refactor(editor): isolate engine service boundaries
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@@ -45,12 +45,16 @@ bool LoadHostPngTexture(
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EditorWindowRuntimeController::EditorWindowRuntimeController(
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EditorFrameServices& frameServices,
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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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Host::EditorHostResourceService& resourceService,
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std::unique_ptr<EditorWindowContentController> contentController,
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std::unique_ptr<Rendering::Host::EditorWindowRenderRuntime> renderRuntime)
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: m_frameServices(frameServices)
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, m_engineServices(engineServices)
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, m_sceneViewportEngineBridge(sceneViewportEngineBridge)
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, m_gameViewportEngineBridge(gameViewportEngineBridge)
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, m_shaderProvider(shaderProvider)
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, m_resourceService(resourceService)
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, m_renderRuntime(std::move(renderRuntime))
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, m_contentController(std::move(contentController)) {}
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@@ -174,7 +178,9 @@ bool EditorWindowRuntimeController::Initialize(
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.resourceService = m_resourceService,
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.textMeasurer = m_renderRuntime->GetTextMeasurer(),
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.viewportRenderer = m_renderRuntime->GetViewportRenderHost(),
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.engineServices = m_engineServices,
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.sceneViewportEngineBridge = m_sceneViewportEngineBridge,
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.gameViewportEngineBridge = m_gameViewportEngineBridge,
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.shaderProvider = m_shaderProvider,
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});
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m_contentController->SetViewportSurfacePresentationEnabled(
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initializeResult.hasViewportSurfacePresentation);
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