/**************************************************************************/
/*  array_property_edit.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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#ifndef ARRAY_PROPERTY_EDIT_H
#define ARRAY_PROPERTY_EDIT_H

#include "scene/main/node.h"

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

	int page;
	ObjectID obj;
	StringName property;
	String vtypes;
	String subtype_hint_string;
	PropertyHint subtype_hint;
	Variant::Type subtype;
	Variant get_array() const;
	Variant::Type default_type;

	void _notif_change();
	void _set_size(int p_size);
	void _set_value(int p_idx, const Variant &p_value);

	bool _dont_undo_redo();

protected:
	static void _bind_methods();
	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;

public:
	void edit(Object *p_obj, const StringName &p_prop, const String &p_hint_string, Variant::Type p_deftype);

	Node *get_node();

	ArrayPropertyEdit();
};

#endif // ARRAY_PROPERTY_EDIT_H