#include "Library/Scene/SceneObjUtil.h" #include "Library/Scene/ISceneObj.h" #include "Library/Scene/IUseSceneObjHolder.h" #include "Library/Scene/SceneObjHolder.h" namespace al { ISceneObj* createSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) { return user->getSceneObjHolder()->create(sceneObjId); } void setSceneObj(const IUseSceneObjHolder* user, ISceneObj* obj, s32 sceneObjId) { user->getSceneObjHolder()->setSceneObj(obj, sceneObjId); } ISceneObj* getSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) { return user->getSceneObjHolder()->getObj(sceneObjId); } ISceneObj* tryGetSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) { return user->getSceneObjHolder()->tryGetObj(sceneObjId); } bool isExistSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) { return user->getSceneObjHolder()->isExist(sceneObjId); } void deleteSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) { delete getSceneObj(user, sceneObjId); } bool tryDeleteSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) { ISceneObj* sceneObj = tryGetSceneObj(user, sceneObjId); if (sceneObj) { delete sceneObj; return true; } return false; } } // namespace al