refactor(editor): isolate engine service boundaries
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@@ -34,13 +34,17 @@ class EditorHostResourceService;
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namespace XCEngine::UI::Editor::App {
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class EditorEngineServices;
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class EditorShaderProvider;
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class GameViewportEngineBridge;
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class SceneViewportEngineBridge;
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class EditorWindowRuntimeController final {
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public:
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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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@@ -105,7 +109,9 @@ private:
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void RefreshDisplayedFrameStats();
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EditorFrameServices& m_frameServices;
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EditorEngineServices& m_engineServices;
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SceneViewportEngineBridge& m_sceneViewportEngineBridge;
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GameViewportEngineBridge& m_gameViewportEngineBridge;
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EditorShaderProvider& m_shaderProvider;
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Host::EditorHostResourceService& m_resourceService;
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std::unique_ptr<Rendering::Host::EditorWindowRenderRuntime> m_renderRuntime = {};
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EditorWindowScreenshotController m_screenshotController = {};
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