//! EditorHook: the per-frame drives. Each module takes one piece of the editor's
//! live furniture and, every frame, reconciles what the world shows with what
//! the hook's state says it should show: it places or hides the furniture's
//! reserved assets, reads this frame's input against them, and reports what was
//! hit. What state a drive needs it declares here and the hook holds as a field
//! (`CreateMenu`, `CameraGlide`, `OrbitDrag`), so a drive is
//! re-entered fresh each frame and commits through `hook/edits.rs` like any
//! other edit.
//!
//! `app_menu` is the odd one out: its furniture is the macOS menu bar, which
//! the system draws, so its frame is an exchange of choices and marks rather
//! than a place-and-hit-test.
//!
//! `axes`, `billboard` and `outline` draw world-space furniture (the origin
//! axes, the pickable billboards for assets with no mesh, the selection
//! outlines); `modal`, `notify`, `create_menu` and `view_menu` drive the
//! overlays that are not registered panels; `orbit`, `glide` and `cinematic`
//! move the camera; `trace` exchanges the running world's behavior trace with
//! the Behavior panel.
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