/**************************************************************************/
/*  resource_preloader.h                                                  */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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:                                              */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/**************************************************************************/

#ifndef RESOURCE_PRELOADER_H
#define RESOURCE_PRELOADER_H

#include "scene/main/node.h"

class ResourcePreloader : public Node {
	GDCLASS(ResourcePreloader, Node);

	HashMap<StringName, Ref<Resource>> resources;

	void _set_resources(const Array &p_data);
	Array _get_resources() const;
	Vector<String> _get_resource_list() const;

protected:
	static void _bind_methods();

public:
	void add_resource(const StringName &p_name, const Ref<Resource> &p_resource);
	void remove_resource(const StringName &p_name);
	void rename_resource(const StringName &p_from_name, const StringName &p_to_name);
	bool has_resource(const StringName &p_name) const;
	Ref<Resource> get_resource(const StringName &p_name) const;

	void get_resource_list(List<StringName> *p_list);

	ResourcePreloader();
};

#endif // RESOURCE_PRELOADER_H