editor: centralize engine runtime access
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@@ -63,7 +63,9 @@ private:
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};
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std::unique_ptr<EditorSceneBackend> CreateTestSceneBackend() {
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return CreateEngineEditorSceneBackend();
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return CreateEngineEditorSceneBackend(
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SceneManager::Get(),
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::XCEngine::Resources::ResourceManager::Get());
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}
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TEST(HierarchySceneBindingTests, BuildFromSceneUsesRealGameObjectIds) {
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@@ -89,7 +89,9 @@ void SaveMainScene(const TemporaryProjectRoot& projectRoot) {
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}
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void BindEngineSceneBackend(EditorSceneRuntime& runtime) {
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runtime.SetBackend(CreateEngineEditorSceneBackend());
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runtime.SetBackend(CreateEngineEditorSceneBackend(
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SceneManager::Get(),
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::XCEngine::Resources::ResourceManager::Get()));
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}
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const UIEditorPropertyGridSection* FindSection(
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@@ -108,7 +108,9 @@ void SaveMainScene(const TemporaryProjectRoot& projectRoot, const Math::Vector3&
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}
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void BindEngineSceneBackend(EditorSceneRuntime& runtime) {
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runtime.SetBackend(CreateEngineEditorSceneBackend());
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runtime.SetBackend(CreateEngineEditorSceneBackend(
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SceneManager::Get(),
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::XCEngine::Resources::ResourceManager::Get()));
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}
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UIInputEvent MakePointerEvent(
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