/**************************************************************************/
/*  property_list_helper.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 PROPERTY_LIST_HELPER_H
#define PROPERTY_LIST_HELPER_H

#include "core/object/method_bind.h"
#include "core/object/object.h"

class PropertyListHelper {
	struct Property {
		PropertyInfo info;
		Variant default_value;
		MethodBind *setter = nullptr;
		MethodBind *getter = nullptr;
	};

	String prefix;
	HashMap<String, Property> property_list;
	Object *object = nullptr;

	const Property *_get_property(const String &p_property, int *r_index) const;
	void _call_setter(const MethodBind *p_setter, int p_index, const Variant &p_value) const;
	Variant _call_getter(const MethodBind *p_getter, int p_index) const;

public:
	void set_prefix(const String &p_prefix);

	template <typename S, typename G>
	void register_property(const PropertyInfo &p_info, const Variant &p_default, S p_setter, G p_getter) {
		Property property;
		property.info = p_info;
		property.default_value = p_default;
		property.setter = create_method_bind(p_setter);
		property.getter = create_method_bind(p_getter);

		property_list[p_info.name] = property;
	}

	void setup_for_instance(const PropertyListHelper &p_base, Object *p_object);

	void get_property_list(List<PropertyInfo> *p_list, int p_count) const;
	bool property_get_value(const String &p_property, Variant &r_ret) const;
	bool property_set_value(const String &p_property, const Variant &p_value) const;
	bool property_can_revert(const String &p_property) const;
	bool property_get_revert(const String &p_property, Variant &r_value) const;

	~PropertyListHelper();
};

#endif // PROPERTY_LIST_HELPER_H