void CmdRecordSO::execute(const HSceneObject& sceneObject, bool recordHierarchy, const String& description) { // Register command and commit it CmdRecordSO* command = new (bs_alloc<CmdRecordSO>()) CmdRecordSO(description, sceneObject, recordHierarchy); SPtr<CmdRecordSO> commandPtr = bs_shared_ptr(command); UndoRedo::instance().registerCommand(commandPtr); commandPtr->commit(); }
SPtr<CommandBuffer> D3D11CommandBufferManager::createInternal(GpuQueueType type, UINT32 deviceIdx, UINT32 queueIdx, bool secondary) { CommandBuffer* buffer = new (bs_alloc<D3D11CommandBuffer>()) D3D11CommandBuffer(type, deviceIdx, queueIdx, secondary); return bs_shared_ptr(buffer); }
SPtr<GUIWidget> GUIWidget::create(const HCamera& camera) { return bs_shared_ptr(new (bs_alloc<GUIWidget>()) GUIWidget(camera)); }