEditorComposition();
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EngineEditorComposition(const EngineEditorComposition&) = delete;
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EngineEditorComposition& operator=(const EngineEditorComposition&) = delete;
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EngineEditorComposition(EngineEditorComposition&&) = delete;
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EngineEditorComposition& operator=(EngineEditorComposition&&) = delete;
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EditorSceneBackendFactory& GetSceneBackendFactory();
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SceneViewportEngineBridge& GetSceneViewportBridge();
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GameViewportEngineBridge& GetGameViewportBridge();
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EditorShaderProvider& GetShaderProvider();
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EditorEngineLifecycle& GetLifecycle();
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private:
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class Impl;
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std::unique_ptr<Impl> m_impl = {};
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};
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std::unique_ptr<EngineEditorComposition> CreateEngineEditorComposition();
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} // namespace XCEngine::UI::Editor::App
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