1#include "Library/Scene/SceneObjUtil.h"
2
3#include "Library/Scene/ISceneObj.h"
4#include "Library/Scene/IUseSceneObjHolder.h"
5#include "Library/Scene/SceneObjHolder.h"
6
7namespace al {
8ISceneObj* createSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) {
9 return user->getSceneObjHolder()->create(sceneObjId);
10}
11
12void setSceneObj(const IUseSceneObjHolder* user, ISceneObj* obj, s32 sceneObjId) {
13 user->getSceneObjHolder()->setSceneObj(obj, sceneObjId);
14}
15
16ISceneObj* getSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) {
17 return user->getSceneObjHolder()->getObj(sceneObjId);
18}
19
20ISceneObj* tryGetSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) {
21 return user->getSceneObjHolder()->tryGetObj(sceneObjId);
22}
23
24bool isExistSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) {
25 return user->getSceneObjHolder()->isExist(sceneObjId);
26}
27
28void deleteSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) {
29 delete getSceneObj(user, sceneObjId);
30}
31
32bool tryDeleteSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) {
33 ISceneObj* sceneObj = tryGetSceneObj(user, sceneObjId);
34 if (sceneObj) {
35 delete sceneObj;
36 return true;
37 }
38 return false;
39}
40} // namespace al
41