void av_qsv_log_free() { if (g_bSetCustomLog) { g_bSetCustomLog = false; av_log_set_callback(av_log_default_callback); g_pQSVLog.reset(); } }
void GameObject::Destroy(std::weak_ptr<GameObject> &obj) { if(!obj.expired()) { obj.lock()->Delete(); obj.reset(); } }
void SetParent(std::shared_ptr<Node> node) { parent_.reset(); parent_ = node; }