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Examples: Emscripten+WebGPU: slightly refactor like other Emscripten compatible Desktop examples, as aiming to make this suppot desktop eventually.
Also aimed at reducing diff for https://github.com/ocornut/imgui/pull/7132 tho this will lead in conflict.
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@ -6,7 +6,7 @@
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- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
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- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
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- Then build using `make` while in the `example_emscripten_wgpu/` directory.
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- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_wgpu/` directory.
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- Requires recent Emscripten as WGPU is still a work-in-progress API.
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- Requires recent Emscripten as WGPU is still a work-in-progress API.
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@ -11,13 +11,20 @@
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_wgpu.h"
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#include "imgui_impl_wgpu.h"
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#include <stdio.h>
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#include <stdio.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#include <emscripten/html5.h>
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#include <emscripten/html5_webgpu.h>
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#include <emscripten/html5_webgpu.h>
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#endif
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <webgpu/webgpu.h>
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#include <webgpu/webgpu.h>
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#include <webgpu/webgpu_cpp.h>
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#include <webgpu/webgpu_cpp.h>
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// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
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#ifdef __EMSCRIPTEN__
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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// Global WebGPU required states
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// Global WebGPU required states
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static WGPUDevice wgpu_device = nullptr;
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static WGPUDevice wgpu_device = nullptr;
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static WGPUSurface wgpu_surface = nullptr;
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static WGPUSurface wgpu_surface = nullptr;
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@ -27,15 +34,32 @@ static int wgpu_swap_chain_width = 0;
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static int wgpu_swap_chain_height = 0;
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static int wgpu_swap_chain_height = 0;
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// Forward declarations
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// Forward declarations
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static void MainLoopStep(void* window);
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static bool InitWGPU();
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static bool InitWGPU();
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static void print_glfw_error(int error, const char* description);
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static void CreateSwapChain(int width, int height);
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static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
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static void glfw_error_callback(int error, const char* description)
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{
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printf("GLFW Error %d: %s\n", error, description);
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}
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static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*)
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{
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const char* error_type_lbl = "";
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switch (error_type)
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{
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case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
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case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
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case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
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case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
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default: error_type_lbl = "Unknown";
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}
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printf("%s error: %s\n", error_type_lbl, message);
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}
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// Main code
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// Main code
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int main(int, char**)
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int main(int, char**)
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{
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{
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glfwSetErrorCallback(print_glfw_error);
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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if (!glfwInit())
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return 1;
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return 1;
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@ -43,11 +67,8 @@ int main(int, char**)
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// This needs to be done explicitly later.
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// This needs to be done explicitly later.
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
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if (!window)
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if (window == nullptr)
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{
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glfwTerminate();
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return 1;
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return 1;
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}
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// Initialize the WebGPU environment
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// Initialize the WebGPU environment
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if (!InitWGPU())
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if (!InitWGPU())
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@ -66,17 +87,15 @@ int main(int, char**)
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = nullptr;
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// Setup Dear ImGui style
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOther(window, true);
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ImGui_ImplGlfw_InitForOther(window, true);
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#ifdef __EMSCRIPTEN__
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ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
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ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
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#endif
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ImGui_ImplWGPU_Init(wgpu_device, 3, wgpu_preferred_fmt, WGPUTextureFormat_Undefined);
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ImGui_ImplWGPU_Init(wgpu_device, 3, wgpu_preferred_fmt, WGPUTextureFormat_Undefined);
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// Load Fonts
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// Load Fonts
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@ -99,10 +118,117 @@ int main(int, char**)
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//IM_ASSERT(font != nullptr);
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//IM_ASSERT(font != nullptr);
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#endif
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#endif
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// This function will directly return and exit the main function.
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// Our state
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// Make sure that no required objects get cleaned up.
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bool show_demo_window = true;
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// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
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bool show_another_window = false;
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emscripten_set_main_loop_arg(MainLoopStep, window, 0, false);
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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#ifdef __EMSCRIPTEN__
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = nullptr;
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EMSCRIPTEN_MAINLOOP_BEGIN
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#else
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while (!glfwWindowShouldClose(window))
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#endif
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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// React to changes in screen size
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int width, height;
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glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
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if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
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{
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ImGui_ImplWGPU_InvalidateDeviceObjects();
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CreateSwapChain(width, height);
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ImGui_ImplWGPU_CreateDeviceObjects();
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}
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// Start the Dear ImGui frame
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ImGui_ImplWGPU_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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WGPURenderPassColorAttachment color_attachments = {};
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color_attachments.loadOp = WGPULoadOp_Clear;
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color_attachments.storeOp = WGPUStoreOp_Store;
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color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
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color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
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WGPURenderPassDescriptor render_pass_desc = {};
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render_pass_desc.colorAttachmentCount = 1;
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render_pass_desc.colorAttachments = &color_attachments;
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render_pass_desc.depthStencilAttachment = nullptr;
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WGPUCommandEncoderDescriptor enc_desc = {};
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WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
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WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
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ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
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wgpuRenderPassEncoderEnd(pass);
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WGPUCommandBufferDescriptor cmd_buffer_desc = {};
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WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
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WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
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wgpuQueueSubmit(queue, 1, &cmd_buffer);
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}
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_MAINLOOP_END;
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#endif
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// Cleanup
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ImGui_ImplWGPU_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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@ -113,7 +239,7 @@ static bool InitWGPU()
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if (!wgpu_device)
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if (!wgpu_device)
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return false;
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return false;
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wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr);
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wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
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// Use C++ wrapper due to misbehavior in Emscripten.
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// Use C++ wrapper due to misbehavior in Emscripten.
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// Some offset computation for wgpuInstanceCreateSurface in JavaScript
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// Some offset computation for wgpuInstanceCreateSurface in JavaScript
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@ -133,122 +259,17 @@ static bool InitWGPU()
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return true;
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return true;
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}
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}
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static void MainLoopStep(void* window)
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static void CreateSwapChain(int width, int height)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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if (wgpu_swap_chain)
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wgpuSwapChainRelease(wgpu_swap_chain);
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glfwPollEvents();
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wgpu_swap_chain_width = width;
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wgpu_swap_chain_height = height;
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int width, height;
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WGPUSwapChainDescriptor swap_chain_desc = {};
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glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
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swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
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swap_chain_desc.format = wgpu_preferred_fmt;
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// React to changes in screen size
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swap_chain_desc.width = width;
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if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
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swap_chain_desc.height = height;
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{
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swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
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ImGui_ImplWGPU_InvalidateDeviceObjects();
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wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
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if (wgpu_swap_chain)
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wgpuSwapChainRelease(wgpu_swap_chain);
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wgpu_swap_chain_width = width;
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wgpu_swap_chain_height = height;
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WGPUSwapChainDescriptor swap_chain_desc = {};
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swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
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swap_chain_desc.format = wgpu_preferred_fmt;
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swap_chain_desc.width = width;
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swap_chain_desc.height = height;
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swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
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wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
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ImGui_ImplWGPU_CreateDeviceObjects();
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}
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// Start the Dear ImGui frame
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ImGui_ImplWGPU_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// Our state
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// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
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static bool show_demo_window = true;
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static bool show_another_window = false;
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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WGPURenderPassColorAttachment color_attachments = {};
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color_attachments.loadOp = WGPULoadOp_Clear;
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color_attachments.storeOp = WGPUStoreOp_Store;
|
|
||||||
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
|
||||||
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
|
||||||
WGPURenderPassDescriptor render_pass_desc = {};
|
|
||||||
render_pass_desc.colorAttachmentCount = 1;
|
|
||||||
render_pass_desc.colorAttachments = &color_attachments;
|
|
||||||
render_pass_desc.depthStencilAttachment = nullptr;
|
|
||||||
|
|
||||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
|
||||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
|
||||||
|
|
||||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
|
||||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
|
||||||
wgpuRenderPassEncoderEnd(pass);
|
|
||||||
|
|
||||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
|
||||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
|
||||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
|
||||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void print_glfw_error(int error, const char* description)
|
|
||||||
{
|
|
||||||
printf("GLFW Error %d: %s\n", error, description);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
|
|
||||||
{
|
|
||||||
const char* error_type_lbl = "";
|
|
||||||
switch (error_type)
|
|
||||||
{
|
|
||||||
case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
|
|
||||||
case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
|
|
||||||
case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
|
|
||||||
case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
|
|
||||||
default: error_type_lbl = "Unknown";
|
|
||||||
}
|
|
||||||
printf("%s error: %s\n", error_type_lbl, message);
|
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user