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XCEngine/editor/AGENTS.md

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# Editor Agent Guide
This file is for agents working in `editor/**` and `tests/UI/Editor/**`.
Treat the current code and tests as source of truth. If this guide drifts from
the checkout, update it in the same change.
## Current Priority
The editor is not in a "split more layers for their own sake" phase.
The primary product line is still runtime/product loop closure:
- bind real owners for `run.*`
- bind real owners for `scripts.*`
- bind real owners for scene document commands such as
`file.new_scene`, `file.open_scene`, `file.save_scene`, and
`file.save_scene_as`
- keep `Game`, `Scene`, `Inspector`, `Selection`, and `Console` coherent across
runtime transitions
Do not burn time on broad architectural churn unless it directly unlocks that
product loop or removes an active architectural hazard.
## Engine Boundary Status
The old public `EditorEngineServices` god interface is gone.
The current editor-to-engine boundaries are narrow and must stay narrow:
- `EditorSceneBackendFactory`
- `SceneViewportEngineBridge`
- `GameViewportEngineBridge`
- `EditorShaderProvider`
- `EditorEngineLifecycle`
`EngineEditorComposition` in `editor/app/Services/Engine/EngineEditorServices.*`
is an internal composition root that hands out those narrow interfaces. It is
not a new shared facade for features to depend on.
Rules:
- do not recreate `EditorEngineServices`
- do not add a replacement god interface under a different name
- do not make new panels, passes, or runtimes depend on a catch-all engine
service locator
- keep render-pass dependencies low-level: passes may depend on
`EditorShaderProvider`, not on scene backend creation or lifecycle code
- composition owns assembly; features and passes must receive explicit
dependencies
## Product Truths
- `GameViewportFeature`, `GameViewportRenderService`, and related tests exist.
The game viewport path is real, but that does not mean play-mode ownership is
complete.
- `EditorHostCommandBridge` still exposes honest failure messages for commands
without a bound owner. Do not replace these with fake success.
- `EditorSceneRuntime` already owns real scene editing behavior. Missing work is
usually at the app/document/runtime owner layer, not in the raw scene backend.
- `ProjectPanel` should keep using explicit runtime ownership and honest blocked
behavior for unsupported asset commands.
## Working Rules
- prefer explicit owner/coordinator/runtime-service seams over direct panel to
engine hookups
- when changing runtime or document flow, inspect `EditorSession`,
`EditorHostCommandBridge`, the relevant feature, and the matching tests
- if a change affects ownership, state flow, or command routing, add or update
tests in `tests/UI/Editor/unit`
- keep multi-window work behind runtime/document correctness; do not move it
ahead of core ownership closure
## Do Not Regress
- no new service-locator style editor-to-engine dependency
- no new low-level render pass dependency on scene backend creation or lifecycle
- no silent fallback where a command should fail honestly
- no panel-local shortcut that bypasses the intended runtime owner
## Good Entry Points
- `editor/app/Bootstrap/Application.cpp`
- `editor/app/Composition/EditorContext.cpp`
- `editor/app/Composition/EditorShellRuntime.cpp`
- `editor/app/Rendering/Viewport/ViewportHostService.cpp`
- `editor/app/Services/Engine/EngineEditorServices.h`
- `editor/app/Services/Scene/EditorSceneRuntime.cpp`
- `editor/app/Core/Commands/EditorHostCommandBridge.cpp`
- `docs/plan/editor-next-stage-runtime-plan.md`
- `docs/plan/editor-engine-services-refactor-plan.md`
## Verification
Minimum verification for editor app/core changes:
```powershell
cmake --build build --config Debug --target editor_app_core_tests
cmake --build build --config Debug --target editor_app_feature_tests
```
When the executable path is affected, also rebuild:
```powershell
cmake --build build --config Debug --target XCEditor
```
Relevant focused tests include:
- `test_editor_host_command_bridge.cpp`
- `test_game_viewport_runtime.cpp`
- `test_project_panel.cpp`
- `test_scene_viewport_render_plan.cpp`
- `test_scene_viewport_runtime.cpp`