/*************************************************************************/
/*  multi_node_edit.h                                                    */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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#ifndef MULTI_NODE_EDIT_H
#define MULTI_NODE_EDIT_H

#include "scene/main/node.h"

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

	List<NodePath> nodes;
	struct PLData {
		int uses = 0;
		PropertyInfo info;
	};

	bool _set_impl(const StringName &p_name, const Variant &p_value, const String &p_field);

protected:
	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 add_node(const NodePath &p_node);

	int get_node_count() const;
	NodePath get_node(int p_index) const;

	void set_property_field(const StringName &p_property, const Variant &p_value, const String &p_field);

	MultiNodeEdit();
};

#endif // MULTI_NODE_EDIT_H