/**************************************************************************/
/*  dictionary_property_edit.h                                            */
/**************************************************************************/
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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 DICTIONARY_PROPERTY_EDIT_H
#define DICTIONARY_PROPERTY_EDIT_H

#include "scene/main/node.h"

class DictionaryPropertyEdit : public Reference {
	GDCLASS(DictionaryPropertyEdit, Reference);

	ObjectID obj;
	StringName property;

	void _notif_change();
	void _notif_changev(const String &p_v);
	void _set_key(const Variant &p_old_key, const Variant &p_new_key);
	void _set_value(const Variant &p_key, const Variant &p_value);

	Variant get_dictionary() const;

	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);

	Node *get_node();

	DictionaryPropertyEdit();
};

#endif // DICTIONARY_PROPERTY_EDIT_H
