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565 lines
22 KiB
565 lines
22 KiB
using System; |
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using System.Collections.Generic; |
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using System.Numerics; |
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using System.Reflection; |
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using System.IO; |
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using Veldrid; |
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using System.Runtime.CompilerServices; |
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|
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namespace ImGuiNET |
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{ |
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/// <summary> |
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/// A modified version of Veldrid.ImGui's ImGuiRenderer. |
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/// Manages input for ImGui and handles rendering ImGui's DrawLists with Veldrid. |
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/// </summary> |
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public class ImGuiController : IDisposable |
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{ |
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private GraphicsDevice _gd; |
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private bool _frameBegun; |
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|
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// Veldrid objects |
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private DeviceBuffer _vertexBuffer; |
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private DeviceBuffer _indexBuffer; |
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private DeviceBuffer _projMatrixBuffer; |
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private Texture _fontTexture; |
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private TextureView _fontTextureView; |
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private Shader _vertexShader; |
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private Shader _fragmentShader; |
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private ResourceLayout _layout; |
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private ResourceLayout _textureLayout; |
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private Pipeline _pipeline; |
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private ResourceSet _mainResourceSet; |
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private ResourceSet _fontTextureResourceSet; |
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private IntPtr _fontAtlasID = (IntPtr)1; |
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private bool _controlDown; |
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private bool _shiftDown; |
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private bool _altDown; |
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private bool _winKeyDown; |
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private int _windowWidth; |
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private int _windowHeight; |
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private Vector2 _scaleFactor = Vector2.One; |
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// Image trackers |
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private readonly Dictionary<TextureView, ResourceSetInfo> _setsByView |
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= new Dictionary<TextureView, ResourceSetInfo>(); |
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private readonly Dictionary<Texture, TextureView> _autoViewsByTexture |
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= new Dictionary<Texture, TextureView>(); |
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private readonly Dictionary<IntPtr, ResourceSetInfo> _viewsById = new Dictionary<IntPtr, ResourceSetInfo>(); |
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private readonly List<IDisposable> _ownedResources = new List<IDisposable>(); |
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private int _lastAssignedID = 100; |
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/// <summary> |
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/// Constructs a new ImGuiController. |
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/// </summary> |
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public ImGuiController(GraphicsDevice gd, OutputDescription outputDescription, int width, int height) |
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{ |
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_gd = gd; |
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_windowWidth = width; |
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_windowHeight = height; |
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IntPtr context = ImGui.CreateContext(); |
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ImGui.SetCurrentContext(context); |
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var fonts = ImGui.GetIO().Fonts; |
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ImGui.GetIO().Fonts.AddFontDefault(); |
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CreateDeviceResources(gd, outputDescription); |
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SetKeyMappings(); |
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SetPerFrameImGuiData(1f / 60f); |
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ImGui.NewFrame(); |
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_frameBegun = true; |
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} |
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public void WindowResized(int width, int height) |
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{ |
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_windowWidth = width; |
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_windowHeight = height; |
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} |
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public void DestroyDeviceObjects() |
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{ |
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Dispose(); |
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} |
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public void CreateDeviceResources(GraphicsDevice gd, OutputDescription outputDescription) |
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{ |
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_gd = gd; |
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ResourceFactory factory = gd.ResourceFactory; |
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_vertexBuffer = factory.CreateBuffer(new BufferDescription(10000, BufferUsage.VertexBuffer | BufferUsage.Dynamic)); |
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_vertexBuffer.Name = "ImGui.NET Vertex Buffer"; |
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_indexBuffer = factory.CreateBuffer(new BufferDescription(2000, BufferUsage.IndexBuffer | BufferUsage.Dynamic)); |
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_indexBuffer.Name = "ImGui.NET Index Buffer"; |
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RecreateFontDeviceTexture(gd); |
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_projMatrixBuffer = factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer | BufferUsage.Dynamic)); |
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_projMatrixBuffer.Name = "ImGui.NET Projection Buffer"; |
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byte[] vertexShaderBytes = LoadEmbeddedShaderCode(gd.ResourceFactory, "imgui-vertex", ShaderStages.Vertex); |
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byte[] fragmentShaderBytes = LoadEmbeddedShaderCode(gd.ResourceFactory, "imgui-frag", ShaderStages.Fragment); |
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_vertexShader = factory.CreateShader(new ShaderDescription(ShaderStages.Vertex, vertexShaderBytes, "VS")); |
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_fragmentShader = factory.CreateShader(new ShaderDescription(ShaderStages.Fragment, fragmentShaderBytes, "FS")); |
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VertexLayoutDescription[] vertexLayouts = new VertexLayoutDescription[] |
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{ |
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new VertexLayoutDescription( |
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new VertexElementDescription("in_position", VertexElementSemantic.Position, VertexElementFormat.Float2), |
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new VertexElementDescription("in_texCoord", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2), |
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new VertexElementDescription("in_color", VertexElementSemantic.Color, VertexElementFormat.Byte4_Norm)) |
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}; |
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_layout = factory.CreateResourceLayout(new ResourceLayoutDescription( |
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new ResourceLayoutElementDescription("ProjectionMatrixBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex), |
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new ResourceLayoutElementDescription("MainSampler", ResourceKind.Sampler, ShaderStages.Fragment))); |
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_textureLayout = factory.CreateResourceLayout(new ResourceLayoutDescription( |
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new ResourceLayoutElementDescription("MainTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment))); |
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GraphicsPipelineDescription pd = new GraphicsPipelineDescription( |
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BlendStateDescription.SingleAlphaBlend, |
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new DepthStencilStateDescription(false, false, ComparisonKind.Always), |
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new RasterizerStateDescription(FaceCullMode.None, PolygonFillMode.Solid, FrontFace.Clockwise, false, true), |
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PrimitiveTopology.TriangleList, |
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new ShaderSetDescription(vertexLayouts, new[] { _vertexShader, _fragmentShader }), |
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new ResourceLayout[] { _layout, _textureLayout }, |
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outputDescription); |
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_pipeline = factory.CreateGraphicsPipeline(ref pd); |
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_mainResourceSet = factory.CreateResourceSet(new ResourceSetDescription(_layout, |
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_projMatrixBuffer, |
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gd.PointSampler)); |
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_fontTextureResourceSet = factory.CreateResourceSet(new ResourceSetDescription(_textureLayout, _fontTextureView)); |
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} |
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/// <summary> |
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/// Gets or creates a handle for a texture to be drawn with ImGui. |
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/// Pass the returned handle to Image() or ImageButton(). |
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/// </summary> |
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public IntPtr GetOrCreateImGuiBinding(ResourceFactory factory, TextureView textureView) |
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{ |
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if (!_setsByView.TryGetValue(textureView, out ResourceSetInfo rsi)) |
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{ |
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ResourceSet resourceSet = factory.CreateResourceSet(new ResourceSetDescription(_textureLayout, textureView)); |
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rsi = new ResourceSetInfo(GetNextImGuiBindingID(), resourceSet); |
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_setsByView.Add(textureView, rsi); |
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_viewsById.Add(rsi.ImGuiBinding, rsi); |
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_ownedResources.Add(resourceSet); |
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} |
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return rsi.ImGuiBinding; |
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} |
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private IntPtr GetNextImGuiBindingID() |
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{ |
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int newID = _lastAssignedID++; |
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return (IntPtr)newID; |
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} |
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/// <summary> |
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/// Gets or creates a handle for a texture to be drawn with ImGui. |
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/// Pass the returned handle to Image() or ImageButton(). |
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/// </summary> |
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public IntPtr GetOrCreateImGuiBinding(ResourceFactory factory, Texture texture) |
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{ |
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if (!_autoViewsByTexture.TryGetValue(texture, out TextureView textureView)) |
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{ |
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textureView = factory.CreateTextureView(texture); |
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_autoViewsByTexture.Add(texture, textureView); |
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_ownedResources.Add(textureView); |
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} |
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return GetOrCreateImGuiBinding(factory, textureView); |
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} |
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/// <summary> |
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/// Retrieves the shader texture binding for the given helper handle. |
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/// </summary> |
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public ResourceSet GetImageResourceSet(IntPtr imGuiBinding) |
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{ |
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if (!_viewsById.TryGetValue(imGuiBinding, out ResourceSetInfo tvi)) |
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{ |
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throw new InvalidOperationException("No registered ImGui binding with id " + imGuiBinding.ToString()); |
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} |
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return tvi.ResourceSet; |
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} |
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public void ClearCachedImageResources() |
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{ |
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foreach (IDisposable resource in _ownedResources) |
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{ |
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resource.Dispose(); |
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} |
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_ownedResources.Clear(); |
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_setsByView.Clear(); |
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_viewsById.Clear(); |
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_autoViewsByTexture.Clear(); |
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_lastAssignedID = 100; |
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} |
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private byte[] LoadEmbeddedShaderCode(ResourceFactory factory, string name, ShaderStages stage) |
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{ |
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switch (factory.BackendType) |
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{ |
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case GraphicsBackend.Direct3D11: |
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{ |
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string resourceName = name + ".hlsl.bytes"; |
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return GetEmbeddedResourceBytes(resourceName); |
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} |
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case GraphicsBackend.OpenGL: |
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{ |
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string resourceName = name + ".glsl"; |
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return GetEmbeddedResourceBytes(resourceName); |
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} |
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case GraphicsBackend.Vulkan: |
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{ |
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string resourceName = name + ".spv"; |
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return GetEmbeddedResourceBytes(resourceName); |
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} |
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case GraphicsBackend.Metal: |
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{ |
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string resourceName = name + ".metallib"; |
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return GetEmbeddedResourceBytes(resourceName); |
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} |
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default: |
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throw new NotImplementedException(); |
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} |
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} |
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private byte[] GetEmbeddedResourceBytes(string resourceName) |
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{ |
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Assembly assembly = typeof(ImGuiController).Assembly; |
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using (Stream s = assembly.GetManifestResourceStream(resourceName)) |
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{ |
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byte[] ret = new byte[s.Length]; |
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s.Read(ret, 0, (int)s.Length); |
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return ret; |
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} |
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} |
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/// <summary> |
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/// Recreates the device texture used to render text. |
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/// </summary> |
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public void RecreateFontDeviceTexture(GraphicsDevice gd) |
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{ |
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ImGuiIOPtr io = ImGui.GetIO(); |
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// Build |
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IntPtr pixels; |
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int width, height, bytesPerPixel; |
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io.Fonts.GetTexDataAsRGBA32(out pixels, out width, out height, out bytesPerPixel); |
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// Store our identifier |
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io.Fonts.SetTexID(_fontAtlasID); |
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_fontTexture = gd.ResourceFactory.CreateTexture(TextureDescription.Texture2D( |
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(uint)width, |
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(uint)height, |
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1, |
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1, |
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PixelFormat.R8_G8_B8_A8_UNorm, |
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TextureUsage.Sampled)); |
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_fontTexture.Name = "ImGui.NET Font Texture"; |
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gd.UpdateTexture( |
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_fontTexture, |
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pixels, |
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(uint)(bytesPerPixel * width * height), |
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0, |
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0, |
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0, |
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(uint)width, |
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(uint)height, |
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1, |
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0, |
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0); |
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_fontTextureView = gd.ResourceFactory.CreateTextureView(_fontTexture); |
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io.Fonts.ClearTexData(); |
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} |
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/// <summary> |
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/// Renders the ImGui draw list data. |
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/// This method requires a <see cref="GraphicsDevice"/> because it may create new DeviceBuffers if the size of vertex |
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/// or index data has increased beyond the capacity of the existing buffers. |
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/// A <see cref="CommandList"/> is needed to submit drawing and resource update commands. |
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/// </summary> |
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public void Render(GraphicsDevice gd, CommandList cl) |
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{ |
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if (_frameBegun) |
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{ |
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_frameBegun = false; |
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ImGui.Render(); |
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RenderImDrawData(ImGui.GetDrawData(), gd, cl); |
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} |
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} |
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/// <summary> |
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/// Updates ImGui input and IO configuration state. |
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/// </summary> |
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public void Update(float deltaSeconds, InputSnapshot snapshot) |
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{ |
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if (_frameBegun) |
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{ |
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ImGui.Render(); |
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} |
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SetPerFrameImGuiData(deltaSeconds); |
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UpdateImGuiInput(snapshot); |
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_frameBegun = true; |
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ImGui.NewFrame(); |
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} |
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/// <summary> |
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/// Sets per-frame data based on the associated window. |
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/// This is called by Update(float). |
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/// </summary> |
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private void SetPerFrameImGuiData(float deltaSeconds) |
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{ |
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ImGuiIOPtr io = ImGui.GetIO(); |
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io.DisplaySize = new Vector2( |
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_windowWidth / _scaleFactor.X, |
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_windowHeight / _scaleFactor.Y); |
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io.DisplayFramebufferScale = _scaleFactor; |
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io.DeltaTime = deltaSeconds; // DeltaTime is in seconds. |
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} |
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private void UpdateImGuiInput(InputSnapshot snapshot) |
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{ |
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ImGuiIOPtr io = ImGui.GetIO(); |
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Vector2 mousePosition = snapshot.MousePosition; |
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// Determine if any of the mouse buttons were pressed during this snapshot period, even if they are no longer held. |
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bool leftPressed = false; |
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bool middlePressed = false; |
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bool rightPressed = false; |
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foreach (MouseEvent me in snapshot.MouseEvents) |
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{ |
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if (me.Down) |
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{ |
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switch (me.MouseButton) |
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{ |
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case MouseButton.Left: |
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leftPressed = true; |
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break; |
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case MouseButton.Middle: |
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middlePressed = true; |
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break; |
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case MouseButton.Right: |
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rightPressed = true; |
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break; |
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} |
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} |
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} |
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io.MouseDown[0] = leftPressed || snapshot.IsMouseDown(MouseButton.Left); |
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io.MouseDown[1] = rightPressed || snapshot.IsMouseDown(MouseButton.Right); |
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io.MouseDown[2] = middlePressed || snapshot.IsMouseDown(MouseButton.Middle); |
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io.MousePos = mousePosition; |
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io.MouseWheel = snapshot.WheelDelta; |
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IReadOnlyList<char> keyCharPresses = snapshot.KeyCharPresses; |
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for (int i = 0; i < keyCharPresses.Count; i++) |
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{ |
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char c = keyCharPresses[i]; |
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io.AddInputCharacter(c); |
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} |
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IReadOnlyList<KeyEvent> keyEvents = snapshot.KeyEvents; |
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for (int i = 0; i < keyEvents.Count; i++) |
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{ |
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KeyEvent keyEvent = keyEvents[i]; |
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io.KeysDown[(int)keyEvent.Key] = keyEvent.Down; |
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if (keyEvent.Key == Key.ControlLeft) |
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{ |
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_controlDown = keyEvent.Down; |
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} |
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if (keyEvent.Key == Key.ShiftLeft) |
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{ |
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_shiftDown = keyEvent.Down; |
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} |
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if (keyEvent.Key == Key.AltLeft) |
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{ |
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_altDown = keyEvent.Down; |
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} |
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if (keyEvent.Key == Key.WinLeft) |
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{ |
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_winKeyDown = keyEvent.Down; |
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} |
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} |
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io.KeyCtrl = _controlDown; |
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io.KeyAlt = _altDown; |
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io.KeyShift = _shiftDown; |
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io.KeySuper = _winKeyDown; |
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} |
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private static void SetKeyMappings() |
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{ |
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ImGuiIOPtr io = ImGui.GetIO(); |
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io.KeyMap[(int)ImGuiKey.Tab] = (int)Key.Tab; |
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io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)Key.Left; |
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io.KeyMap[(int)ImGuiKey.RightArrow] = (int)Key.Right; |
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io.KeyMap[(int)ImGuiKey.UpArrow] = (int)Key.Up; |
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io.KeyMap[(int)ImGuiKey.DownArrow] = (int)Key.Down; |
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io.KeyMap[(int)ImGuiKey.PageUp] = (int)Key.PageUp; |
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io.KeyMap[(int)ImGuiKey.PageDown] = (int)Key.PageDown; |
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io.KeyMap[(int)ImGuiKey.Home] = (int)Key.Home; |
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io.KeyMap[(int)ImGuiKey.End] = (int)Key.End; |
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io.KeyMap[(int)ImGuiKey.Delete] = (int)Key.Delete; |
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io.KeyMap[(int)ImGuiKey.Backspace] = (int)Key.BackSpace; |
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io.KeyMap[(int)ImGuiKey.Enter] = (int)Key.Enter; |
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io.KeyMap[(int)ImGuiKey.Escape] = (int)Key.Escape; |
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io.KeyMap[(int)ImGuiKey.A] = (int)Key.A; |
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io.KeyMap[(int)ImGuiKey.C] = (int)Key.C; |
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io.KeyMap[(int)ImGuiKey.V] = (int)Key.V; |
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io.KeyMap[(int)ImGuiKey.X] = (int)Key.X; |
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io.KeyMap[(int)ImGuiKey.Y] = (int)Key.Y; |
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io.KeyMap[(int)ImGuiKey.Z] = (int)Key.Z; |
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} |
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private void RenderImDrawData(ImDrawDataPtr draw_data, GraphicsDevice gd, CommandList cl) |
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{ |
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uint vertexOffsetInVertices = 0; |
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uint indexOffsetInElements = 0; |
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if (draw_data.CmdListsCount == 0) |
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{ |
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return; |
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} |
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uint totalVBSize = (uint)(draw_data.TotalVtxCount * Unsafe.SizeOf<ImDrawVert>()); |
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if (totalVBSize > _vertexBuffer.SizeInBytes) |
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{ |
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gd.DisposeWhenIdle(_vertexBuffer); |
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_vertexBuffer = gd.ResourceFactory.CreateBuffer(new BufferDescription((uint)(totalVBSize * 1.5f), BufferUsage.VertexBuffer | BufferUsage.Dynamic)); |
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} |
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uint totalIBSize = (uint)(draw_data.TotalIdxCount * sizeof(ushort)); |
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if (totalIBSize > _indexBuffer.SizeInBytes) |
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{ |
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gd.DisposeWhenIdle(_indexBuffer); |
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_indexBuffer = gd.ResourceFactory.CreateBuffer(new BufferDescription((uint)(totalIBSize * 1.5f), BufferUsage.IndexBuffer | BufferUsage.Dynamic)); |
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} |
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for (int i = 0; i < draw_data.CmdListsCount; i++) |
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{ |
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ImDrawListPtr cmd_list = draw_data.CmdListsRange[i]; |
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cl.UpdateBuffer( |
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_vertexBuffer, |
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vertexOffsetInVertices * (uint)Unsafe.SizeOf<ImDrawVert>(), |
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cmd_list.VtxBuffer.Data, |
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(uint)(cmd_list.VtxBuffer.Size * Unsafe.SizeOf<ImDrawVert>())); |
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cl.UpdateBuffer( |
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_indexBuffer, |
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indexOffsetInElements * sizeof(ushort), |
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cmd_list.IdxBuffer.Data, |
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(uint)(cmd_list.IdxBuffer.Size * sizeof(ushort))); |
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vertexOffsetInVertices += (uint)cmd_list.VtxBuffer.Size; |
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indexOffsetInElements += (uint)cmd_list.IdxBuffer.Size; |
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} |
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// Setup orthographic projection matrix into our constant buffer |
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ImGuiIOPtr io = ImGui.GetIO(); |
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Matrix4x4 mvp = Matrix4x4.CreateOrthographicOffCenter( |
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0f, |
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io.DisplaySize.X, |
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io.DisplaySize.Y, |
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0.0f, |
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-1.0f, |
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1.0f); |
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_gd.UpdateBuffer(_projMatrixBuffer, 0, ref mvp); |
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|
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cl.SetVertexBuffer(0, _vertexBuffer); |
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cl.SetIndexBuffer(_indexBuffer, IndexFormat.UInt16); |
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cl.SetPipeline(_pipeline); |
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cl.SetGraphicsResourceSet(0, _mainResourceSet); |
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draw_data.ScaleClipRects(io.DisplayFramebufferScale); |
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|
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// Render command lists |
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int vtx_offset = 0; |
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int idx_offset = 0; |
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for (int n = 0; n < draw_data.CmdListsCount; n++) |
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{ |
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ImDrawListPtr cmd_list = draw_data.CmdListsRange[n]; |
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for (int cmd_i = 0; cmd_i < cmd_list.CmdBuffer.Size; cmd_i++) |
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{ |
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ImDrawCmdPtr pcmd = cmd_list.CmdBuffer[cmd_i]; |
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if (pcmd.UserCallback != IntPtr.Zero) |
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{ |
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throw new NotImplementedException(); |
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} |
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else |
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{ |
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if (pcmd.TextureId != IntPtr.Zero) |
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{ |
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if (pcmd.TextureId == _fontAtlasID) |
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{ |
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cl.SetGraphicsResourceSet(1, _fontTextureResourceSet); |
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} |
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else |
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{ |
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cl.SetGraphicsResourceSet(1, GetImageResourceSet(pcmd.TextureId)); |
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} |
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} |
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cl.SetScissorRect( |
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0, |
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(uint)pcmd.ClipRect.X, |
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(uint)pcmd.ClipRect.Y, |
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(uint)(pcmd.ClipRect.Z - pcmd.ClipRect.X), |
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(uint)(pcmd.ClipRect.W - pcmd.ClipRect.Y)); |
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cl.DrawIndexed(pcmd.ElemCount, 1, (uint)idx_offset, vtx_offset, 0); |
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} |
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idx_offset += (int)pcmd.ElemCount; |
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} |
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vtx_offset += cmd_list.VtxBuffer.Size; |
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} |
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} |
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/// <summary> |
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/// Frees all graphics resources used by the renderer. |
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/// </summary> |
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public void Dispose() |
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{ |
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_vertexBuffer.Dispose(); |
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_indexBuffer.Dispose(); |
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_projMatrixBuffer.Dispose(); |
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_fontTexture.Dispose(); |
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_fontTextureView.Dispose(); |
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_vertexShader.Dispose(); |
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_fragmentShader.Dispose(); |
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_layout.Dispose(); |
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_textureLayout.Dispose(); |
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_pipeline.Dispose(); |
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_mainResourceSet.Dispose(); |
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|
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foreach (IDisposable resource in _ownedResources) |
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{ |
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resource.Dispose(); |
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} |
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} |
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|
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private struct ResourceSetInfo |
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{ |
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public readonly IntPtr ImGuiBinding; |
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public readonly ResourceSet ResourceSet; |
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|
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public ResourceSetInfo(IntPtr imGuiBinding, ResourceSet resourceSet) |
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{ |
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ImGuiBinding = imGuiBinding; |
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ResourceSet = resourceSet; |
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} |
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} |
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} |
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}
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