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rxe/editor: the editor as a module, apps/editor as its main - #88
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Phase 6c of docs/STRUCTURE.md.
rx::editor(rxe/editor): the editor app code (Editor, its UI, input, terrain and placement tools,editor.ugui) plus selection and undo fromrxe/edit, which is gone (rx::editbecomesrx::editor).apps/editoris now justmain.cc. A game's editor is the same few lines linking its own modules next torx::editor, and the install package exportsrx::editor.rx_editortarget name; the executable target isrx_editor_appwithOUTPUT_NAME rx_editor, so the binary users run keeps its name (build/linux/apps/editor/rx_editor).terrainmoves fromplugins/intorxe/. Terrain editing is built intoEditor(a mode with its own undo hooks and UI), and an engine module cannot depend on a plugin. It can go back toplugins/with its editor mode once the editor has an extension point.app. The editor is the one engine module that is itself an application; games extend it. Everything underrxe/editor/is editor-only for other libraries. The editor's own action enum moves from flatrx::intorx::editor; the namespace lint caught it.world,rxworldand the shell no longer linkedit; they only needed what moved intoscenein authoring becomes devtools, scene takes reflection and hierarchy #81.InitOptionsFromEnvworkaround (obsolete since Shared build links and runs: exports, one option registry, per-DSO volk, linux-dev #84).Verified:
ctest(same 155 tests, 155 pass) in both; lint 0 violationsswrun rx_editorstarts, mountsrxe://, reports 0 platform-config problems, and is still running at a 15 s timeout