/**************************************************************************/
/*  missing_resource.h                                                    */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* 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,    */
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/**************************************************************************/

#ifndef MISSING_RESOURCE_H
#define MISSING_RESOURCE_H

#include "core/io/resource.h"

#define META_PROPERTY_MISSING_RESOURCES "metadata/_missing_resources"
#define META_MISSING_RESOURCES "_missing_resources"

class MissingResource : public Resource {
	GDCLASS(MissingResource, Resource)
	HashMap<StringName, Variant> properties;

	String original_class;
	bool recording_properties = false;

protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;

	static void _bind_methods();

public:
	void set_original_class(const String &p_class);
	String get_original_class() const;

	void set_recording_properties(bool p_enable);
	bool is_recording_properties() const;

	MissingResource();
};

#endif // MISSING_RESOURCE_H