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XCEngine/editor/AGENTS.md

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# XCUI Editor Agent Guide
This file is a working map for agents changing `editor/`. It is not a
substitute for reading the code. If this guide conflicts with the current
implementation, trust the implementation and update this guide in the same
change.
## Build Shape
- The root `CMakeLists.txt` always adds `editor/` before `tests/`.
- `editor/CMakeLists.txt` always builds `XCUIEditor`, a static library made
from `editor/include/XCEditor/**` plus `editor/src/**`.
- `XCUIEditor` outputs `XCUIEditor.lib` and is the reusable, platform-neutral
editor UI layer. It links
against `XCEngine` and is covered mainly by `tests/UI/Editor/unit`.
- The production editor target shape is fixed at three targets:
`XCUIEditor`, the reusable editor UI library; `XCEditorCore`, the editor
product-core library; and `XCEditor`, the thin product executable.
- `XCEditorCore` outputs `XCEditorCore.lib` and owns product editor logic that
should be buildable without the concrete Win32/D3D12 executable host:
composition, commands, state, project and scene services, feature panels,
utility-window descriptors, viewport services, and editor window core.
- `XCEditorCore` is controlled by `XCENGINE_BUILD_XCUI_EDITOR_CORE`, which
defaults to `ON` and is independent of `XCENGINE_BUILD_XCUI_EDITOR_APP`.
App-off core validation must configure with
`XCENGINE_BUILD_XCUI_EDITOR_APP=OFF` while keeping
`XCENGINE_BUILD_XCUI_EDITOR_CORE=ON`.
- `editor_app_core_tests` links `XCEditorCore` directly and is the build
gate that proves the product-core boundary outside the executable host.
- `editor_app_feature_tests` also links `XCEditorCore` directly. It restores
app feature and viewport coverage without reintroducing the old app-wide
include root or concrete Win32/D3D12 host dependencies.
- `XCEditorCore` does not publish the whole `editor/app` root as a usage
include directory. Its public app include surface is limited to shared
contracts under `app/Core`, `app/Commands`, `app/State`, and
`app/Host/Interfaces`.
- `XCEditorCore` also does not consume the whole `editor/app` root privately.
Its implementation include paths enumerate concrete app module roots such as
`app/Composition`, `app/Features`, `app/Windowing`, `app/Rendering`,
`app/Scene`, `app/Services`, and `app/Support`.
- `XCEditorCore` and `XCEditor` require
`XCENGINE_ENABLE_RENDERING_EDITOR_SUPPORT=ON`; the root build defaults that
support on when either the core library or app executable is enabled.
- `XCEditor` is built when `XCENGINE_BUILD_XCUI_EDITOR_APP=ON`; that mode
also requires `XCENGINE_BUILD_XCUI_EDITOR_CORE=ON`. The executable target is
named `XCEditor`, but its output name is `XCEngine`.
- The executable target owns process startup, Win32 hosting, D3D12 window
rendering, native resources, and the final composition-root wiring.
- Keep the CMake target named `XCEditor` so it does not collide with the engine
library target named `XCEngine`; keep the built executable output name as
`XCEngine`.
- Shared code uses C++20 and MSVC `/utf-8`; keep new files ASCII unless the
surrounding file already uses another encoding for a real reason.
## Directory Map
- `include/XCEditor/` is the public editor UI API: collections, docking,
fields, foundation, menus, panels, shell, viewport, widgets, windowing, and
workspace.
- `src/` implements that public API and may include private `src/**/Internal.h`
helpers. It should stay independent of app, Win32, D3D12, and project
runtime concerns.
- `app/Bootstrap/` contains process startup and shutdown through
`Application`.
- `app/Core/` contains app-level contracts and shared app model definitions
that are not owned by a concrete feature or composition implementation.
Current examples are panel IDs, shared window type contracts, host window
geometry/metrics, frame transfer requests, the panel-facing service view,
the windowing-facing frame-services/shell-runtime contracts, workspace-panel
runtime interface, and utility-window runtime/descriptors.
- `app/Host/Interfaces/` contains neutral host-facing contracts used across
editor core and executable host code: editor window host interfaces,
render-runtime factories, UI texture hosts, viewport render hosts, host
resource services, and system interaction services.
- `app/Host/Win32/` owns `HWND`, message dispatch, native pointer capture,
borderless chrome, DPI, placement, and Win32 system integration.
- `app/Host/D3D12/` owns the concrete D3D12 editor window render runtime, UI
renderer, texture host, text system, swap-chain presenter, and capture path.
- `app/Composition/` builds the editor shell asset, coordinates shell update
phases, and connects app state to hosted panel runtimes.
- `app/Windowing/` owns window instances, content controllers, lifecycle,
workspace synchronization, and utility-window creation.
- `app/Rendering/` owns built-in icons, viewport render targets, object
picking, scene viewport passes, and viewport render services.
- `app/Features/` contains user-facing panels and editor tools: Hierarchy,
Scene viewport, Inspector, Project, Console, Color Picker, and component UI.
- `app/Features/EditorWorkspacePanelRegistry.*` is the concrete workspace
panel factory. It owns the concrete workspace panel adapters. Shared
workspace-panel runtime interfaces live under `app/Core/WorkspacePanels`
so `app/Composition/**` can depend on the contract without depending on the
feature registry.
- `app/Features/EditorUtilityWindowRegistry.*` is the concrete utility-window
panel factory. Shared utility-window contracts and descriptors live under
`app/Core/UtilityWindows` so windowing can resolve utility window shape
without constructing concrete feature panels.
- `app/Services/Project/`, `app/Scene/`, and `app/State/` hold application
services that panels should use instead of owning global state themselves.
`ProjectBrowserModel` and `EditorProjectRuntime` live under
`app/Services/Project`; project panels adapt those service models into
widget-specific tree/list presentation data.
## Layering
- Keep `XCUIEditor` below the app. Public headers under `include/XCEditor`
must not include `app/**`, Win32, D3D12, or feature-panel headers.
- Keep platform specifics in `app/Host/Win32`; keep GPU-window specifics in
`app/Host/D3D12`.
- Keep neutral host/render/system contracts in `app/Host/Interfaces` or
shared value contracts in `app/Core`. Do not add new public app contracts
under concrete `app/Windowing`, `app/Rendering`, `app/Host/Win32`,
`app/Host/D3D12`, or legacy `app/Platform` paths.
- `app/Windowing/**` may depend on `app/Core/Windowing` contracts such as
`EditorFrameServices` and `EditorWorkspaceShellRuntime`, but it must not
include concrete `app/Composition/EditorContext.h` or
`app/Composition/EditorShellRuntime.h`.
- Keep shell composition and widget logic data-driven. The reusable layer should
emit frames, layouts, draw data, command results, and transfer requests; the
app decides how those requests affect native windows and engine services.
- Use existing controller types for mutation:
`UIEditorWorkspaceController`, `UIEditorWindowWorkspaceController`, and
`EditorWindowSystem`.
- Use the existing service objects for app state: `EditorContext`,
`EditorProjectRuntime`, `EditorSceneRuntime`, `EditorSelectionService`,
`EditorCommandFocusService`, and utility-window request state.
## Startup Flow
1. `app/main.cpp` enters `RunXCEditor`, which creates `Application`.
2. `Application::Initialize` resolves the repo root, enables DPI awareness,
initializes runtime tracing under the executable `logs/` directory, and
installs the unhandled-exception crash trace hook.
3. `EditorContext::Initialize` builds and validates the shell asset, initializes
project and scene runtimes, resets selection/focus/tool state, builds
command and shortcut services, and marks the shell ready.
4. `Application` registers the Win32 window class, creates the Win32 system
interaction host, bootstraps `EditorWindowSystem` with the primary
workspace state, creates `EditorWindowHostRuntime`, creates the D3D12 render
runtime factory, and constructs `EditorWindowManager`.
5. `EditorWindowManager::CreateWorkspaceWindow` creates an
`EditorWindowInstance`, attaches an `EditorWorkspaceWindowContentController`,
asks the host runtime to create the native window, and initializes the
per-window render/content runtime.
6. The main loop drains up to 64 Win32 messages per tick, updates async
resource loads, reaps destroyed windows, renders all running windows, and
honors smoke-test auto-exit settings.
7. `Application::WndProc` forwards registered windows to
`EditorWindowMessageDispatcher`; unknown messages fall back to
`DefWindowProcW`.
## Frame Runtime Ownership
- `EditorContext` owns the app-level shell asset, editor session, command
routing, selection/focus services, project runtime, scene runtime, color
picker state, pending utility-window requests, and the
`EditorFrameServices` implementation consumed by windowing.
- `EditorWindowSystem` owns the authoritative
`UIEditorWindowWorkspaceSet`. Workspace windows should derive their local
projection from this state rather than storing independent layout truth.
- `EditorWorkspaceWindowContentController` asks `EditorWindowSystem` for a live
`UIEditorWorkspaceController` every frame. A live controller writes mutations
through to the authoritative window workspace state; a copied controller is
only a preview.
- `EditorShellRuntime` owns per-window interactive runtime state: viewport host
service, built-in icons, the workspace panel runtime set, shell interaction
state/frame, splitter correction state, trace entries, draw composer,
interaction engine, hosted panel coordinator, and session coordinator.
- `EditorWorkspaceShellRuntime` is the windowing-facing shell runtime contract.
`EditorShellRuntime` is the current concrete implementation, and
`Application` injects it through the content factory instead of letting
`app/Windowing/**` construct or name the concrete type directly.
- The workspace shell runtime factory passed into windowing is intentionally
zero-argument. `Application` composes the concrete workspace-panel runtime
set with `EditorShellRuntime`; `app/Windowing/**` must not accept or call
`EditorWorkspacePanelRuntimeSetFactory`.
- `EditorWindowRuntimeController` owns the content controller, render runtime,
screenshot controller, title-bar logo texture, text measurer access, DPI
scale, and frame-rate display.
- `EditorWindowInstance` is the managed host-window object. It owns lifecycle
state and bridges its native peer to the runtime controller.
- `EditorWindow` in `app/Host/Win32/Windowing` owns the native peer
behavior: `HWND`, queued input, pointer capture, chrome interaction, resize
snapshots, cursor feedback, invalidation, and native destruction.
## Window Authority Model
- The authoritative window/workspace state is the
`UIEditorWindowWorkspaceSet` stored by `EditorWindowSystem`.
- Presentation data is derived from state through
`BuildEditorWorkspaceWindowProjection`; do not hand-maintain detached window
title, tab-strip title, primary flag, or minimum size in separate places.
- Workspace mutations that can affect multiple windows should start with
`EditorWindowSystem::BuildWorkspaceMutationController`, validate through
`ValidateWindowSet`, build a synchronization plan, apply host-window actions,
then commit the plan back to `EditorWindowSystem`.
- `EditorWindowSynchronizationPlanner` compares target workspace state against
host snapshots and emits create/update/close actions. Extend this planner and
its tests when changing workspace-window synchronization rules.
- Destroying the primary workspace window intentionally closes remaining
workspace windows. Destroying a detached workspace window reconciles the
authoritative window set and refreshes the remaining windows.
- `EditorWindowWorkspaceCoordinator::RefreshWindowPresentation` is the normal
path for refreshing projections and titles after a frame.
## Frame Transfer Requests
Frame transfer requests are the app boundary for work that cannot be committed
inside pure shell/widget code.
- The request contracts live in
`app/Core/Windowing/EditorWindowTransferRequests.h`.
- `EditorWindowFrameOrchestrator` converts shell results into
`EditorWindowFrameTransferRequests`.
- Workspace requests currently include `beginGlobalTabDrag` and `detachPanel`.
These are consumed by `EditorWindowWorkspaceCoordinator`.
- Utility requests currently include `openUtilityWindow`. These are produced
from `EditorContext::RequestOpenUtilityWindow` and consumed by
`EditorUtilityWindowCoordinator`.
- Panels and shell code should request window-level work through transfer
requests or context request state, not by creating/destroying native windows
directly.
- Global tab drag uses screen coordinates, a captured owner window, an external
dock-host drop preview on the target window, and
`EditorWindowPointerCaptureOwner::GlobalTabDrag`.
## Window Categories
- Workspace windows use `EditorWorkspaceWindowContentController`. They expose
workspace, dock-host, input-feedback, title-bar, and viewport-rendering
capabilities.
- Detached workspace windows are still workspace windows. Their projection can
enable the detached title-bar tab strip and derive the window title from the
single visible panel.
- Utility windows use `EditorUtilityWindowContentController`. They host an
`EditorUtilityWindowPanel`, do not participate in workspace synchronization,
and currently do not expose dock-host or viewport capabilities.
- Utility descriptors live in `app/Core/UtilityWindows/EditorUtilityWindowRegistry.cpp`.
Concrete utility panels are created by
`app/Features/EditorUtilityWindowRegistry.*` and injected through the window
content factory. Current utility windows are Color Picker and Add Component;
both are single-instance topmost tool windows.
## Shell, Panels, And Commands
- `EditorShellAssetBuilder.cpp` defines the product shell: panel registry,
default workspace layout, command registry, menus, toolbar buttons, shortcuts,
capture root, and status-bar definitions.
- Panel IDs are centralized in `app/Core/Panels/EditorPanelIds.h`; prefer
these constants over raw string literals in app code.
- `EditorPanelServices` is the Core service view passed into concrete
workspace and utility panels. Panels should use it instead of including
`Composition/EditorContext.h`; `EditorContext` remains a composition-owned
aggregate and request bridge.
- Workspace panels are adapted behind `EditorWorkspacePanelRuntimeSet`, whose
contract lives in `app/Core/WorkspacePanels/EditorWorkspacePanelRuntime.h`.
Composition code should ask that runtime set to initialize, prepare command
routes, update, draw, expose cursor/capture state, and collect frame events
instead of directly naming `HierarchyPanel`, `ProjectPanel`, `InspectorPanel`,
`ConsolePanel`, or `SceneViewportFeature`.
- Hosted panels receive mounted bounds and filtered input through
`UIEditorHostedPanelDispatchFrame`; concrete workspace-panel adapters resolve
their own dispatch entries from that frame.
- `EditorShellHostedPanelCoordinator` filters hosted-panel input when shell
capture owns the pointer stream, then updates `EditorWorkspacePanelRuntimeSet`.
Concrete adapters wire app services into their panels through
`EditorPanelServices`. The coordinator syncs command focus between the main
update phase and after-focus panels such as Console.
- `EditorHostCommandBridge` routes host commands to focused edit routes,
project asset routes, scene routes, inspector routes, workspace commands, or
the app exit handler.
- `WorkspaceEventSync` consumes generic `EditorWorkspacePanelFrameEvent`
entries from the workspace panel runtime set. Concrete hierarchy/project
event formatting lives behind the feature registry, while this sync layer
owns selection-backed session state, scene-open requests, status updates, and
runtime trace entries.
- Project services must not include `app/Features/**`. Keep project filesystem
state and command-target resolution in `app/Services/Project`; keep
`UIEditorTreeViewItem` and other widget presentation projections in
`Features/Project/ProjectPanel`.
## Viewport Rendering
- Scene and Game are `ViewportShell` presentations. The Scene panel is the
active editor viewport implementation; Game is registered as a viewport panel
but is not equivalent to the runtime game view yet.
- `SceneViewportFeature` owns `SceneViewportController` and
`SceneViewportRenderService`.
- `ViewportHostService` is the per-window manager for viewport requests,
render-target allocation, retirement, fallback clearing, and dispatch to the
attached `ViewportRenderHost`.
- `SceneViewportRenderService` renders scene content through the engine
renderer and owns object-id picking state. Keep editor picking/render support
behind `XCENGINE_ENABLE_RENDERING_EDITOR_SUPPORT`.
- D3D12 window rendering is behind the abstract
`Rendering::Host::EditorWindowRenderRuntime`; native startup surface data is
passed through the neutral
`Rendering::Host::EditorWindowRenderRuntimeSurface` value contract, not a
concrete Win32 adapter type. Use the host interfaces when adding app-level
features.
## Modification Rules
- Add reusable widgets, docking/workspace behavior, shell interaction, or field
logic to `include/XCEditor/**` and `src/**`, with unit coverage in
`tests/UI/Editor/unit`.
- Add product editor behavior to `app/Features/**`. Workspace panels must
enter composition through `EditorWorkspacePanelRegistry.*` and the
`EditorWorkspacePanel` adapter interface; do not include concrete feature
panel headers from `EditorShellRuntime`, `EditorShellHostedPanelCoordinator`,
`EditorShellDrawComposer`, or `EditorShellSessionCoordinator`.
- Add new workspace panels by updating the panel ID constants, panel registry,
default workspace model, shell presentation, workspace panel runtime adapter,
and command/menu entries together.
- Add new utility windows through `app/Core/UtilityWindows` for the kind,
shared descriptor, and `EditorUtilityWindowPanel` contract; add the concrete
panel factory case in `app/Features/EditorUtilityWindowRegistry.*`; then wire
the context/request path. Do not model utility windows as workspace panels
unless they really dock inside the workspace.
- Add new commands in the command registry first, then menu/shortcut bindings,
host command bridge routing, and focused route tests.
- Keep workspace/window mutations transactional. Save the previous state,
validate after mutation, and roll back on invalid output, matching existing
controller patterns.
- Keep per-frame transient panel events separate from persistent app services.
Panels may emit frame events; `EditorContext` and runtime services own
persistent selection, command focus, project, and scene state.
- Release UI textures and GPU resources in `Shutdown` paths. D3D12 shutdown
should wait for GPU idle before releasing window resources.
- Do not write new manual-validation screenshots under the source tree.
Shared manual-validation hosts should write captures under the active build
directory.
## Current Architecture Notes
- `XCEditorCore` is the app/product-core target. It exists to make the app
boundary build-visible before finer-grained directories are cleaned up.
- `XCEditorCore` is not gated by the executable-host option. Keep
`XCENGINE_BUILD_XCUI_EDITOR_CORE` as the switch for product-core builds and
`XCENGINE_BUILD_XCUI_EDITOR_APP` as the switch for the concrete executable
host.
- `XCEditorCore` does not use `editor/app` as a private implementation include
root. Its public usage requirements expose only `app/Core`, `app/Commands`,
`app/State`, `app/Host/Interfaces`, `include`, and engine headers;
implementation files use explicit module roots instead of the app-wide
compatibility root.
- App-facing unit tests follow the same rule. `editor_app_core_tests` uses
explicit module include roots and must not regain the whole `editor/app`
root to make stale tests compile.
- App feature/viewport unit tests follow the same rule through
`editor_app_feature_tests`. Fix stale includes to current contracts instead
of adding compatibility headers for removed `Ports/**`, old
`Rendering/Viewport/**Internal.h`, or legacy `app/Platform/**` paths.
- `XCEditor` is the thin executable host that wires `XCEditorCore` to concrete
Win32 and D3D12 implementations. Do not move concrete platform/render host
code into `XCEditorCore` without first introducing neutral host contracts.
- `app/Core/Windowing/EditorFrameServices.h` and
`app/Core/Windowing/EditorWorkspaceShellRuntime.h` are the current
composition-to-windowing contract boundary. `EditorContext` and
`EditorShellRuntime` remain concrete composition types; `app/Windowing/**`
uses the contracts instead of those concrete headers. The shell-runtime
factory is the only workspace-shell construction hook visible to windowing;
workspace panel runtime construction stays in the application composition
root.
- Legacy fine-grained app-split CMake targets are retired architecture history.
Current production editor targets are `XCUIEditor`, `XCEditorCore`, and
`XCEditor`.
- Existing source-tree capture history is present under some manual-validation
scenarios, but new captures should go to the build output directory.
- Runtime trace files are the main app smoke diagnostic. Avoid replacing
trace-backed diagnostics with UI-only feedback that tests cannot observe.
## Validation
- Build shared editor UI after reusable-layer changes:
`cmake --build <build-dir> --config Debug --target XCUIEditor`.
- Build product editor core after app composition, service, feature, windowing,
or host-contract changes:
`cmake --build <build-dir> --config Debug --target XCEditorCore`.
- Validate the product-core boundary without the executable host by configuring
a separate build with
`-DXCENGINE_BUILD_XCUI_EDITOR_APP=OFF -DXCENGINE_BUILD_XCUI_EDITOR_CORE=ON -DXCENGINE_ENABLE_RENDERING_EDITOR_SUPPORT=ON`,
then building `XCEditorCore`, `editor_app_core_tests`, and
`editor_app_feature_tests`.
- Build app-core tests after product editor core or app-facing test changes:
`cmake --build <build-dir> --config Debug --target editor_app_core_tests`.
- Build app feature/viewport tests after feature panel, scene viewport,
viewport service, or app-facing input-routing changes:
`cmake --build <build-dir> --config Debug --target editor_app_feature_tests`.
- Build the app after startup, windowing, rendering, feature-panel, or resource
changes:
`cmake --build <build-dir> --config Debug --target XCEditor`.
- Build reusable editor unit tests:
`cmake --build <build-dir> --config Debug --target editor_ui_tests`.
- Build window synchronization tests:
`cmake --build <build-dir> --config Debug --target editor_windowing_phase1_tests`.
- Build aggregate editor unit targets:
`cmake --build <build-dir> --config Debug --target editor_ui_unit_tests`.
- Build app smoke support:
`cmake --build <build-dir> --config Debug --target editor_ui_smoke_targets`.
- Run app smoke through CTest when `XCEditor` is enabled:
`ctest -C Debug -R xceditor_smoke --output-on-failure`.
- Useful environment flags:
`XCUIEDITOR_VERBOSE_TRACE=1`, `XCUI_AUTO_CAPTURE_ON_STARTUP=1`,
`XCUIEDITOR_SMOKE_TEST=1`, `XCUIEDITOR_SMOKE_TEST_DURATION_SECONDS=<n>`,
and `XCUIEDITOR_SMOKE_TEST_FRAME_LIMIT=<n>`.
## Recommended Reading
- `editor/CMakeLists.txt`
- `editor/app/Bootstrap/Application.cpp`
- `editor/app/Composition/EditorContext.cpp`
- `editor/app/Services/Project/EditorProjectRuntime.cpp`
- `editor/app/Services/Project/ProjectBrowserModel.cpp`
- `editor/app/Composition/EditorShellRuntime.cpp`
- `editor/app/Composition/EditorShellAssetBuilder.cpp`
- `editor/app/Windowing/EditorWindowManager.cpp`
- `editor/app/Windowing/EditorWindowInstance.cpp`
- `editor/app/Windowing/Content/EditorWorkspaceWindowContentController.cpp`
- `editor/app/Windowing/Frame/EditorWindowFrameOrchestrator.cpp`
- `editor/app/Windowing/Coordinator/EditorWindowWorkspaceCoordinator.cpp`
- `editor/include/XCEditor/Windowing/System/EditorWindowSystem.h`
- `editor/src/Windowing/System/EditorWindowSystem.cpp`
- `editor/include/XCEditor/Workspace/UIEditorWorkspaceController.h`
- `editor/src/Workspace/UIEditorWorkspaceController.cpp`
- `editor/include/XCEditor/Workspace/UIEditorWindowWorkspaceController.h`
- `editor/src/Workspace/UIEditorWindowWorkspaceController.cpp`
- `editor/app/Host/Win32/Windowing/EditorWindowMessageDispatcher.cpp`
- `editor/app/Host/Interfaces/EditorWindowRenderRuntime.h`
- `editor/app/Host/Interfaces/EditorWindowHostInterfaces.h`
- `editor/app/Core/Windowing/EditorWindowTransferRequests.h`
- `editor/app/Rendering/Viewport/ViewportHostService.h`
- `tests/UI/Editor/unit/CMakeLists.txt`
- `tests/UI/Editor/smoke/CMakeLists.txt`
- `tests/UI/Editor/manual_validation/README.md`
## Recent Cuts
This section is intentionally important. Keep it as the running ledger of
architecture cuts that have already been made, so future agents do not
re-litigate or accidentally undo them. Add concrete entries here whenever a
change closes a boundary, removes an obsolete path, or establishes a new
ownership rule.
- Primary workspace state is bootstrapped into `EditorWindowSystem` before
native window creation.
- Workspace content now pulls a live authoritative workspace controller every
frame instead of trusting a stale local copy.
- Panel detach and cross-window tab drag are frame transfer requests handled by
`EditorWindowWorkspaceCoordinator`, then synchronized through
`EditorWindowSynchronizationPlanner`.
- Utility windows are app content controllers backed by
`EditorUtilityWindowPanel`; they are not workspace windows.
- Utility-window runtime contracts and descriptors now live under
`app/Core/UtilityWindows`. Concrete Color Picker/Add Component construction
is owned by `app/Features/EditorUtilityWindowRegistry.*` and injected from
`Application`, so `app/Windowing/**` no longer constructs concrete utility
feature panels.
- Shared window category, lifecycle, chrome-policy, native-host-policy,
screen geometry, chrome metrics, and frame-transfer request contracts now
live under `app/Core/Windowing`.
- Windowing now consumes composition through
`app/Core/Windowing/EditorFrameServices.h` and
`app/Core/Windowing/EditorWorkspaceShellRuntime.h`. `EditorContext`
implements the frame-services contract, `EditorShellRuntime` implements the
shell-runtime contract, and `Application` injects the concrete shell runtime
factory so `app/Windowing/**` no longer includes composition concrete types.
- `app/Windowing/**` no longer receives
`EditorWorkspacePanelRuntimeSetFactory` or constructs workspace panel runtime
sets. `Application` composes `CreateEditorWorkspacePanelRuntimeSet()` with
`CreateEditorWorkspaceShellRuntime(...)` before handing windowing a
zero-argument `EditorWorkspaceShellRuntimeFactory`.
- Viewport rendering is routed through `ViewportHostService` and the per-window
render runtime rather than directly from shell composition.
- The old fine-grained app-split target residue was removed from CMake and
tests. The current app split is coarse: `XCEditorCore` for product logic and
`XCEditor` for the executable host with output name `XCEngine`.
- Workspace panel runtimes are now behind `EditorWorkspacePanelRuntimeSet` and
`EditorWorkspacePanelRegistry.*`. `app/Composition/**` no longer directly
owns or dispatches concrete Console, Hierarchy, Inspector, Project, or Scene
panel classes.
- Shared app panel contracts started moving into `app/Core`: panel IDs now live
under `app/Core/Panels`, and the workspace-panel runtime interface lives
under `app/Core/WorkspacePanels`. `Application` is the composition root for
the concrete workspace panel factory.
- Panel-facing app services now live behind
`app/Core/Panels/EditorPanelServices.h`. Workspace-panel and utility-window
runtime contracts no longer expose `EditorContext`, and concrete feature
panels no longer include `Composition/EditorContext.h`.
- Project service ownership moved out of `app/Features`: `ProjectBrowserModel`
and `EditorProjectRuntime` now live under `app/Services/Project`, and the
Project panel owns the widget-tree projection instead of making the service
model depend on `UIEditorTreeViewItem`.
- The old `Win32EditorWindowRenderRuntimeSurface` adapter was removed. Win32
now captures native render startup data into the neutral
`Rendering::Host::EditorWindowRenderRuntimeSurface` value contract, so D3D12
no longer includes concrete Win32 editor surface headers.
- Neutral host-facing contracts moved under `app/Host/Interfaces`, including
editor window host interfaces, render runtime contracts, UI texture/viewport
host contracts, pointer-capture contracts, and system interaction service.
`XCEditorCore` no longer publishes the entire `editor/app` root through its
public CMake include surface.
- Concrete host code now lives under `app/Host/Win32` and `app/Host/D3D12`.
`XCEditorCore` publicly exposes only `app/Host/Interfaces`, while `XCEditor`
consumes the concrete host module roots privately.
- Native PNG resource loading and executable-directory discovery now enter
editor core through `Host/Interfaces/EditorHostResourceService.h`. Concrete
Win32 resource IDs and Win32 resource APIs live under
`app/Host/Win32/Resources`, so `XCEditorCore` no longer consumes
`app/Bootstrap` or Win32 resource helpers to initialize built-in icons,
title-bar branding, or screenshot output roots.
- The private `editor/app` CMake include root was removed from `XCEditorCore`
and `XCEditor`. App sources and editor app-facing unit files now include
through explicit module roots, so app-wide include-root drift is caught by
the build instead of being hidden by a compatibility path.
- The initial `editor_app_core_tests` target now links `XCEditorCore`
directly. It covers host command routing, project runtime, shell asset
validation, project browser model, hierarchy scene binding, and inspector
presentation without starting `XCEditor` or using the `editor/app` include
root.
- Stale app feature/viewport unit tests now build as
`editor_app_feature_tests` against `XCEditorCore` with explicit module
roots. Project panel tests use `SystemInteractionService`, viewport tests use
current `ViewportRenderTargets`/`ViewportRenderTargetUtils`, object-id picker
tests use `Viewport/ViewportObjectIdPicker.h`, and the old Win32 tab-drop
test now covers `XCEditor/Docking/UIEditorDockHostTransfer.h` through
`editor_windowing_phase1_tests`.
- `XCEditorCore` is now controlled by `XCENGINE_BUILD_XCUI_EDITOR_CORE`
instead of `XCENGINE_BUILD_XCUI_EDITOR_APP`. The executable host option only
creates `XCEditor`, and app-off builds can still compile `XCEditorCore`,
`editor_app_core_tests`, and `editor_app_feature_tests`.