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/*************************************************************************/
/*  editor_resource_conversion_plugin.h                                  */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#ifndef EDITOR_RESOURCE_CONVERSION_PLUGIN_H
#define EDITOR_RESOURCE_CONVERSION_PLUGIN_H

#include "core/io/resource.h"
#include "core/object/gdvirtual.gen.inc"
#include "core/object/script_language.h"

class EditorResourceConversionPlugin : public RefCounted {
	GDCLASS(EditorResourceConversionPlugin, RefCounted);

protected:
	static void _bind_methods();

	GDVIRTUAL0RC(String, _converts_to)
	GDVIRTUAL1RC(bool, _handles, Ref<Resource>)
	GDVIRTUAL1RC(Ref<Resource>, _convert, Ref<Resource>)

public:
	virtual String converts_to() const;
	virtual bool handles(const Ref<Resource> &p_resource) const;
	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const;
};

#endif // EDITOR_RESOURCE_CONVERSION_PLUGIN_H