/*************************************************************************/
/*  resource_saver_png.h                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 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 */
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/*************************************************************************/

#ifndef RESOURCE_SAVER_PNG_H
#define RESOURCE_SAVER_PNG_H

#include "core/image.h"
#include "core/io/resource_saver.h"

class ResourceSaverPNG : public ResourceFormatSaver {
	GDCLASS(ResourceSaverPNG, ResourceFormatSaver)
public:
	static Error save_image(const String &p_path, const Ref<Image> &p_img);

	virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
	virtual bool recognize(const RES &p_resource) const;
	virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;

	ResourceSaverPNG();
};

#endif // RESOURCE_SAVER_PNG_H
