#pragma once #include "BaseFactory.h" #include "utils/TextureUtils.h" class TextureData : public IParsedData { public: TextureFormat mFormat; uint32_t mWidth; uint32_t mHeight; std::vector mBuffer; TextureData(TextureFormat format, uint32_t width, uint32_t height, std::vector& buffer) : mFormat(format), mWidth(width), mHeight(height), mBuffer(std::move(buffer)) {} }; class TextureHeaderExporter : public BaseExporter { ExportResult Export(std::ostream& write, std::shared_ptr data, std::string& entryName, YAML::Node& node, std::string* replacement) override; }; class TextureCodeExporter : public BaseExporter { ExportResult Export(std::ostream& write, std::shared_ptr data, std::string& entryName, YAML::Node& node, std::string* replacement) override; }; class TextureBinaryExporter : public BaseExporter { ExportResult Export(std::ostream& write, std::shared_ptr data, std::string& entryName, YAML::Node& node, std::string* replacement) override; }; class TextureModdingExporter : public BaseExporter { ExportResult Export(std::ostream& write, std::shared_ptr data, std::string& entryName, YAML::Node& node, std::string* replacement) override; }; class TextureFactory : public BaseFactory { public: std::optional> parse(std::vector& buffer, YAML::Node& data) override; std::optional> parse_modding(std::vector& buffer, YAML::Node& data) override; inline std::unordered_map> GetExporters() override { return { REGISTER(Header, TextureHeaderExporter) REGISTER(Binary, TextureBinaryExporter) REGISTER(Code, TextureCodeExporter) REGISTER(Modding, TextureModdingExporter) }; } bool SupportModdedAssets() override { return true; } }; #ifdef BUILD_UI // Previews the decoded texture alongside its format/resolution/offset metadata. class TextureFactoryUI : public BaseFactoryUI { public: float GetItemHeight(const ParseResultData& data) override; void DrawUI(const ParseResultData& data) override; }; #endif