Refactor new editor state ownership model
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@@ -123,7 +123,9 @@ void EditorShellRuntime::Update(
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m_shellFrame.workspaceInteractionFrame.dockHostFrame.layout;
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m_hierarchyPanel.SetSceneRuntime(&context.GetSceneRuntime());
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m_hierarchyPanel.SetCommandFocusService(&context.GetCommandFocusService());
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m_sceneEditCommandRoute.BindSceneRuntime(&context.GetSceneRuntime());
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m_sceneViewportController.SetCommandFocusService(&context.GetCommandFocusService());
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// Keep the previous render request available for readback-based picking during
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// this update, then refresh it again after camera/navigation state changes.
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m_viewportHostService.SetSceneViewportRenderRequest(
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@@ -190,6 +192,8 @@ void EditorShellRuntime::Update(
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const std::string& activePanelId = workspaceController.GetWorkspace().activePanelId;
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m_projectPanel.SetProjectRuntime(&context.GetProjectRuntime());
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m_projectPanel.SetCommandFocusService(&context.GetCommandFocusService());
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m_inspectorPanel.SetCommandFocusService(&context.GetCommandFocusService());
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m_hierarchyPanel.Update(
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m_shellFrame.workspaceInteractionFrame.composeFrame.contentHostFrame,
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hostedContentEvents,
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@@ -208,6 +212,7 @@ void EditorShellRuntime::Update(
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hostedContentEvents,
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!m_shellFrame.result.workspaceInputSuppressed,
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activePanelId == kInspectorPanelId);
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context.SyncSessionFromCommandFocusService();
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m_consolePanel.Update(
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context.GetSession(),
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m_shellFrame.workspaceInteractionFrame.composeFrame.contentHostFrame);
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