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/*************************************************************************/
/*  array_property_edit.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 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