#pragma once #include "BaseFactory.h" #include "n64/CommandMacros.h" #include class DListData : public IParsedData { public: std::vector mGfxs; DListData() {} DListData(std::vector gfxs) : mGfxs(gfxs) {} }; class DListHeaderExporter : public BaseExporter { ExportResult Export(std::ostream& write, std::shared_ptr data, std::string& entryName, YAML::Node& node, std::string* replacement) override; }; class DListBinaryExporter : public BaseExporter { ExportResult Export(std::ostream& write, std::shared_ptr data, std::string& entryName, YAML::Node& node, std::string* replacement) override; }; #ifdef STANDALONE class DListCodeExporter : public BaseExporter { ExportResult Export(std::ostream& write, std::shared_ptr data, std::string& entryName, YAML::Node& node, std::string* replacement) override; }; #endif #ifdef OOT_SUPPORT #include "oot/DeferredVtx.h" #endif class DListFactory : public BaseFactory { public: std::optional> parse(std::vector& buffer, YAML::Node& data) override; std::unordered_map> GetExporters() override { return { REGISTER(Header, DListHeaderExporter) REGISTER(Binary, DListBinaryExporter) #ifdef STANDALONE REGISTER(Code, DListCodeExporter) #endif }; } uint32_t GetAlignment() override { return 8; } }; #ifdef BUILD_UI // Previews the display list as a shaded model via Fast3D. Requires the // asset's .o2r archive to be mounted. class DListFactoryUI : public BaseFactoryUI { public: float GetItemHeight(const ParseResultData& data) override; void DrawUI(const ParseResultData& data) override; }; #endif