Updated Input Handler
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27
imgui.ini
27
imgui.ini
@ -1,10 +1,11 @@
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[Window][DockSpace]
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Pos=0,0
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Size=1920,1177
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Size=1280,720
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Collapsed=0
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[Window][Debug##Default]
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Pos=926,701
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ViewportPos=1168,966
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ViewportId=0x16723995
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Size=400,400
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Collapsed=0
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@ -79,8 +80,8 @@ Collapsed=0
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DockId=0x0000001F,0
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[Window][Performance##performance]
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Pos=8,581
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Size=335,588
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Pos=8,360
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Size=335,352
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Collapsed=0
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DockId=0x0000001C,0
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@ -104,7 +105,7 @@ DockId=0x0000000F,0
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[Window][Scene Window##SceneWindow]
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Pos=8,28
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Size=335,551
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Size=335,330
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Collapsed=0
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DockId=0x0000001B,0
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@ -133,26 +134,26 @@ Collapsed=0
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DockId=0x0000001E,0
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[Window][ Logger##logger]
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Pos=345,739
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Size=586,430
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Pos=345,282
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Size=265,430
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Collapsed=0
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DockId=0x00000021,0
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[Window][ Editor##EditorWindow]
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Pos=345,28
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Size=1170,709
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Size=530,252
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Collapsed=0
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DockId=0x0000001F,0
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[Window][ Inspector##InspectorWindow]
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Pos=1517,28
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Size=395,1141
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Pos=877,28
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Size=395,684
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Collapsed=0
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DockId=0x00000022,0
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[Window][ Profiler]
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Pos=933,739
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Size=582,430
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Pos=612,282
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Size=263,430
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Collapsed=0
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DockId=0x00000023,0
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@ -180,7 +181,7 @@ Column 0 Width=30
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Column 1 Weight=1.0000
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[Docking][Data]
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DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=8,28 Size=1904,1141 Split=X Selected=0xF7365A5A
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DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=250,293 Size=1264,684 Split=X Selected=0xF7365A5A
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DockNode ID=0x00000020 Parent=0x14621557 SizeRef=884,684 Split=X
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DockNode ID=0x00000013 Parent=0x00000020 SizeRef=335,1142 Split=Y Selected=0x818D04BB
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DockNode ID=0x0000001B Parent=0x00000013 SizeRef=264,551 HiddenTabBar=1 Selected=0x1D5D92B6
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@ -32,6 +32,10 @@ public:
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rotation = {x, y, z};
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}
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void LookAt(const glm::vec3& target, const glm::vec3& up) {
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viewMatrix = glm::lookAt(position, target, up);
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}
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TransformComponent();
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virtual const std::string &GetName() const override;
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static const std::string &GetStaticName();
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@ -1,29 +1,92 @@
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// InputManager.cpp
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#include "InputManager.h"
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#include <GLFW/glfw3.h>
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#include <algorithm> // For std::clamp
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void InputManager::Update(GLFWwindow* window)
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// Constructor
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InputManager::InputManager()
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: m_MouseDeltaX(0.0f), m_MouseDeltaY(0.0f), m_ScrollDelta(0.0f)
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{
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if (!window)
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{
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Initialize();
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}
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// Initialize method to set up state vectors
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void InputManager::Initialize() {
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// Initialize key states
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m_KeyStates.resize(GLFW_KEY_LAST + 1, false);
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m_PreviousKeyStates.resize(GLFW_KEY_LAST + 1, false);
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// Initialize mouse button states
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m_MouseButtonStates.resize(GLFW_MOUSE_BUTTON_LAST + 1, false);
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m_PreviousMouseButtonStates.resize(GLFW_MOUSE_BUTTON_LAST + 1, false);
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}
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// Update method to poll input states
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void InputManager::Update(GLFWwindow* window) {
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if (!window) {
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return;
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}
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// Update the state of each key
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for (int key = 0; key <= GLFW_KEY_LAST; ++key)
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{
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// Update previous key states
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m_PreviousKeyStates = m_KeyStates;
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// Update current key states
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for (int key = 0; key <= GLFW_KEY_LAST; ++key) {
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m_KeyStates[key] = glfwGetKey(window, key) == GLFW_PRESS;
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}
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// Update previous mouse button states
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m_PreviousMouseButtonStates = m_MouseButtonStates;
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// Update current mouse button states
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for (int button = 0; button <= GLFW_MOUSE_BUTTON_LAST; ++button) {
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m_MouseButtonStates[button] = glfwGetMouseButton(window, button) == GLFW_PRESS;
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}
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// Reset mouse deltas and scroll delta for this frame
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m_MouseDeltaX = 0.0f;
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m_MouseDeltaY = 0.0f;
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m_ScrollDelta = 0.0f;
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}
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bool InputManager::IsKeyPressed(KeyCode key) const
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{
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// Keyboard input query
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bool InputManager::IsKeyPressed(KeyCode key) const {
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int keyInt = static_cast<int>(key);
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if (keyInt >= 0 && keyInt <= GLFW_KEY_LAST)
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{
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if (keyInt >= 0 && keyInt <= GLFW_KEY_LAST) {
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return m_KeyStates[keyInt];
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}
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return false;
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}
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// Mouse button input query
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bool InputManager::IsMouseButtonPressed(MouseButton button) const {
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int buttonInt = static_cast<int>(button);
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if (buttonInt >= 0 && buttonInt <= GLFW_MOUSE_BUTTON_LAST) {
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return m_MouseButtonStates[buttonInt];
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}
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return false;
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}
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// Mouse button just pressed (edge detection)
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bool InputManager::IsMouseButtonJustPressed(MouseButton button) const {
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int buttonInt = static_cast<int>(button);
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if (buttonInt >= 0 && buttonInt <= GLFW_MOUSE_BUTTON_LAST) {
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return m_MouseButtonStates[buttonInt] && !m_PreviousMouseButtonStates[buttonInt];
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}
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return false;
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}
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// Mouse button just released (edge detection)
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bool InputManager::IsMouseButtonJustReleased(MouseButton button) const {
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int buttonInt = static_cast<int>(button);
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if (buttonInt >= 0 && buttonInt <= GLFW_MOUSE_BUTTON_LAST) {
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return !m_MouseButtonStates[buttonInt] && m_PreviousMouseButtonStates[buttonInt];
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}
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return false;
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}
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// Reset deltas after handling input
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void InputManager::ResetDeltas() {
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m_MouseDeltaX = 0.0f;
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m_MouseDeltaY = 0.0f;
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m_ScrollDelta = 0.0f;
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}
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@ -3,18 +3,50 @@
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#include "KeyCode.h"
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#include <GLFW/glfw3.h>
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#include <vector>
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class InputManager
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{
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class InputManager {
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public:
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// Update key states (to be called every frame)
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// Constructor
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InputManager();
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// Update method to poll input states
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void Update(GLFWwindow* window);
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// Check if a key is pressed
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// Keyboard input query
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bool IsKeyPressed(KeyCode key) const;
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// Mouse button input queries
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bool IsMouseButtonPressed(MouseButton button) const;
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bool IsMouseButtonJustPressed(MouseButton button) const;
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bool IsMouseButtonJustReleased(MouseButton button) const;
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// Mouse movement deltas
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float GetMouseDeltaX() const { return m_MouseDeltaX; }
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float GetMouseDeltaY() const { return m_MouseDeltaY; }
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// Scroll delta
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float GetScrollDelta() const { return m_ScrollDelta; }
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// Call this after handling input to reset deltas
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void ResetDeltas();
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private:
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// Array or map storing key states
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bool m_KeyStates[GLFW_KEY_LAST + 1] = { false };
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};
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// Storage for key states
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std::vector<bool> m_KeyStates;
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std::vector<bool> m_PreviousKeyStates;
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// Storage for mouse button states
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std::vector<bool> m_MouseButtonStates;
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std::vector<bool> m_PreviousMouseButtonStates;
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// Mouse movement deltas
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float m_MouseDeltaX;
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float m_MouseDeltaY;
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// Scroll delta
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float m_ScrollDelta;
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// Initialization helper
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void Initialize();
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};
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@ -126,3 +126,16 @@ enum class KeyCode
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RightSuper = GLFW_KEY_RIGHT_SUPER,
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Menu = GLFW_KEY_MENU
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};
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// Enum for mouse buttons
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enum class MouseButton {
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LEFT = GLFW_MOUSE_BUTTON_LEFT,
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RIGHT = GLFW_MOUSE_BUTTON_RIGHT,
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MIDDLE = GLFW_MOUSE_BUTTON_MIDDLE,
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BUTTON4 = GLFW_MOUSE_BUTTON_4,
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BUTTON5 = GLFW_MOUSE_BUTTON_5,
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BUTTON6 = GLFW_MOUSE_BUTTON_6,
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BUTTON7 = GLFW_MOUSE_BUTTON_7,
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BUTTON8 = GLFW_MOUSE_BUTTON_8,
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LAST = GLFW_MOUSE_BUTTON_LAST
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};
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@ -1,30 +1,51 @@
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#include "RenderWindow.h"
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#include "imgui.h"
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#include <GL/glew.h>
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#include <vector>
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "Components/GameObject.h"
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#include "Components/mesh.h"
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#include "Components/transform.h"
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#include "Components/CameraComponent.h"
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#include "Engine/AssetManager.h"
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#include "Engine/Settings.h"
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#include "Engine/InputManager.h"
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#include "Engine/KeyCode.h"
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#include "Rendering/Shader.h"
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#include "ImGuizmo.h"
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#include "gcml.h"
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#include "Icons.h"
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#include "imgui.h"
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#define CAM_FOV 45.0f
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#define CAM_NEAR_PLAIN 0.1f
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#define CAM_FAR_PLAIN 2048.0f
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float editorYaw = -90.0f; // Horizontal angle, initialized to face along negative Z-axis
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float editorPitch = 0.0f; // Vertical angle
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float editorDistance = 5.0f; // Distance from the target
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glm::vec3 editorTarget(0.0f, 0.0f, 0.0f); // The point the camera orbits around
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// Configuration Parameters
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const float rotationSpeed = 0.1f; // Sensitivity for mouse rotation
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const float zoomSpeed = 2.0f; // Sensitivity for zooming
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const float movementSpeed = 5.0f; // Speed for panning
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const float minZoom = 2.0f; // Minimum zoom distance
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const float maxZoom = 20.0f; // Maximum zoom distance
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// Managers
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extern AssetManager g_AssetManager;
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extern Settings g_SettingsManager;
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extern InputManager g_InputManager;
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// Settings
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extern bool DrawBBBO;
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@ -222,7 +243,7 @@ enum GizmoOperation
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// Initialize with a default operation
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GizmoOperation currentOperation = GIZMO_TRANSLATE;
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void RenderWindow::Show(bool *GameRunning)
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void RenderWindow::Show(bool *GameRunning, double deltaTime)
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{
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// Begin the ImGui window with an icon and label
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ImGui::Begin(ICON_FA_GAMEPAD " Editor##EditorWindow");
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@ -300,70 +321,120 @@ void RenderWindow::Show(bool *GameRunning)
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// Obtain view and projection matrices from the active camera
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glm::mat4 viewMatrix;
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glm::mat4 projectionMatrix;
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// Camera Selection and Setup Logic (e.g., within your rendering or update function)
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if (m_ActiveCamera) // Ensure m_ActiveCamera is correctly initialized
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if (m_ActiveCamera)
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{
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// Use the existing active camera
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viewMatrix = m_ActiveCamera->GetViewMatrix();
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projectionMatrix = m_ActiveCamera->GetProjectionMatrix();
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}
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else
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{
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// Fallback view matrix
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viewMatrix = glm::lookAt(glm::vec3(0.0f, 0.0f, 5.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 1.0f, 0.0f));
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m_ActiveCamera = m_EditorCamera.GetComponent<CameraComponent>();
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// Fallback projection matrix
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float aspect = (h != 0) ? static_cast<float>(w) / static_cast<float>(h) : 1.0f;
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projectionMatrix = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
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}
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static ImGuizmo::OPERATION currentOperation = ImGuizmo::TRANSLATE;
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if (ImGui::IsWindowFocused() && ImGui::IsWindowHovered())
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{
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if (ImGui::IsKeyPressed(ImGuiKey_T))
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// 1. Mouse Input for Rotation
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if (g_InputManager.IsMouseButtonPressed(MouseButton::RIGHT))
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{
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currentOperation = ImGuizmo::TRANSLATE;
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}
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if (ImGui::IsKeyPressed(ImGuiKey_R))
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{
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currentOperation = ImGuizmo::ROTATE;
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float deltaX = g_InputManager.GetMouseDeltaX();
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float deltaY = g_InputManager.GetMouseDeltaY();
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editorYaw += deltaX * rotationSpeed;
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editorPitch += deltaY * rotationSpeed;
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// Clamp the pitch to prevent flipping
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if (editorPitch > 89.0f)
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editorPitch = 89.0f;
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if (editorPitch < -89.0f)
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editorPitch = -89.0f;
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}
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if (ImGui::IsKeyPressed(ImGuiKey_S))
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// 2. Scroll Input for Zooming
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float scrollDelta = g_InputManager.GetScrollDelta();
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editorDistance -= scrollDelta * zoomSpeed;
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editorDistance = glm::clamp(editorDistance, minZoom, maxZoom);
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// 3. Keyboard Input for Panning (WASD)
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glm::vec3 forward = glm::normalize(editorTarget - m_EditorCamera.GetComponent<TransformComponent>()->GetPosition());
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glm::vec3 right = glm::normalize(glm::cross(forward, glm::vec3(0.0f, 1.0f, 0.0f)));
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glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f);
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deltaTime = static_cast<float>(deltaTime);
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if (g_InputManager.IsKeyPressed(KeyCode::W))
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editorTarget += up * movementSpeed * deltaTime;
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if (g_InputManager.IsKeyPressed(KeyCode::S))
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editorTarget -= up * movementSpeed * deltaTime;
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if (g_InputManager.IsKeyPressed(KeyCode::A))
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editorTarget -= right * movementSpeed * deltaTime;
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if (g_InputManager.IsKeyPressed(KeyCode::D))
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editorTarget += right * movementSpeed * deltaTime;
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// 4. Calculate the New Camera Position
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glm::vec3 direction;
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direction.x = cos(glm::radians(editorYaw)) * cos(glm::radians(editorPitch));
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direction.y = sin(glm::radians(editorPitch));
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direction.z = sin(glm::radians(editorYaw)) * cos(glm::radians(editorPitch));
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direction = glm::normalize(direction);
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glm::vec3 newPosition = editorTarget - direction * editorDistance;
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// 5. Update the Editor Camera's Transform
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auto editorTransform = m_EditorCamera.GetComponent<TransformComponent>();
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editorTransform->SetPosition(newPosition);
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editorTransform->LookAt(editorTarget, up);
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// 6. Retrieve Updated Matrices
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viewMatrix = m_ActiveCamera->GetViewMatrix();
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projectionMatrix = m_ActiveCamera->GetProjectionMatrix();
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static ImGuizmo::OPERATION currentOperation = ImGuizmo::TRANSLATE;
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if (ImGui::IsWindowFocused() && ImGui::IsWindowHovered())
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{
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currentOperation = ImGuizmo::SCALE;
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if (ImGui::IsKeyPressed(ImGuiKey_T))
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{
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currentOperation = ImGuizmo::TRANSLATE;
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}
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if (ImGui::IsKeyPressed(ImGuiKey_R))
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{
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currentOperation = ImGuizmo::ROTATE;
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}
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if (ImGui::IsKeyPressed(ImGuiKey_S))
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{
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currentOperation = ImGuizmo::SCALE;
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}
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}
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}
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// Define snap settings
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bool snap = false; // Enable snapping if needed
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float snapValue = 0.1f; // Snap increment
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// Define snap settings
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bool snap = false; // Enable snapping if needed
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float snapValue = 0.1f; // Snap increment
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// Set the ImGuizmo rectangle to the window's position and size
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ImVec2 windowPos = ImGui::GetWindowPos();
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ImVec2 windowSize = ImGui::GetWindowSize();
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ImGuizmo::SetRect(windowPos.x, windowPos.y, windowSize.x, windowSize.y);
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// Set the ImGuizmo rectangle to the window's position and size
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ImVec2 windowPos = ImGui::GetWindowPos();
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ImVec2 windowSize = ImGui::GetWindowSize();
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ImGuizmo::SetRect(windowPos.x, windowPos.y, windowSize.x, windowSize.y);
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// Render the gizmo and handle user interaction
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projectionMatrix[1][1] *= -1.0f; // Flip Image Internaly
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ImGuizmo::Manipulate(
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glm::value_ptr(viewMatrix),
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glm::value_ptr(projectionMatrix),
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currentOperation,
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ImGuizmo::LOCAL,
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glm::value_ptr(modelMatrix),
|
||||
nullptr, // Optional delta matrix
|
||||
snap ? &snapValue : nullptr // Optional snap values
|
||||
);
|
||||
// Render the gizmo and handle user interaction
|
||||
projectionMatrix[1][1] *= -1.0f; // Flip Image Internaly
|
||||
ImGuizmo::Manipulate(
|
||||
glm::value_ptr(viewMatrix),
|
||||
glm::value_ptr(projectionMatrix),
|
||||
currentOperation,
|
||||
ImGuizmo::LOCAL,
|
||||
glm::value_ptr(modelMatrix),
|
||||
nullptr, // Optional delta matrix
|
||||
snap ? &snapValue : nullptr // Optional snap values
|
||||
);
|
||||
|
||||
// Check if the gizmo is being used (i.e., if the user is interacting with it)
|
||||
if (ImGuizmo::IsUsing())
|
||||
{
|
||||
// Update the TransformComponent with the modified matrix
|
||||
transform->SetTransformMatrix(modelMatrix);
|
||||
// Check if the gizmo is being used (i.e., if the user is interacting with it)
|
||||
if (ImGuizmo::IsUsing())
|
||||
{
|
||||
// Update the TransformComponent with the modified matrix
|
||||
transform->SetTransformMatrix(modelMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -387,6 +458,10 @@ void RenderWindow::InitGLResources()
|
||||
// throw this in here cus we dont have a constructor
|
||||
m_ActiveCamera = nullptr;
|
||||
|
||||
// Setup the editor camera
|
||||
m_EditorCamera.AddComponent(std::make_shared<CameraComponent>());
|
||||
m_EditorCamera.AddComponent(std::make_shared<TransformComponent>());
|
||||
|
||||
{
|
||||
std::shared_ptr<Shader> shaderAsset = g_AssetManager.loadAsset<Shader>(AssetType::SHADER, "assets/shaders/UnlitMaterial");
|
||||
if (!shaderAsset)
|
||||
|
@ -5,11 +5,13 @@
|
||||
#include <memory>
|
||||
#include "Rendering/Shader.h" //
|
||||
#include "Components/CameraComponent.h"
|
||||
#include "Components/GameObject.h"
|
||||
#include "Engine/InputManager.h"
|
||||
|
||||
class RenderWindow
|
||||
{
|
||||
public:
|
||||
void Show(bool *GameRunning);
|
||||
void Show(bool *GameRunning, double deltaTime);
|
||||
|
||||
private:
|
||||
void InitGLResources();
|
||||
@ -39,6 +41,8 @@ private:
|
||||
// The loaded shader program (via AssetManager)
|
||||
Shader* m_ShaderPtr = nullptr;
|
||||
Shader* m_LineShaderPtr = nullptr;
|
||||
|
||||
GameObject m_EditorCamera;
|
||||
};
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user