editor: centralize engine runtime access

This commit is contained in:
2026-04-28 17:23:10 +08:00
parent 23aab98a09
commit 357dc136fe
36 changed files with 337 additions and 102 deletions

View File

@@ -63,7 +63,9 @@ private:
};
std::unique_ptr<EditorSceneBackend> CreateTestSceneBackend() {
return CreateEngineEditorSceneBackend();
return CreateEngineEditorSceneBackend(
SceneManager::Get(),
::XCEngine::Resources::ResourceManager::Get());
}
TEST(HierarchySceneBindingTests, BuildFromSceneUsesRealGameObjectIds) {

View File

@@ -89,7 +89,9 @@ void SaveMainScene(const TemporaryProjectRoot& projectRoot) {
}
void BindEngineSceneBackend(EditorSceneRuntime& runtime) {
runtime.SetBackend(CreateEngineEditorSceneBackend());
runtime.SetBackend(CreateEngineEditorSceneBackend(
SceneManager::Get(),
::XCEngine::Resources::ResourceManager::Get()));
}
const UIEditorPropertyGridSection* FindSection(

View File

@@ -108,7 +108,9 @@ void SaveMainScene(const TemporaryProjectRoot& projectRoot, const Math::Vector3&
}
void BindEngineSceneBackend(EditorSceneRuntime& runtime) {
runtime.SetBackend(CreateEngineEditorSceneBackend());
runtime.SetBackend(CreateEngineEditorSceneBackend(
SceneManager::Get(),
::XCEngine::Resources::ResourceManager::Get()));
}
UIInputEvent MakePointerEvent(